<<

Issue #211 Vol. XIX, No. 6 November 1994

Publisher SPECIAL ATTRACTIONS TSR, Inc. The Ecology of the Dungeon Associate Publisher 10 — Buck Deason Holmes Bring your dungeons alive with this advice. Editor-in-Chief Sight in the Darkness — Roger E. Moore 16 Open your eyes to the possibilities of infravision. Associate editor Dale A. Donovan Fungi of the — Chris Perry Fiction editor 24 More grows in the Underdark than just dwarves and Barbara G. Young .

Editorial assistant Wolfgang H. Baur FICTION Art director Larry W. Smith Lifegiver — Darren C. Cummings 74 Can a cursed magical sword renounce its own evil? Production Tracey Isler

Subscriptions REVIEWS Janet L. Winters Eye of the Monitor — Dee & Jay U.S. advertising Join two new columnists as they review some of their Cindy Rick 39 all-time favorite games.

U.K. correspondent Role-playing Reviews — Kick Swan and U.K. advertising Check out these game products for folks who Carolyn Wildman 88 hate cyberpunk.

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

2 NOVEMBER 1994 Role of Books — John C. Bunnell 98 Readers of this month’s novels should expect the unexpected. Through the Looking Glass — Bob Bigelow 112 The Holidays are approaching—start browsing now. FEATURES

First Quest — 8 Return with Jeff to a time when dinosaurs walked the Earth.

“I Sing a Song by the Deep-Water Bay” 29 — Steven E. Schend Learn how the Harpers operate in . D-Day in Milwaukee — Roger E. Moore 48 Read Roger’s debut as a correspondent as he covers the 1994 ® Game Fair.

Topkapi Palace — Steve Kurtz 60 Spice up your fantasy castles with bits of history. COVER Rumblings — The staff The figure in this month’s cover 72 Catch up on the latest news of the gaming industry. painting by Brom appears to have been on guard duty for a long time. The Wizards Three — Despite that, I don’t think I’d want to 82 Ed gets another visit from those mirthful mages. attempt getting past him, regardless of what wealth the dungeon beyond the Sage Advice — door holds. After all, the only weapon This month, Skip expounds on the ™ I’m proficient with is the editor’s red 95 pen. setting and the ™ game. DEPARTMENTS 4 Letters 103 Libram X 6 Editorial 106 Dragonmirth 45 Convention Calendar 108 Gamers Guide 68 Forum 120 TSR Previews

each subscription is printed on the mailing label of stamped envelope (9½” long preferred) to: Writers’ Registration applied for in the United Kingdom. All each subscriber’s copy of the magazine. Changes of Guidelines, c/o DRAGON Magazine, as per the above rights to the contents of this publication are reserved, address for the delivery of subscription copies must be address; include sufficient American postage or and nothing may be reproduced from it in whole or in received at least six weeks prior to the effective date of International Reply Coupons with the return envelope. part without first obtaining permission in writing from the change in order to assure uninterrupted delivery. In Europe, write to: Writers’ Guidelines, c/o DRAGON the publisher. Material published in DRAGON Maga- Back issues: A limited quantity of back issues is Magazine. TSR Ltd; include sufficient return postage zine does not necessarily reflect the opinions of TSR, available from either the TSR Mail Order Hobby Shop or IRCs with your SASE. Inc. Therefore, TSR will not be held accountable for (P.O. Box 756, Lake Geneva WI 53147, U.S.A.) or from Advertising: For information on placing advertise- opinions or mis-information contained in such material. TSR Ltd. For a free copy of the current catalog that ments in DRAGON Magazine, ask for our rate card. All ® designates registered trademarks owned by TSR, lists available back issues, write to either of the above ads are subject to approval by TSR, Inc. TSR reserves Inc. ™ designates trademarks owned by TSR, Inc. Most addresses. the right to reject any ad for any reason. In the United other product names are trademarks owned by the Submissions: All material published in DRAGON States and Canada, contact: Advertising Coordinator, companies publishing those products. Use of the name Magazine becomes the exclusive property of the TSR. Inc., P.O. Box 756, 201 Sheridan Springs Road, of any product without mention of trademark status publisher, unless special arrangements to the contrary Lake Geneva WI 53147, U.S.A. In Europe, contact: should not be construed as a challenge to such status. are made prior to publication. DRAGON Magazine Advertising Coordinators, TSR Ltd. ©1994 TSR, Inc. All Rights Reserved. All TSR char- welcomes unsolicited submissions of written material Advertisers and/or agencies of advertisers agree to acters character names, and the distinctive likenesses and artwork; however, no responsibility for such sub- hold TSR, Inc. harmless from and against any loss or thereof are trademarks owned by TSR, Inc. missions can be assumed by the publisher in any expense from any alleged wrongdoing that may arise Second-class postage paid at Lake Geneva Wis., event. Any submission accompanied by a self- out of the publication of such advertisements. TSR, U.S.A., and additional mailing offices. Postmaster: addressed, stamped envelope of sufficient size will be Inc. has the right to reject or cancel any advertising Send address changes to DRAGON Magazine. TSR, returned if it cannot be published. We strongly recom- contract for which the advertiser and/or agency of Inc., P.O. Box 111, Lake Geneva WI 53147. U.S.A. mend that prospective authors write for our writers’ advertiser fails to comply with the business ethics set USPS 318-790, ISSN 1062-2101. guidelines before sending an article to us. In the forth in such contract. United States and Canada, send a self-addressed, DRAGON is a registered trademark of TSR. Inc. DRAGON 3 What did you think of this issue? Do you have tained to STAR TREK*: THE RPG by FASA. As I a question about an article or have an idea for a read the article, I wondered if there was an RPG Subscription vs. new feature you’d like to see? In the United for The Next Generation series. I thought to ask States and Canada, write to: Letters, DRAGON® you. Is there a TNG role-playing game? Newsstand Magazine, P.O. Box 111, Lake Geneva WI 53147, Mick Mathews U.S.A. In Europe, write to: Letters, DRAGON Dover OH Magazine, TSR Ltd., 120 Church End, Cherry Dear Dragon, Hinton, Cambridge CB1 3LB, United Kingdom. If No, Mick, there is no ST:TNG role-playing Hey! I noticed that, beginning with issue #201, you wish your letter to be published, you must game currently on the market. Before FASA’s the cover price of an issue of DRAGON Maga- sign it. We will not publish anonymous letters. licensing arrangement with Paramount Pictures zine went up from $3.50 to $3.95. Now, I can We will withhold your name if you request it. (the owner of all things Trek) ran out, at least understand rising costs and so forth, but won’t one TNG supplement was produced, though. this price increase cause newsstand sales to The First Season Sourcebook detailed the char- drop, resulting in lower circulation and lower acters and the 1701-D Enterprise according to profits for the magazine, thus defeating the “Where is FASA’s game rules for the original Trek. The purpose of the price increase—to make more FASA game and its supplements still may be money? this from?” available on the dusty back shelves of some Song Palmese game and hobby stores, but you’ll likely have to Oakland CA hunt for them. Also check auctions and flea Dear Dragon, markets at game conventions. That’s a good question. (By the way before I’ve been playing the AD&D® game for over Other Trek games do exist. Task Force Games, issue #201, DRAGON Magazine hadn’t raised its 10 years and I do most of my gaming in the the producer of the STAR FLEET BATTLES* cover price since 1986—and the subscription ® setting of Toril. I recent- board game, also publishes the PRIME DIREC- price hasn’t gone up since 1985). The best ly became a father to a lovely daughter, and TIVE* role-playing game, but neither game answer I can give you is this: Don’t worry about named her Alustriel after the High Lady of deals with any TNG material. For more informa- us. We want you to subscribe—and considering Silverymoon. tion, write to: Task Force Games, P.O. Box 50145, the price break you get, you should want to Her mother neither plays the game nor reads Amarillo TX 79159-0145. subscribe too. the novels, but she really wants to know what Decipher Games produces three TNG games, Twelve issues of the magazine, bought at the the name means. When she asked me, I had to but none are role-playing games in the tradition- newsstand price of $3.95 each, costs (3.95 x 12) admit that I didn’t know. I did tell her, though, al sense. The HOW TO HOST A MYSTERY: STAR $47.40. A twelve-issue (one-year) subscription cost that I would write to you and ask. TREK: THE NEXT GENERATION GAME*, the $30, or (30 ÷ 12) $2.50 each. If you know you’re Greg Moore STAR TREK: THE NEXT GENERATION VCR going to buy more than seven issues of DRAGON BOARD GAME*, and the STAR TREK: THE NEXT Magazine during a year; you can save money by I contacted Ed Greenwood, the co-creator of GENERATION CUSTOMIZABLE CARD GAME* becoming a subscriber—and you get all 12 issues the FR setting, and he put Greg’s question to are all available. Write to: Decipher Games, P.O. delivered direct to your mailbox. (Multiple-year that Realmsian Mage-About-Town, . El’s Box 56, Norfolk VA 23501-0056. —Dale subscriptions can save you even more money). (less than illuminating) response follows: The advantage of buying the magazine at the “In the Realms, there are certain things you newsstand, of course, is that you can see what’s don’t ask a lady, especially a lady mage. There in it before you put down your money. Some be power in names, and a mage must be ever Game Fair friends people like being able to do that, and that’s fine watchful over giving away too much personal with us. But even if you are a subscriber, we information. There is power in all knowledge.” want you to keep visiting that game, book, (Ed’s personal opinion is that El didn’t have the Dear Dragon, hobby, or comics store every month—because guts to ask Alustriel about the derivation of her I attended the 1994 GEN CON® Game Fair and that’s the only way you can keep up with all the name.) had an amazing time. I met some really out- other cool stuff that TSR, Inc., and all the other Seriously, Ed admits that the name Alustriel standing players in a game I ran. I’m writing to publishers are cranking out. —Dale doesn’t mean anything. He just made it up. you in an attempt to locate them. The people I’m Sorry, Greg, but we can’t help you. You can find trying to find advanced to the third round of out other important information on Alustriel the “Cubeworld: Grave Consequences AD&D® l indicates a product produced by a company other and her sisters in , due out in 2nd Edition Game Variant” event that I judged. than TSR, Inc. May 1995. —Dale If you’re out there, please get in touch with me. Thanks. Richie Procopio 110 Waterfountain Way, #103 “And where is Glen Burnie MD 21060 it now?” Glad to be of service, Richie—but “Waterfoun- rain Way”? Is that anywhere near “Bubbler Boulevard”? —Dale Dear Dragon, Recently, I’ve been leafing through my back issues of DRAGON Magazine, and in issue #150, I came across the article, “A Final Frontier of Your Own,” by John J. Terra. The article per- 4 NOVEMBER 1994

Cut-&-Paste Campaigns

DRAGON® Magazine is one of the few boundaries. powers. I also can use information from products published by TSR, Inc., that is For example, the TRAVELLER RPG also ’s Cthulhu by Gaslight Victorian- produced without using desktop- has a race of psionic humans called the era supplement, or even use Cthulhuoid publishing software. DRAGON Magazine Zhodani. The AD&D® fantasy game has beasts as particularly nasty members of (and DUNGEON® Adventures) are output psionics, too. Why not use AD&D game the faerie Unseelie Court (a major force from a typesetting machine that spits out psionic powers to flesh out a Zhodani NPC, for evil in the FALKENSTEIN game). Speak- the articles I send it on sheets of silvered villain, or even a PC? Numerous games ing of faeries, the FALKENSTEIN rules film paper—something roughly analogous have mental powers or mutations, psi- don’t have much detailed information on to the paper your snapshots are printed skills, or magic. Browse through these types of faeries and the Unseelie and on. After the film is output, our Art Direc- games and cut-&-paste your favorite skills, Seelie (the good-guy faeries) Courts. If I tor Larry Smith draws forth his X-Acto powers, or spells into your game. care to expand that part of my game knife from its rusty scabbard and cuts the Longtime readers of this magazine world, I can cut-&-paste a ton of faerie- film into page-size pieces and then applies probably know I’m a big fan of superhero related details from the For Faerie, Queen, wax as an adhesive so all the pieces stay comics and games. I’ve collected every and Country setting for TSR’s AMAZING where they belong, creating the magazine supers RPG I can find. Do I intend to play ENGINE® rules. If you like the technologi- you see before you. This arduous proce- them all at some point? No. But I can cut- cal aspects of the FALKENSTEIN game, get dure is referred to as the “cut-&-paste” &-paste any components (powers, back- your hands on a copy of GDW’s SPACE: process, meaning Larry cuts a whole (an ground elements, story hooks, etc.) that I 1889* game, which is chock full of items article) into small pieces, and reassembles like into the next superhero campaign that such as electric rifles, air cannons, and all the pieces of all the articles into a new I run. iron-and-rivets spaceships. You can cut-&- form (the magazine). Speaking of comics (and other media), paste to expand your fantasy, SF, horror, Gamers can perform a similar cut-&-paste why not cut-&-paste ideas from other or other RPG as well. process by combining parts of different sources right into your campaign? About I mentioned the AMAZING ENGINE line games into one. That’s what this column is two years ago, another coworker was above; both it and SJG’s GURPS* line of about—taking favorite elements from vari- running a campaign of Marquee Press’ “generic” books are excellent sources to ous games and combining them into a new, LOST SOULS* game. I created a Medium cut-&-paste ideas from. (In fact, though I hybrid game. PC—a living person who can interact with don’t own the GURPS rule book, I do have I can give a simple example from a cam- ghostly PCs. I cut-&-pasted much of my over a dozen source or “world books.”) paign I’m playing in now. A coworker is PC’s personality from the character John Another place to look for inspiration is the running a game using West End Games’ Constantine of DC’s Hellblazer comic book multigenre RPGs such as Palladium’s STAR WARS* rules. A while back, several (and drove the rest of the players nuts, I’m RIFTS* or West End’s TORG* games that of the players wanted to experiment with sure). You can cut-&-paste ideas from your already have blended ideas from numer- characters other than the PCs we normal- favorite novel, movie, play, song, or what- ous genres into a single setting. ly ran. In an effort to be completely differ- ever inspires you. You also can borrow from You don’t need to own 50 games to able ent, I asked if I could play an Aslan, a mythology. See DRAGON issue #210’s article, to cut-&,-paste ideas from one to another. member of a bipedal catlike race from “A Monster in the Classical Tradition” by Borrow your friends’ RPGs. Lend out your GDW’s TRAVELLER* game. After I provid- Steve Berman. In it, Steve took a creature games. Swap favorite or “inspirational” ed the GM with background information from Greek mythology, the echidna, and books, videos, and magazines among your and explaining my concept for the charac- cut-&-pasted it into a monster for fellow gamers. If you belong to a game ter, he okayed my choice. I followed the Chaosium’s CALL OF CTHULHU* horror club, have all the members chip in a few STAR WARS character-creation rules, and RPG. bucks each, head down to the game store, Feyla the Aslan was soon leaping onto the I’m also a big fan of the Victorian era, and start a club library of games. heads of various villains. and as such, one of my favorite games of In short, there are a lot of games out That “cut-&-paste” was relatively simple 1994 is R. Talsorian’s CASTLE FALKEN- there with a lot of good ideas in them. in that both games were science-fiction STEIN* game. It’s a terrifically inventive Don’t limit your game campaign by limit- RPGs, and all the information I “cut” from Victorian-era RPG, but as of my writing ing your sources. Cut-&-paste a few ideas the TRAVELLER game was background this editorial, only the basic rule book has into your game, and have fun! and history on the Aslan—no game me- been published. How can I expand the chanics. I tinkered with the background to world of CASTLE FALKENSTEIN now? make it better fit the STAR WARS uni- Several RPGs have been published over verse, but that was all the work I needed the years that deal with the same basic to do. You can cut-&-paste most easily era. One of the newest is TSR’s new when the games being drawn from share Masque of the Red Death campaign, which some mechanics, a theme, or at least emu- is set on GOTHIC EARTH, a Victorian late the same genre. However, many setting. I can cut-&-paste history, charac- games have elements that, if you ignore ters, or even some of the MASQUE OF the game’s nomenclature, cross genre THE RED DEATH setting’s mentalist

6 NOVEMBER 1994

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

Mammals and Dinosaurs

by Jeff Grubb Okay, it’s my turn. a monster would lie to you, not the chance Hobby Shop was! Wow!) and a sister, Susan, Long ago, when the Earth was new and of it being in its lair). The rules needed who was a fantasy artist (check out the old dinosaurs roamed the midwestern plains in continual house rulings and interpreta- DRAGON® Magazine covers on issues #51, great thundering herds, people played war tions. Of course, the game was a lot of fun. #61, #73, and #85 for her work). On one games. Hex-map wonders with arcane rules It also was intensely disliked by the occasion Dave took me along when he was simulating this historical battle or that more traditional gamers in the club. This dropping off one of her pieces at the imaginary campaign or some theory of upstart, this fashion, this fad, this phenom- DRAGON Magazine office, which at that combined arms. BLITZKRIEG* and PANZER enon hopefully would pass and let them point was located in a crumbling old house BLITZ* from Avalon Hill. All the multitude return to refighting Gettysburg in peace. across from Pizza Hut. I met my first offi- of (relatively) cheap paper-board games Local legend has it that the D&D game cial TSR person, Kim Mohan, there, and I from SPI. Strategy & Tactics magazine. I was offered to the “big” gaming companies think that Roger Moore was bustling away had gotten into them in high school. They of the day, and laughed out of their offic- on a deadline as well. I was, of course, were intricate, they were exact, they often es. It didn’t have a hex map, so how could thrilled and amazed. They, of course, don’t were complex and obtuse, and they were it be a real game? remember me, since I was just one more fun. Well, it was a real game, and attracted wide-eyed fan stopping in. My first week of college (back in 1975), I real gamers, and flourished quite nicely. I graduated as a civil engineer and visited the Purdue Wargaming Club. There More people came into the hobby, drawn worked for a short while designing air- was a multitude of games spread out in a by the lure of dragons and heroes and pollution equipment. I continued to play wide lecture room in the Stewart Center, imagination. Role-playing was more ap- the D&D game with my Pittsburgh group our student union. Here were board pealing than war games to women, which (which included my eventual bride and co- gamers. John Hill, the creator of the boosted its allure to young male college writer, ) and helped with the SQUAD LEADER* game, ran the local students with nothing else to do on a AD&D® Open under Bob Blake at the GEN hobby shop. Board games ruled. There Friday night. CON® Game Fair. After an unsatisfying were miniaturists as well, grizzled old My first dungeon was created during a event, one of my friends loudly pro- veterans hunched over their copies of the boring math lecture—a sprawling mon- claimed that we could write better adven- TRACTICS* rules and muttering about strosity with no plan and no reason. Mon- tures. Bob called our bluff, and I became how they were the true descendants of sters hung out in their rooms just waiting the lead designer and organizer of the the hobby created by H.G. Wells (who used for the door to open and the adventurers 1982 GEN CON Open. miniature soldiers to simulate his “little to wade into combat. The dungeon was On the strength of my design work—and wars”), not these wimpy “paper gamers.” huge—three sheets of 10 squares-to-the- the fact that we delivered a playtested and (To be fair, the board gamers in turn com- inch graph paper, with corridors spilling ready version six months in advance—I plained that the guys with their miniature from one side of the paper and curving was hired as a full-time game designer by tanks always had to hog four or five tables around to rejoin on the other side. As a TSR. You know the rest of the story. A lot for one of their games.) result, I put a number of entrances all of designs I’ve worked on have been ideas And there was a group of guys in the over my surface map all connected to this which did not attract a lot of attention or corner shouting at each other and rolling same complex. Dungeon entrances A, B, C, approval when they began, but when they dice. Without a board. Without counters. and E became the cities of American Pie finally arrived they were critically (and Without miniatures. Without a game of (as in the Don McLean song), Bellvue (a occasionally financially) successful. I al- any kind that I could see. suburb of Pittsburgh where my grandpar- ways called such projects my “mammals”— I wandered over, and one of them turn- ents lived), Cooper’s Rock (a state park in small scurrying things that stayed out of ed to me, shoved three six-sided dice in my Pennsylvania), and Emerson (on Lake the way of larger, more official projects hand, and said, “Quick, we need a cleric.” Palmer). There was a lack of seriousness until the time was right. Then they moved It was all downhill from there. in the names, and, though I could run a in and established themselves and thrived. Old role-players date themselves by world-shaking epic with the best of them, Many of the things I did way back in what their first D&D® game set looked many of my adventures were filled with college crept in all around my work. My like. Chainmail rules. The original wood- bad jokes, worse puns, and general fun. pantheon of gods traveled over to the grained box. The ® supple- I did the D&D game thing through col- ® setting. The name for ment (that’s when I arrived). The lege, and met a lot of friends whom I still my original campaign was Toril, which ® supplement. The white hang out with today. They’re teachers and became the name of the planet on which box, the blue Basic, the red Basic, and so programmers and vice presidents and the FORGOTTEN REALMS® campaign is on. The rules were obtuse and clunky. experts in artificial intelligence and rock set. (Completists should note that Faerun is They were filled with errors and unclear lyricists. The parents of one friend, Dave Ed Greenwood’s name and refers to the wording (one DM, due to a typo in the Collins, had a house in Lake Geneva, Wis- continent that the core of the Realms original book, read “% Liar” as the chance consin (where TSR and the old Dungeon Continued on page 22 8 NOVEMBER 1994

Make your underground adventures unique

Every developed PC and NPC has physi- by erosion or magma flow. Erosion caves cal and emotional characteristics that make are old underground rivers and lakes; they each of them interesting. Cities and villages wind and flow, with passages forking, have atmosphere and unique shops. A turning and changing. Magma caves are magical blade described as Velinora’s Gla- tubelike, smoother than erosion caves, and dius Bellum is more valued than + 1 straight; they generally do not split off in sword. While people, towns, and even more than one direction. However, one magical items are thought to have charac- need not make a cavern realistic; on an- ter, players do not generally think about other world, caverns could be created by dungeons as being “individuals.” However, other forces, such as giant monsters and with a little extra detail, a dungeon can uncontrolled magic. become very interesting and unique—not In any event, interesting caves contain just because of the monsters, magicks, and areas of different sizes and shapes. They traps found within it, but because of the are filled with small crawlways and huge dungeon itself; the way it looks and feels, rooms. These changes in dimension are the way it winds and flows. If one can cre- very useful to a DM. How can a party flee ate a dungeon with character, then one can or fight in an area only 3’ in diameter? make adventuring fun and new. How can they navigate up and down all the Bored with running the same old passageways and cliffs while they are look- dungeon over and over, I thought about ing for treasure and monsters? how I could make such a place fresh and Think “treacherous terrain.” One can cre- enjoyable. After some contemplation and ate many encounters like the following: A research, I came up with the following group of five hobgoblins are on the other guidelines. While the basic principles listed side of a 30’ room and are shooting arrows below can be used for any setting (from at the PCs. No problem, right? Well, those forests to starships), I have focused on fan- hobgoblins could have 75% cover from the tasy dungeon caverns. Cave-dungeons, I terrain while the PCs have no cover at all. feel, are the settings that are usually the Also, the floor of the room could be 20’ be- least interesting. If one can make a cave low the ledge on which the party is standing. intriguing, one can easily make tombs and Now the PCs must either use up their magic castles exciting. and arrows on some lowly hobgoblins, or The first thing to remember is that a they must cross a very dangerous piece of dungeon is a miniature ecosystem. Life, terrain to get to the hobgoblins. The land- geology, time, and weather affect and scape makes this generally minor encounter change it. All places populated by living into a major encounter. creatures are animated and intricate, not Strange formations can add greatly to a just the places that happen to be above dungeon. Many real caves have more than ground. A DM should make any adventur- one opening to the outside. The party ing area have this sort of feel about it. To might have to travel in and out of the help do that, one needs to think about the dungeon, fighting their way through a following topics. wooded area that separates two entrances. Instead of having a few forest encounters How was it made? before going to a cave and having cave Just as a player creates the childhood encounters thereafter, a half-in and half- and ancestry of a character, the DM should out dungeon adventure could have both figure out (basically) how a place was made mixed together. This would make most of and how it developed. What used to be the PCs equally useful throughout the ad- there, and how did what is there now get venture. there? Small holes that can develop between Caverns on our planet are created either rooms can become natural murder holes and arrow slits. These holes also could be have uranium or other highly radioactive even realize that the bridge will fall, but a safe way to talk with creatures within elements in it, which could cause native the human fighter in full plate armor will the cave or spy on them. Natural columns, creatures to be deformed or changed in learn about it soon enough. large stalagmites, crevices, and multiple some way (attack of the giant mutant killer One need not have a floor fall out be- entrances can fill a room with hiding kobolds?). neath the party to make the characters places and areas to explore. A room with This last example brings up another paranoid. The PCs could hear the sounds two large rocks in the center, with the interesting point: A fantasy world does not of another part of the cave collapsing and path around them forming a figure-eight, have to follow the known laws of physics then begin anticipating a cave-in that will would be an excellent place for a chase. (I or chemistry. Certain substances found in never happen. They might start to hurry, can see the PCs running around and a dungeon environment could enhance, trying to make it out before the cavern around looking for a thieving goblin who alter, or nullify magic or psionics. Rocks collapses, and then panic when a few is hiding on top of a boulder.) could be highly magnetic, combustible, pebbles or some sand falls on them. A cave also could be somewhat like a explosive, or influenced by other forces. Physical changes to the cave also could canyon, with parts of the top exposed to Think up a new substance with strange result from the actions of the PCs. The use the surface. Now the party must decide if and challenging properties: For instance, a of powerful magic (fireball, lightning bolt, they should walk along the top and possi- cave could contain pockets of etherium, an rock to mud, dig) could cause a local disas- bly miss some of the openings, travel the element that becomes ethereal and solid ter. Pushing a boulder down on an attack- bottom and possibly be ambushed, or split again at random, causing natural secret ing Lernaean hydra might seem like a up the group and explore both areas at the and shifting doors. A prized metal in my good idea at the time, but when that boul- same time. Most players know how to campaign world is “float,” a metal that der causes the floor to collapse, the PCs have their characters maneuver through a repels gravitons (thus, it is nearly weight- are going to wish they hadn’t done that. smooth, cylindrical tunnel, so don’t make less); not only does this metal create weird Another thing to remember is that a it easy for them by making a dungeon natural phenomena, such as floating place changes if someone is around or not. with nothing but 10’-diameter tunnels and rocks, but also lessens the weight of weap- The water level might drop, revealing 30' rooms. ons and armor, making it a prized material more caverns. Caves might collapse or Combat is not the only activity that can be indeed. open up due to erosion or earthquakes. affected by terrain. Stalactites, stalagmites, These changes can make a previously flowstones, cave pearls, and other forma- What stories does it tell? explored cavern into something entirely tions can be used to spice up many scenarios History, natural and documented, is a new. An adventure might center on hunt- for many reasons. A certain rock formation great tool for bringing life to a dungeon. ing down a group of that have moved might just happen to look kind of like a While the PCs are exploring a cave, they into a previously explored cavern. The priest’s holy symbol. Or the characters might could find bones, weapons, or equipment party confidently walks into the cave be awed by the beauty of certain rooms. that tell a story about the cave. Fossils and opening, sure in their maps and their Giving a deserving description of such fea- ancient tools could indicate who lived in knowledge. They know that the orcs tures would be a great task for a DM. If the the cave long ago. The walls could be would camp in the big room next to the DM could make the PCs imagine a room adorned with paintings or carvings from a well. They know about the shriekers in filled with gleaming columns and snowlike race long dead. The PCs might make an the third alcove. But as they move into the gypsum flowers, then the cave could be- anthropological discovery that causes cave, they find that the passage to the big come “alive” and memorable. An ingenious sages to argue for decades. room has collapsed and a new passage has PC could make such an area into a temple Recorded history, told to the PCs by local opened to the south. Even though the PCs or, if the character is more materialistic, a villagers or even by the creatures within have been through this dungeon before, tourist attraction. the cave, could set the tone for the they don’t know what to expect now. dungeon. Many players like to have their Surprised, they might even become What is it made of? characters look for maps or information shaken and start to panic. The cave is As important as how the surrounding about a place: let them look, and give them physically different, so the party must stay area was made is of what material(s) the the information, but tailor it to suit the on their toes. surrounding area is made. One can quick- needs of the scenario or the campaign. ly understand the importance of knowing The PCs might rush to a dungeon reported How’s the weather down what substances are present in a dungeon to be the location of the treasure of King there? if one stumbles across a cavern with veins Sloth but be less eager to enter a cave Weather affects everything, even under- of gold and silver in it. But other substanc- where Vstin the Great, the hero of Aldwic, ground environments. Rainfall and subse- es also are important. Deposits of zinc was killed by some unknown evil. Such quent flooding may cause some caverns to (needed for brass), iron, coal, and tin information doesn’t have to be important fill with water. Imagine a group of heroes would be very useful for the construction to the plot, it only has to give character to who go adventuring into a cave while a of weapons and trade goods. A wise dwarf the dungeon. And, of course, any informa- torrential downpour is starting outside. may notice that all the kobolds’ pots and tion given to the PCs doesn’t have to be One passage (the only one that leads back tools are made out of copper, and she true. outside) is steep, but the party can walk might go looking for their copper mine down it. However, when they return, this (not as exciting as a platinum mine, but How stable is it? passage has become a stream, slick and still profitable). Not every dangerous room has to be a treacherous. Now they have to crawl The materials that make up a cavern trap that was specially created. Deadfalls, through the water to get out, and if they may be important for other reasons. Lime- cave-ins, and weak pathways could be the fall, they’ll be washed back down 30 feet. stone caverns would have a tendency to results of natural processes. Unstable Cave temperatures do not change as develop (maybe quite suddenly) sink holes. caves have caused injuries and drama in dramatically as outside temperatures. Areas with lead or mercury could be the real world; so can they can in a fanta- Caverns isolated from the outside air will harmful to the creatures that live nearby; sy world. generally stay at a constant temperature, a resourceful PC might make friends of For example, a group of kobolds (each about 65° Fahrenheit. But even slight those creatures by helping to cure them of weighing no more than 80 pounds) might changes in the temperature can cause their poisoning. (“The spirits wish for you cross a natural bridge as they are fleeing wind movement or fog. Rivers that are to move to a new location; then the curse from adventurers. This bridge will col- frozen outside the cave might prevent on your people will be lifted.”) Even more lapse if more than 200 pounds is put in water from reaching a cavern. Areas in interesting and dangerous, a cave might one small area. The kobolds might not the cave but near the outside will be af-

12 NOVEMBER 1994 fected by temperature changes; water cave. When orcs roast their victims, where plants and fungi, dead animals, broken could freeze, causing areas to become does the smoke go? It will follow the wind tools, and rusted weapons. Crafty human- slick or frozen over. and be dispersed throughout the cavern oids might put a hidden trap door above A flood or a heavy rainstorm can change system. Particles of ash will blacken cave the trash pit. Anyone walking on this trap an area quickly. If a cave entrance is posi- walls and leave deposits along the floor. would fall into the dump pit. tioned in just the right way, hurricane- This smoke might be so thick that anyone Not all the trash, however, would make level winds could boom down the caverns. entering a “chimney” tunnel will not be it to the dump pit. Many humanoids are Mud, avalanches, or timbers thrown by a able to see or breathe. An intelligent group lazy and environmentally unconscious. tornado could cover an exit and trap char- of entities could design their fires so that Garbage of the most unpleasant kind may acters. Animals that do not normally live the smoke will go into a trapped room. be found throughout the caverns of a in caves may seek shelter underground in Remember that (most) animals don’t just dungeon. Piles of gunk and carcasses are harsh weather, causing problems for the come into existence when the party ar- in many rooms, a few covering secret PCs. And since the party is underground, rives. They live in the cave. They eat, build chests of “treasure.” When dealing with they might not know about adverse weath- lairs, and carry on other life functions. refuse, remember that any mention of er conditions until it is too late. Source books for many games, including trash makes experienced players think of the AD&D® game’s MONSTROUS rot grubs, otyughs, and other unpleasant What lives there? COMPENDIUM® appendices, give ecologi- monsters. In many adventures, I have Any lifeform that lives in an area must cal data: try to use this information. Any casually stated that the player characters have access to the following necessities: facts about eating habits, activity cycles, can see wormlike creatures moving water, food, air, and some measure of reproduction, and gender interaction will through the filth. While these things were safety. Every elementary-school biology help a DM. If a village of norkers has baby nothing more than normal worms, mag- class teaches that, but many DMs forget it. norkers in it, then it becomes a more gots, grubs, and carrion slugs (gross but My characters have entered many believable place. These younglings also can not deadly), the PCs didn’t know this. To dungeons populated by enormous num- create many strategic and moral dilemmas my amusement, they went through all bers of “living” monsters that had no way for the PCs. kinds of trouble to destroy these beasties of getting the necessities of life. I have Another aspect of life is refuse. Anyone and sort through the trash. (“If there are been guilty of such blunders myself: I who has been to a waste dump can see rot grubs, then there must be some kind remember one goblin cave that I located how trash can affect an area. Where do of treasure.”) Simple parasites can cause as five miles from the nearest river (now I humanoids that live underground dump much fear and worry in a group of PCs as think of the poor goblins that had to carry their waste? Well, they would probably a lair of trolls. water five miles every day to keep the have a special dump pit far downwind of A DM also should think about how settlement alive). their home caverns. They would throw dungeon denizens interact. Why do the The first necessity is water. Make sure everything down into the pit, including pixies live in room 14 and the hook hor- that a cave has wells, underground rivers, but not limited to biological waste, rotten rors live in room 15? Do they share food, a lake, or some such source for the living creatures to get water from. If water is in short supply, certain smart creatures could control the source and then sell the water for protection or profit. Since most real caverns are made by water erosion, most of them do have water somewhere within. Just as every lifeform needs water, every lifeform needs food. A “living” dungeon should contain or be located close to edi- ble plant and animal life. Since fungi do not need sunlight, edible mushrooms are probably a staple of most underground humanoids. Smaller creatures, such as burrowing mammals, rats, bats, fish, and large insects, would supplement the diet of most beasts. Not only can these creatures add realism to your dungeon, but the noises and motions they make will keep the player characters antsy. If every part of a cavern is alive, then PCs will be cau- tious as they enter each room. Life generally breeds life, so a fantasy cave might have as much life as a real rain forest. A cavern could be filled with differ- ent types of fungi, insects, and animals. These creatures might have developed defenses such as thorns, poisons, or biolu- minescence. Another world could have millions of species of fungi that we do not have, especially a magical world. These fungi would be the food for other animals and would gain nourishment from the humus caused by other fungi and animals. Thus, a very complex life cycle could develop underground. Airflow is another concern within a

DRAGON 13 or play games together, or are they trying Conclusion to rip out each other’s throats? Would a The key to developing a cave or dungeon small tribe of goblins live next door to a environment is interaction—between geolo- lair of ghasts? gy and life, between hunters and prey. A The best way to plan interactions be- DM can create many interesting scenarios tween dungeon natives is to imagine what just by imagining how animals, plants, geolo- it would be like to live next to a monster. gy, and weather affect one another. For Before you design your next dungeon, example, we decide that a cavern contains a think about the people you have lived with vein of silver. It makes sense that someone or neighbors you have had trouble with. would be mining the silver, so we add a few Maybe they were misanthropes and want- drow with their slaves. The drow would ed complete silence. Maybe they partied have spiders around as pets and guards. The too loud for too long. Maybe you thought spiders need to eat, so the cavern has insects they were casing your place for robbery. in it. The insects also need something to eat, Now imagine that those same neighbors or so we could put in some giant mushrooms. ex-roommates considered you a food Now we have a cave full of interactions, a source. If you thought that Mr. Rogers place with possibilities for intriguing adven- next door would eat your friends and take tures. your gold, you might be a little reluctant Not only will this type of creative work to live near him. You would at least take help make a dungeon seem real, but it also precautions to make sure he wouldn’t could help create more adventures. Imag- bother you. ine that the party destroys all the kobolds As most people who have lived in a in a dungeon. Well, it so happens that dormitory or a thin-walled apartment these kobolds ate the bats that live in the building know, a place develops “political” cave. Now that the kobolds are dead, the . An ogre who is trying to catch bats quickly grow in population. Their some sleep after a long night of pillaging is number becomes so great that some of the not going to be very happy about a kobold bats are forced to leave the cave and move midday festival; in fact, he is going to “ask” elsewhere. Also, these bats feed on the the kobolds to hold the noise down a bit, little skinks that live around the cave; in a and he isn’t going to be very polite. Per- short time there are so many bats that all haps such “political intrigue” could be the skinks are devoured. The skinks ate useful to the party. Those kobolds, upset the itoya, a tiny fly whose bite carries a at being “evicted” from their residence, nasty virus lethal to humans. Now, be- might show the PCs the best way into and cause of the destruction of the kobolds, around a cavern. They also might tell the the nearby town of Shellow is plagued by party the strength and power of the ogre bats and itoya flies. Imagine the shock the “landlord” and his friends. PCs will get when the priests of Shellow, These territorial battles need not be after receiving a message from their deity, between intelligent races. Those same tell the characters that they must “restock” kobolds might have been pushed out by a the cave with kobolds so that the bats and big sabertooth cat or a cave bear. Animals bugs will not plague the town. have territory, too. Most creatures mark Of course, one needs to be careful not to their territory in some fashion. Many overdo it. Use the scenery to develop the apply their scent to the area, but others setting. When writing a story, a good (especially intelligent creatures) will define author must create an in-depth and inter- their area with visible markers. Natural esting setting. So too, must the good DM. boundaries, such as pits and streams, also Each does this the same way: by adding act as territory lines. Animals can sense details. One should try to make many of these boundaries and respect them. If the details important: things that someone trolls like the taste of cave crickets, then in the party will find interesting. However, the troll’s lair will be devoid of crickets. a few mood-setting descriptions—detail Experienced parties might learn these just for the sake of detail, to add realism— signs and be able to identify territories, are good to use and will help players put and thus be better prepared for upcoming themselves into character. encounters. Books, conversations with professionals, Finally, animals that have lived in caves and even TV are great sources for further will slowly adapt to survive in that sort of ideas. You can’t go wrong with an issue of environment. Creatures in caves are gen- National Geographic or an hour of the erally smaller and lighter than their above- Discovery channel. TSR’s DMGR1 Cam- ground counterparts. While they may lose paign Sourcebook and Catacomb Guide some sensitivity in their sight, they may talks about water, air, and loadstone; it develop better senses of smell and touch. also gives tips on creating atmosphere and Some underground versions of above- pacing. Of course, the best way to under- ground creatures may lose their pigmenta- stand a type of scenery is to visit it. Travel tion and become white or translucent. to Mammoth Caves or Carlsbad Caverns if Some other creatures, however, might you have the chance (both are really im- develop the “drow” adaptation: dark skin pressive). If you are feeling adventurous, that acts as camouflage against creatures go spelunking. Experiencing a real adven- carrying light sources and allows the ture will help you create hundreds of creatures to naturally hide in shadows. imaginative imaginary ones.

Sight in the Darkness An open-eyed look at infravision, the Underdark, and your PCs by Roger E. Moore What would it be like to see in the dark? ence. That and a few encyclopedic entries My interest in this topic was sparked are the basis for the information that years ago when I tried to figure out just follows. what my half- AD&D® game characters Infrared radiation is normally invisible, could see using infravision in a dungeon. I lying just below red on the electromagnetic wanted every advantage there was for spectrum. It is given off by hot objects; the those obnoxious little guys. Additionally, I hotter the object, the more infrared light it wanted to know just how well infravision- gives off. Very hot objects eventually give using monsters could see in the dark, be- off visible light—red light at first, then or- cause I wanted my characters to avoid ange, yellow, and white as the heat in- being seen and promptly eaten, as a num- creases. We can sense heat radiation on ber of them were. our skin, the largest sensory organ we This interest was sparked again recently have, but we cannot detect more than a by an article in a science magazine on in- general direction of the heat source and an frared vision. Some very intriguing points idea of how hot the source must be. came to light, and the results are offered Certain snakes called pit vipers are able here in the hopes that AD&D and D&D® to detect infrared light more accurately game players everywhere will find them than we can, though only within a short useful. (Certainly, my half-orcs would have range. Several sense organs called pit or- gotten a longer leash on life with this infor- gans lie to either side of a pit viper’s head, mation.) between the eye and nostril. Changes in heat radiation as little as 1o can be detect- How infravision “works” ed. The snake senses the direction of the We should really start with a look at real- heat source by moving its head back and world infrared light and infravision. This forth, noting the direction and intensity of makes certain game aspects of this sensory the heat it senses. power clearer, and also highlights inaccu- We’ve known about heat for eons, but rate, contradictory, and problematic as- infrared light itself was discovered by an pects of infravision in game play (which English astronomer, Sir William Herschel, will be discussed in depth later). in 1800. A very practical use for infrared The science article that fired me up for light was found during World War II, this topic was “Seeing the World Through when electric sniperscopes were invented. Infrared Eyes,” by Neil F. Comins (Astrono- Sniperscopes were attached to rifles and my Magazine, June 1991, pages 50-55). gathered distant infrared light coming This excellent piece covers the basics of from the bodies of soldiers, converting it how infravision would work in realistic to visible light for the sharpshooter. This terms. It’s worth hunting for this article in allowed sharpshooters to fire on enemy your local library and copying it for refer- positions at night. (As will become appar- ent, some versions of infravision in the light there is. Eventually, faint light heat better than land; thus lakes and seas AD&D game were based on sniperscope sources like the full moon, digital clocks, might seem “brighter” than the shoreline, characteristics.) and even pure starlight can seem quite especially late at night. Very hot air, such Infrared light has less energy than visi- bright, even painfully so. However, be- as that escaping from chimneys or fires, ble light, but it behaves in much the same cause rod cells are not color-sensitive like will glow faintly like a luminescent cloud. way. Some infrared radiation is absorbed the eye’s cone cells, night vision is mostly Other warm things in the world include by molecules in the air. However, near- black-and-white vision; maybe “shades of live animals, especially the warm-blooded infrared light, which is the part of the gray” vision is more accurate. (Infravision ones, and fire. A deer, a human, and a infrared spectrum closest to visible red was described as being like black-and- chipmunk all radiate heat—more heat light, is reflected by most objects and thus white vision in the original AD&D game, when they are ill or physically exerting can be used to detect them. We see a chair too, as noted later.) themselves, less heat when standing still by the light reflected from it; a pit viper Night vision can be instantly spoiled by or asleep. Certain magical animals, such as can detect nearby objects by the near- bright normal light, which is why driving salamanders and red dragons, can be infrared heat reflected or emitted from experts tell you to look away from oncom- assumed to produce much more heat than them. ing cars at night, to preserve your eyes’ other creatures their size. I recall reading Our ability to actually see infrared heat sensitivity. Infravision in the AD&D game that drinking alcohol causes the body to in detail is blocked by several major prob- is spoiled by bright visible light, extremely radiate more heat than usual, so a drunk- lems. Because infrared light is less ener- hot objects like fires, and magical light. ard could be detected by being “brighter” getic than visible light, a human able to see Perhaps fantasy creatures with infravision than other people. near-infrared light clearly would need have magical cells in their eyes that work Objects in close contact with living be- eyes about 5-10 times larger than normal. like rods, but pick up heat instead of faint ings, like clothing, weapons, tools, chairs, Worse, heat is emitted from many objects visible light. Who knows? and beds, will radiate some heat after the all around us; stoves, furnaces, living So much for how infravision works. beings leave or discard them. In time, of beings, light bulbs, hot car engines, and What can you see with it? course, those objects will completely cool sun-warmed rocks, concrete, bricks, and off. Standing on a spot or leaning against a asphalt, for example. Almost everything The infravisual world: wall for a while also will leave residual with any warmth would glow as if it were Aboveground heat behind, which could be noticed. a light bulb, though with an intensity We’ll assume that your campaign world Scuffing or shuffling feet would leave proportionate to how hot it was. (Thus an resembles our own Earth in that it has a infrared “footprints” that could be track- oven will be “brighter” than a warm rock.) normal day-night cycle with a sun like our ed, though not for long. Friction from What this means, of course, is that any- own. (If this is not the case, you can make dragged objects, like heavy sacks or com- one able to see infrared light also will see adjustments as we go along.) What would bat victims, also could be detected, as his own body warmth. We have body your heat/infrared picture of the world could places where surfaces have been temperatures just below 100oF, which is look like, then? Let’s use some logic as we rubbed together for long periods of time enough to blind us with heat radiation. It’s look around. (machine gears, gristmill stones, axle like trying to take a picture when the In the daytime in summer, everything joints, spinning wheels, etc.). Physical camera itself emits light inside and out, bathed in sunlight is warm. Things that blows, like being smacked with an open which ruins the film. retain heat well, like large rocks, will be hand or a blacksmith‘s hammer, also raise To prevent such heat blindness, an warmer and stay warmer longer than the temperature of solid surfaces for short infravision-using creature would need things that lose heat rapidly in cool winds, periods of time. some sort of insulation around its eyeballs like thin leaves or blades of grass. The Fires produce vastly more heat than to keep the body’s heat out of them, and greatest normal heat source is the sun, living beings. Seeing a living being hiding some kind of refrigerant to keep the eye- which we can easily assume is too bright next to a blast furnace in a dark room balls cool so they become sensitive to to look at with any form of infravision. would be almost impossible, like seeing a outside light. This insulation and refrigera- Sunlight in fact ruins AD&D game infra- firefly’s light next to the sun’s. Manmade tion would be done biologically. (Don’t ask vision, so we would rely on normal vision and natural sources of fire include me exactly how, but I’m sure Mother alone. Air is assumed to be invisible, what- matches, pipes, cigars, candles, torches, Nature would figure out a way.) However, ever its temperature, unless it is extremely campfires, bonfires, hearths, furnaces, let’s face it: We’re dealing with magic, not hot (see below). forest fires, lava, and embers. All flame science, and magic can do anything. Our So infravision is useless in broad day- sources are assumed to emit enough infra- problems are solved at a stroke, even if it light. Once darkness falls, however, the red and visible light to ruin infravision doesn’t please the scientists among us. landscape is still hot. Objects retain heat near them. Note however, that a “dead” Another option (useful for beholders, from the sun and radiate it slowly away, fire would radiate heat long after the last giant snails, and crabs) is to put the eye- which keeps the night side of the world ember has vanished, and likely would be balls on stalks, separating them from the from freezing. (Even magical worlds need detectable at a great distance. A forest fire rest of the body. The eyes are then air thermodynamic physics!) With the sun would “light up” the landscape for many cooled, so no other refrigerant is needed. I gone, a creature with very good infra- hours after the flames are gone. don’t think beholders and so forth have vision could see almost normally right Remember, too, that infravision also infravision, though (as is noted later) if after full darkness falls, since the terrain detects the lack of heat, just as normal they’ve lived underground for a long time, will radiate light. We can assume that a vision detects the lack of light. Snow and they’ve probably developed it. combination of rod-based night vision and ice will look very dark in infravision if In some ways, the way that infravision is magic-based infravision would be a potent seen without visual light from moons or described in the AD&D game rules implies mix, allowing vision about equal to normal stars. A cold-producing object like a refrig- that it works in the same way that our sight in full daylight. Distant images would erator also will look darker than objects night vision normally works. Rod-shaped be fuzzier and less distinct than usual, so a around it. Cold-producing creatures like cells in the retina of your eyes can detect far-away orc might look like an ogre or a brown mold will look very “black.” very dim light after a short period of , but it beats seeing nothing at all. It’s worth a word on what sorts of crea- adjustment to darkness, which you should Different parts of the landscape will cool tures could not be seen with infravision. be familiar with each time you go into a off at different rates, so things will look Creatures that are normally able to turn dark room. At first you can’t see a thing, strange. Rocks would be “brighter” than invisible, like pixies, should also be invisi- but over a period of minutes you start to trees, for instance. Water is generally ble to infravision (but not to other senses see more and more objects in what little cooler than land, but water also retains like smell). Any creature that is roughly

18 NOVEMBER 1994 the same temperature as its surroundings, source. ry of infravision, as it appears in TSR’s like a cold-blooded insect, fish, amphibian, Caves often have a variety of life in fantasy games, is in order. or reptile, would be harder to see at night, them, especially in fantasy worlds, and though even cold-blooded creatures aren’t living beings will radiate enough heat to lnfravision and the AD&D game always exactly the same temperature as “infra-illuminate” their surroundings. The References to infravision are scattered the environment around them. (Live more beings, the brighter their living throughout the AD&D and D&D game things move and generate friction from space; a thousand goblins should be able rules, but it becomes obvious that the moving, for one thing.) Magical beings that to see their underground lair quite clearly concept underwent much expansion and radiate no heat at all, like undead skele- with no other “light” than the heat from refinement over the years since either tons and zombies, would be almost invisi- their own crowded bodies. game first appeared. It would help to start ble to infravision unless revealed by Heat-producing magical creatures, like out with a look at what infravision used to reflected infrared light or else blocking a red dragons, will of course radiate vast do in fantasy games, and what it does hot source, revealing their outline. amounts of infrared light. A red dragon now—as well as collect the rules on infra- With so many heat sources at night, and would have an advantage, too, in that one vision together in one spot for ease of so many things that will reflect infrared short puff of flame will ruin the infra- reference. A few areas of omission and light, there will be a multitude of infrared- vision of any approaching creature, with contradiction that have confused the play- light shadows. The landscape will lack fatal results for the blinded ambushers. ing of infravision also will become clarity and seem a bit out of focus (even Some cold-blooded creatures like slither- apparent. more so at greater distances), as well as ing trackers would be invisible to infra- Certain races in the Chainmail rules (the painted in shades of gray. It’s a confusing, vision, again with fatal results for cocky war-gaming rules from which role-playing alien world, but any creature born with adventurers. The special dangers of skele- sprang) were able to “see well in dimness infravision would be quite accustomed to tons, clay golems, and other “heatless” or dark.” Dwarves, gnomes, goblins, ko- it and might instantly recognize any criti- monsters becomes highly apparent. bolds, and orcs, as subterranean races, cal feature it sees. Some undead, however, radiate cold. needed the ability to get around in caves Neil Comins’ article notes that the night Liches, for instance, cause damage from and mines when candles and oil lanterns sky itself would change when seen their chilly touch; they and their hands weren’t available. If you dumped the infra- through infravision, but modern-world should “glow black” in infravision, stand- vision concept entirely, this sort of vision astronomy is considerably different from ing out against warmer backgrounds, even could be either light-intensifying vision, the AD&D game’s ® set- cave walls. Read the descriptions of mon- making the most of every visible-light ting’s “physics.” In essence, any heat sters carefully if you want to produce a photon in the area, or a form of magical source in will glow fuzzily in more detailed and intriguing picture of radar, allowing for an accurate map of infravision, but it’s up to the Dungeon underworld life to adventuring dwarves, local surroundings without recognition of Master to choose which things seen in the gnomes, and elves. color or “flat” things like paintings, hand- night sky are heat-emitters and which are Speaking of fantasy races, a short histo- writing, etc. It could even be magical not. Stars, for instance, might radiate only visible light and no heat at all, thus being invisible in infravision (but not to normal or night vision), while planets might put out huge amounts of heat, turning into big fuzzy balls in the sky. You’ll have to be the judge. The infravisual world: Underground Infravision is remarkable enough to surface-dwelling creatures. Let’s look at what it’s like for subterranean beings, and what advantages and disadvantages they gain from it. (After all, this is the under- ground-exploration issue of DRAGON® Magazine!) In the real world, deep caverns tend to have a uniform temperature, around 65° F. This seems to make everything look the same, bland shade of gray to an infravision user, but there is plenty of hope here for diversity. For one thing, large openings radiate only faint heat (from objects beyond them), so such openings will look dark. More distant objects radiate less visible heat than closer ones, so distant objects are dimmer and darker. You could thus pick out the shape and direction of an unused tunnel with little trouble. Running water underground is often extremely cold, so cave water will seem very black, as will the rocks surrounding it. If a cavern complex is near a geother- mal heat source, like a geyser or (heavens forbid) volcanic magma, the entire cavern will grow warmer and “brighter” as an infravision-user gets closer to the heat

DRAGON 19 vision that makes dark areas seem to be lit that stronger sources of infrared light PHB note about the red-glowing eyes of a by sourceless light, so there are no could be seen if they were farther away. creature with superior infravision. The shadows (color is optional). Take your pick. A liberal DM should note that a creature optional rules for infravision in the AD&D Hard on the Chainmail game’s heels in with 90’ or 120’ infravision is actually 2nd Edition game DMG (page 119) also 1974 came the D&D Original Set, those emitting infrared beams out to 180’ or allow for “pseudo-color” infravision, as three tan booklets in the white box. There, 240’, respectively. All infrared light going typically appears in a thermogram. I’ll still the infravision spell first appeared. The out from its eyes must be reflected back to opt for the simpler no-color view, which original version of the spell allowed the its eyes to be seen, so in theory those eye makes it just like the view you get from a user to “see infra-red light waves, thus beams should be detectable by infravision sniperscope. enabling him to see in total darkness.” (Of out to those doubled ranges (assuming Does infravision work underwater? Yes, course, you still might not see in total those eye beams don’t first encounter a but badly. Water is a very poor conductor darkness if there were no heat sources surface that causes them to be reflected). of heat, despite what any game rules say. around.) The spell lasted for one day and Furthermore, near-infrared light reflects Though the original DMG allowed infra- had a range of 40-60 feet. Interestingly, it from most normal surfaces just like nor- vision to work underwater to a limited wasn’t until a later D&D supplement ap- mal light. A monster with superior infra- extent, but it would be more accurate to peared (the Greyhawk® book) that vision “paints” everything it sees with cut it off completely. Cool water will dwarves, gnomes, and elves were noted as powerful heat rays, just as if it were carry- dampen out nearly all heat radiation, and having infravision allowing them to see ing a double-beam flashlight. (Perhaps warm water will obscure it. I’m no scien- monsters up to 60 feet away in the dark. dwarves and gnomes have appropriate tist, but I’d give infravision an underwater (Elves were probably allowed this so they expressions like, “That troll was so close range of about 1’, no more. Very hot could see at night, though light- that its eyes could’ve burned the skin off sources, like a volcanic vent, will boil all intensifying vision would have been more my arm!”) the water near them and make an infravi- logical.) Thus, a gnome wandering an abandoned sual view of them merely bright, fuzzy The original AD&D game’s Player’s mine tunnel might see the corridor ahead blobs that fill your field of vision. If you Handbook and assorted monster descrip- of her “light up” with faint infrared light if are liberal, you can keep the limits set by tions gave infravision to many creatures, there was a duergar 240’ ahead of her. the original or AD&D 2nd Edition rules including every demihuman PC race ex- The duergar has the advantage in having a (i.e., normal underground ranges). cept certain . Different types of much broader range of accurate vision, infravision began to appear, too, defined but the gnome has the advantage of early Getting clever with infravision by range. Poor infravision was effective detection. The gnome can immediately flee What new tricks can infravision bring to only out to 30’, and was found in certain or hide, unseen by the approaching a typical AD&D game? Here are some halflings and derro, an evil dwarflike race. duergar. possibilities: Normal or standard infravision, good out This argument is buttressed (and contra- Given that infravision is not as precise to 60’, was the most common variety. dicted) by the note in the original DMG and focused as normal vision, the chances Superior infravision extended out to 90’, (page 59) that, outdoors, infravision allows for mistaken identity increase when only as was the case with trolls and troglodytes, for detection of warm or cold figures at a infravision is used. An orc at a distance or 120’, for drow and duergar (evil range of 100-300’. Vision is said to other- looks like a human or a hobgoblin; long dwarves). In one place (page 102), the wise be equal to “a bright, starry night, experience and closer inspection (at great Player’s Handbook says that monsters with full moonlight.” Cannot the duergar risk) will tell the difference. DMs should living in dungeons have infravision out to then see the gnome at 240’? What heat play up on this at every opportunity. 120’; why then do some have shorter sources are present that allow for this As a rule of thumb, a DM could say that ranges? Hmmm. greater range of vision? And if you can see accurate identification of a creature can Superior infravision, however, involved up to 300’ outdoors, why can’t you see be made using infravision only when the more than simply receiving heat radiation. that far indoors? Game logic breaks down target being is one-third the distance of Creatures with long-distance infravision at this point. the spotter’s infravision range. Thus, a were noted in the original Dungeon Mas- To the rescue, perhaps, comes the earli- dwarf can accurately identify a comrade ter’s Guide (page 59) as emitting infrared er notes about a sun-warmed landscape at a range of 20’ (one-third of 60’), and a light from their eyes (magically, of course), and rod-based night vision. As a rule of duergar can identify a fellow monster at a then seeing the reflected radiation. (This thumb, let’s say that a creature with infra- distance of 40’. would not be possible in normal science, vision can see three times as far outdoors Can you read by reflected infravision? as noted earlier, but this is a magical uni- at night as it can in a deep cavern, because For the record, we will assume not, unless verse we’re talking about.) The eyes of any the landscape is warmer and radiates the heat source is very strong and the creature with infravision out to 90’ or more infrared light. A halfling with poor writing is only inches from one’s eyes. more are noted as glowing red quite infravision thus can see most outdoor Thieves with infravision can learn to brightly when seen by any other creature objects out to 90’, and a duergar (with hide themselves from other creatures with with standard infravision. Most monsters infrared eye beams) can see out to 360’. the same power. A very powerful, blinding in underground areas were said to have The gnome in the earlier example should source of heat or the presence of many superior infravision. obviously avoid meeting duergar at night separate, man-sized sources of heat (like a This brings up a curious point: How far in open fields; the duergar will see the group of bodies immediately after a battle) away can an adventurer with standard gnome first. can conceal the thief’s presence quite well. infravision detect one with superior infra- In the original PHB (page 102), things However, simply hiding behind a rock is vision? Can the adventurer see danger seen with infravision are described as no help at all, as the thief’s own heat radia- coming before the dangerous creature appearing in a colorless way to an observ- tion will be seen around the rock’s edges sees him? Well, if you get picky about it, er. Warm things look bright, as if they and “painted” over background objects. you can say that the standard range of 60’ were emitting light. Cooler things look Wrapping up in a blanket might help at is fixed; you can’t see farther than that, no progressively more gray, and cold things first, but the blanket will slowly grow matter what heat source is out there. On appear black. This fits with the black-and- warmer (and brighter). Hiding against a the other hand, it is clear that the original white view of infravision developed earli- cold object will make the warmer thief intent of the rules was to have the 60’ er. Recent versions of the D&D game have stand out as if he were in a spotlight. If range be that at which the body-heat instead substituted certain colors for dif- you are playing a thief (as a player or DM), radiation from monsters (and normal ferent heat temperatures (D&D Cyclope- imagine that character is a permanent, people) could be seen. The implication is dia, pages 24-25), and there is that nagging glowing light source. How can you hide

20 NOVEMBER 1994 that light? Magical invisibility might be the would immediately give away itself and its have. Minotaurs and hell hounds have only foolproof recourse—but even that user to any other infravision-using being superb senses of smell (as do normal ca- can be challenged by creatures with su- within range. nines), bats use ultrasonic sonar, certain perb senses of hearing or smell. A “light bomb” can be created by en- fish sense pressure changes in the water, The descriptions of monsters should be chanting a pebble with continual light, and electric eels sense nearby electric carefully examined to determine if any then coating it with mud. Once dried, the fields, such as those from other fish. A being might radiate more or less than the pebble can be carried in a pouch, emitting little research and some imagination could “usual” amount of heat. Considerable no heat at all, until a group of infravision- bring these other peculiar senses to life leeway is given for the DM here. A dragon using foes is met. The pebble can then be just as this article has hopefully done for turtle, which breathes steam, and a re- thrown against a wall as the “bomb”- infravision. It’s a strange world, and fanta- morhaz, which is incredibly hot, are likely carrier retreats; the burst of light will sy makes it all the stranger (and more to put out enormous amounts of infrared temporarily blind the foes and allow for fun). light. What about a flametongue long escape. Optionally, an adventurer with the sword or a necklace of missiles? Though it blind-fighting proficiency could close his is tempting to rule otherwise, magical eyes, throw the pebble (probably by the items might not put out any heat at all, no bunch), then attack, unaffected by the First Quest matter their powers, unless the descrip- burst of light. Continued from page 8 tion of them in the DMG says they do. A pebble enchanted with continual Everything that a dwarf knows about infrared light could be used as a signalling occupies.) The personalities of many of my infravision is likely known by a goblin, and device invisible to normal sight. Placed friends have influenced the characters in vice versa. Creatures who have no infra- inside a lantern with a shutter, the peb- our novels. The concept of an infinitely vision are likely to fall for certain traps set ble’s radiance can be blocked or revealed large dungeon with multiple entrances by those who can see heat. For instance, a by opening and closing the shutter. Given resurfaced in the Libram X comic strip in goblin stonework trap that was recently a form of Morse code, underground crea- these very pages. And Dave Collins’s spell used or tested will be visible to a dwarf, tures could signal to each other, silently created in my campaign became “Snilloc’s who can detect the heat from the friction and unseen, if surface dwellers approach Snowball” in the FORGOTTEN REALMS of stones sliding across each other. An them. (A scary thought: In total darkness, Adventures Book. Thanks, Dave. ambush site will radiate enormous heat a drow can communicate in Morse code All in all, it’s been a very exciting couple from the bodies of the gathered am- with another drow 240’ away merely by decades. And it looks like it’s going to get bushers, tipping off other experienced blinking her eyes.) even more exciting. dark-dwellers. A tank of cold water, set A pouch full of cold dust would be use- About a year ago (as I write this on over a thin, wooden ceiling, will made the ful for detecting approaching foes. When Labor Day weekend), now-VP area around it very dark. A corridor re- scattered on the ground, the perpetually brought in a new game he had discovered cently hit by a fireball spell will radiate low-temperature cold dust would quickly from a small company on the west coast. It much heat (and probably smell burnt as reveal the exact location of any being was a , where no two well). Fresh blood and body wastes will walking over it, even if the being were decks were the same. It needed a little retain high temperatures for a short time. cold-blooded. (The cold dust would be development. The rules were a bit cludgy. You get the idea. Dwarf-kin and goblin-kin much colder than the surrounding envi- We developed a number of house rulings love battling the ignorant armies of sur- ronment, providing great contrast.) and interpretations. We all got decks. Of face dwellers who enter their realms, but Finally, a game rules variant: sighting course, it was a lot of fun. hate battling each other, since they already ranges for different sizes of target crea- In the year since its initial release, a lot know all the best tricks. tures. This will complicate the game a bit, of people have discovered this game, and Certain “clean-up crew” monsters, like but I’ve tried to keep the basics simple. other deck games, including TSR’s gelatinous cubes, take on special signifi- First, find the infravision range of the SPELLFIRE™ game. And a lot of other cance for infravision-users. A ’cube is spotter (30’, 60’, etc.). Next, find the size people have called the entire “deck gam- assumed here to radiate no heat, and it category of the target (Tiny, Small, Man- ing” genre a phenomenon. A fad. A fash- likely blocks heat transmission as well. It sized, Large, etc.). Multiply the infravision ion. An upstart. It doesn’t even have might become “visible” to a dwarf or gob- range by the sighting range modifier, and character stats; how can it be a real game? lin because it cuts off the normally expect- that’s how far the target must be before it I see deck gaming as the next great revo- ed scenery down a corridor, as if the is normally seen. It’s thus harder to spot a lution in our hobby, and were it to all disap- corridor ended abruptly in a cold wall. rat with infravision than it is to spot an pear tomorrow, it will have profoundly Humans wouldn’t figure it out, but a clev- ogre, and you can see the ogre coming changed how we look at games. It’s going er dark-dweller would stop, probe, then from farther away. through its birth pains still, learning many go another direction. hard lessons that the D&D game also had Newly discarded items like clothing, Target’s size Spotter’s sighting to learn. I see the deck gaming experience armor, and weapons would reveal much to category range modifier as an evolution of that which we do. If we infravision, like how long they had been Tiny 1/3 fail to recognize the power and opportunity abandoned (depending on how cool they Small normal of this new idea, we’ll be no better than the were) and whether the item had been Man-sized normal board gamers who laughed at the D&D used (any warm blood on the blade?). A Large normal game players all those years ago. Those newly set underground trap, placed by a Huge 4 hardcore war gamers are still with us, and human who was unaware of his own heat Gargantuan 10 still a vibrant part of the hobby, but are not effects, would be avoided with laughable the dominant force. ease by a hobgoblin or gnome. Using this table, a dwarf can see a hill Once more the dinosaurs are threatened A few new magical spells suggest them- giant (Huge) coming from 240’ away, since by the mammals. This is an exciting time. selves for dark-dwellers and wizards. If the giant is so big and puts out so much The ground rules are changing. Evolve or there can be light and continual light, why heat. A goblin won’t be able to see a rat perish. not infrared light and continual infrared (Tiny), however, until the rat is 20’ away. Me, I’m looking to grow feathers. light, at the same levels of ability and with the same restrictions? A pebble with con- Last thoughts tinual infrared light would make a dandy Infravision is not the only special sense * indicates a product produced by a company other lantern that no human could see, though it that real-world and fantasy creatures than TSR, Inc. 22 NOVEMBER 1994

In the course of ex- ploring the Underdark, there are many oppor- tunities to discover the numerous wonders found there. Far too of- ten, though, PCs miss out on the scenery around them, only con- cerned with what waits beyond the edges of their blades. To help with this problem, here’s a sampling of fungi that your PCs can encounter during their travels. They are easy to add to the game, and they can provide additional adventuring opportunities for char- acters. In the event you want to make an encounter table for all the unusual fungi in your Underdark cam- paign, encounter fre- quencies have been included.

24 NOVEMBER 1994 by Chris Perry

Artwork by

Add these to your dungeons and see what sprouts Trillimac days, and the best part is that unlike bread Appearance: A cultivated Trillimac it’ll stay edible for up to four weeks (very mushroom grows to a height of 4-5’, with a useful when the Underdark’s armies are on grayish-green cap and a light gray stalk. the march). Trillimacs grow to maturity The cap is flat and measures 28” to 42” within three weeks and can be grown across, while its fibrous stalk is 5” in diam- year-round, given the constant humidity eter. In the wild, it rarely grows beyond 3’ and lack of temperature variations in the and has a cap measuring 14” to 33” across, Underdark. with a 3-1/2” diameter stalk. It costs 4 gp for one linear foot of Trilli- Frequency: Rare in civilized regions (Un- mac stalk, and a 2’ by 2’ piece of Trillimac common in the wilds). The reason for this is cap sells for 50 gp. simply that in civilized areas creatures can’t resist using them as a free source of food (as Nimergan opposed to paying for it in the bazaars) and Appearance: Nimergan look like frayed will therefore not be found growing any- umbrellas, barely standing 3” in height. They’re where near settlements, except on local fun- beige in color, with dark brown bumps gus farms. In the wild they can be found in along the stalk, and they grow in irregular clumps of 3-30, while on the farms there’s a patches 8’-12’ in diameter. minimum of 20-50 plants. Frequency: Uncommon. Trillimacs are sometimes called “Corpse Practical use: Nimergan are used in Caps,” a nickname that refers to the fact the making of alcoholic beverages. When that the drow, in order to encourage the they grow to maturity (taking two weeks), fungi to grow large, “fertilize” their Trilli- they’re sealed in wooden casks and die. mac fields with the bodies of slaves and The brown “bumps,” which are actually a enemies unsuitable for use in creating un- parasitic type of fungus that feed upon the dead. Neither the gnomes nor the dwarves Nimergan itself, consume the Nimergan (derro excepted) do this, relying instead and form a fermented liquid (also called upon other waste materials. Nimergan) that can then be drunk. If al- Practical use: Trillimac has two uses. lowed to ferment too long it becomes ex- One, the cap’s leathery surface can be cut tremely potent, such that one glassful and cleaned for use in making maps, hats, requires the imbiber to save vs. poison or and magical scrolls (its surface takes on fall into a coma for 1-3 hours. Each addi- dyes and inks very well). Secondly, the tional glassful requires a saving throw with stalk, after being cleaned, soaked in water a - 1 penalty, with the coma lasting 1-3 for an hour and then placed by a fire to hours longer per additional drink. Lastly, dry, makes for a palatable meal (akin to there’s a 40% chance (minus the charac- bread, some seem to think). Each linear ter’s Constitution score) that instead of foot of its stalk can feed a man for two waking up from the coma the imbiber actually dies. The duergar, who have some pouch of Ormu eyeshadow for 5 cp, and Practical use: Timmask is useful in resistance to its effects, often dare non- an ounce of Ormu inscription ink (enough two different ways. One, many creatures dwarves to drink tankards of Nimergan for one spell) sells for 25 gp. from the lower planes love the Timmask with them, just to test their resolve (and to and delight in eating it. Tanar’ri suffer a have themselves a good laugh, if the out- Askume -3 penalty on saving throws when trying sider keels over). The price for normal Appearance: Askumes are reddish-orange to resist a wizard or priest’s summons or Nimergan is 1 ep a glass, 10 gp for the lichen that grow on warm cavern walls. They commands provided that Timmask is used “killer” version (only a 5% chance that an grow in patches 1”-3” in diameter. as an enticement, - 1 if it used as a materi- Underdark establishment carries the Frequency: Rare. al component of the spell. Its second usage “killer” version, 20% chance in Duergar Practical use: Askume is crushed and is in augmenting necromantic spells. When communities). used as a poison. When blown into some- used as a material component, the targets one’s face, it causes an allergic reaction. of such spells suffer a - 1 penalty to their Ormu The victim’s tongue and windpipe swell saving throws, or a + 1 bonus if the spell Appearance: Ormu is a fluorescent within 1-2 rounds of exposure, causing is meant to benefit the target. It also green moss that grows in damp tunnels death if a save vs. poison (at - 3) is failed. should be noted that such spells have and steamy caverns, usually near steam If the save is made, the victim is merely double the normal duration, unless, of vents in the earth. It grows in large incapacitated for 1 turn, and suffers a -2 course the normal duration of the spell is clumps that measure up to 4’ x 12’, though penalty on all Strength and Constitution instantaneous or permanent. it usually grows only to 3’ x 6’. rolls for 24 hours. One Timmask mushroom has enough Frequency: Common. Enough Askume poison can be collected material for use as material components in Practical use: Ormu is utilized for its from a patch for 2-4 applications worth 21-30 spells. They’re usually ground to dyes, which are used in all forms of fabric, 150 gp each. Since even a short cavern powder and sold in small sealed jars, con- and the powder on its surface is used as passage can host a dozen such patches on taining enough for 5 uses (150 gp a jar). eyeshadow by drow women. When mixed average, each site is protected vigorously Whole, intact Timmask mushrooms (which with glow worm juice, it’s painted onto by those who make a living selling it. are preferred by the tanar’ri) can be signs, shields, and flags in glowing designs, bought, but only for 5,000 to 8,000 gp. ensuring that the owner or bearer is rec- Timmask Consequently, many priests and wizards ognized (even by “blind” surface-dwellers). Appearance: Timmask is a vile- go looking on their own for Timmask and Wizards like to use Ormu when inscribing smelling, bulbous mushroom with orange attempt to cultivate it for themselves, their scrolls and spell books, as such books and red flaring stripes across its dark rather than pay the steep prices the mer- can be read without resorting to the use of beige surface. They grow to be 2’ in diam- chants charge. The prices listed above are painful light sources, such as candles and eter and 2’ high. They’re usually found in for Timmask sold in the Underdark, twice torches. numbers of 1-4. that if sold on the surface. A jar of Ormu paint sells for 6 sp, a Frequency: Very rare.

26 NOVEMBER 1994 ™ and ® indicates trademarks owned by TSR, Inc. Art © 1993 TSR, Inc. All rights reserved

“I Sing a Song by the Deep-Water Bay” The Harpers & Waterdeep by Steven E. Schend

The early dawn notwithstanding, the such as that bit of fiction you were pen- and secret allies who count themselves to Blackstaff’s exhaustion kept him abed ning just now.” Smiling, Laeral waved a be on the side of Those Who Harp. All quite later than his usual wont. It had only hand at an itinerant pile of papers on the told, there is most likely a clandestine been the smell of warm rolls that woke extra chair in my office (from which they network of over 100 individuals within the Khelben that morning. A refreshing promptly floated away), and sat down. walls of Waterdeep aiding the Harper change, to be sure. His last few weeks had Despite my initial surprise (and irrita- cause, though there are very few who been a never-ending series of plots-within- tion), it is always a good idea to remain know more than one or two other individ- plots that left him little time or energy for cordial to those who can turn you into uals within that network. The secrecy life’s simple pleasures. He dressed swiftly, dust with an idle gesture. Besides, Laeral’s with which the Harpers hold their con- a rare smile sneaking beneath his distinc- presence meant news and information of tacts and informants is rivalled only by the tive beard as he heard his lady’s voice the Realms, which I dutifully send off to secrecy of the Lords of Waterdeep them- raised in song in the rooms below. De- DRAGON® Magazine’s readership. As I selves. With this vast network of people, scending the stairs, he paused only to expectantly cleared a file on my computer, what do those affiliated with the Harpers’ conjure a rose of deepest scarlet behind I asked, “And to what do I owe the plea- cause do in the City of Splendors? his back. “Khelben ‘Blackstaff’ Arunsun, sure of your visit, my lady? More news of High Mage of Waterdeep I may be, but the North and Waterdeep?” Knowledge is power none can gainsay me in the affairs of Laeral sighed, “Direct and to the point—I “Information and knowledge gained is romance,” he thought to himself as he like that, as does Khelben. You shouldst half the battle won against any foe,” is a crept quietly behind a high-backed chair take the time to meet him sometime soon, typical Harper maxim, and they live to its in the sitting room. With a sparkle of light, methinks. You may just make a favorable message everywhere they go. In Water- the rose wafted from his palm, spiralling impression, though he thought too much deep, information and news from across as it sank onto the pile of parchments on was said of Waterdeep’s secrets in your , the Sword Coast, and the lap of the woman seated in the chair City of Splendors; as always, I believe his the entire Realms eventually reaches the before him. “Good morning, my love. How reaction was ‘Too many eyes set too many notice of a Harper or her agent. Since fares the Lady Mage of Waterdeep on this loose tongues to wagging.’ He is a dear, but Waterdeep is one of the major ports of the bright day?” he is far too close-fisted with his confi- northern Sword Coast (as well as the seat The woman, not yet looking up from her dences. Today, I thought we might discuss of power for Master Harpers Khelben missives, grasped the rose and brought it those natives and friends of Waterdeep “Blackstaff” Arunsun and his lady, Laeral closer, sniffing its fragrance while idly who are just as careful with secrets but Silverhand), it has become a center for brushing a stray strand of silver hair away hold an open hand to their friends and information trading and a meeting place from her face. “Passing fair, milord, pass- allies—the Harpers.” for many of the widely scattered Harper ing fair. Our allies, on other matters, have agents. After all, it is difficult to track gkpf— Harper activities within down a single person in the madding Waterdeep throng that populates Waterdeep, making “You shouldst know full well that the Despite the hearsay and gossip that the city a safe place for many Harpers to Blackstaff is even less a romantic than I usually accompanies the reputation of a temporarily relax and join a comrade or am an early riser, chronicler. Still, ‘twould secretive group, the Harpers do not active- two for a momentary respite from their be an interesting morning, all said, if my ly operate everywhere in the Realms at vigilant work. dear Khelben were to have such inclina- every given moment. This is not for the The Harper agents who are officially set tions with the dawn.” The silken voice lack of desire or help on the Harpers’ part, up in Waterdeep have little direct traffic startled me, having come from behind me but based on need. Waterdeep is one of with each other to avoid any connections while I typed. the largest cities of the Realms where the being made between them by their ene- I really hate it when people sneak up on Harpers need not take an active part in mies. Agents and allies are approached by me late at night when I’m working. Really. keeping the peace, thanks to the vigilance one or two different contacts at pre- Even if the intruder—the beautiful Laeral of the Lords and their agents in the city arranged locations (usually a shop or Silverhand Arunsun, Lady Mage of Water- watch, city guard, and other various tavern) and verbally pass on information deep, Chosen of Mystra, and one of the forces for good and order in the City of about such matters as who is shipping illustrious Seven Sisters—has teleported Splendors. what to whom, any suspicious rumors across worlds to visit. No, better make that Does this mean there are no Harpers in overheard, and the like. These intermedi- especially. “What is it about Faerunian Waterdeep? Of course not; at any given aries then meet up with their respective mages that compel you all to do their time, there are at least seven Harpers accomplices and pass on the information humble best to unnerve us at every turn?” (including two Master Harpers) in Water- in a similar fashion, adding any further I asked. deep actively working for the group. For details that they might know. This meth- “We like to engender as much mischief every Harper, there are at least a score or od, while having the potential to have facts as you and yours do with your words, two individual contacts, Harper friends, change with each telling, is highly accu-

DRAGON 29 rate and precise, as each contact often has Frontier—Laeral Silverhand. Laeral, with Maernos’ estate (N16/#115) are a row of the means to double-check on facts before Khelben’s and others’ aid, has established a carved lions’ head, all roaring with mouths relaying them to their informant. Finally, number of drop-points throughout the city agape and facing Sidle Street. The central after having gone through at least three where information can be left and it will lion’s mouth contains a magical drop-point. agents (One Harper’s contact network goes be picked up manually by a trusted ser- When small items are placed within the through twelve people before reaching vant. Some of the drop-points are magical lion’s mouth and its right eye is touched, her!), the word reaches a Harper or a and can teleport any messages or small they teleport into a sealed desk in Erusyl direct Harper agent. items directly to Blackstaff Tower; these Eraneth’s rooms in the Deepfires Inn of Once the information is in the hands of a will not teleport anything larger than a Skullport, the subterranean hideaway of Harper, it often demonstrates a picture dagger or heavier than a pound or two. one of Laeral’s aliases. other than what is seen by the individuals The various drop-points throughout the That all said, the Harpers tend to focus who contribute to the intelligence gather- city are known only by true Harpers, not on the larger picture of activity surround- ing. Keep in mind that few of the contacts their agents. Of the series of mundane and ing Waterdeep and how the various ene- have an inkling of who they are working magical drop-points throughout the city mies of the Harpers’ and enemies of the for, other than a general assurance that (Laeral hints that there are over 30 in all, common good interact with Waterdeep. they work toward the common good, and used at varying times), these are the once They keep their ears open for any infor- thus few of them see or understand the most used: mation or news tied to known agents of whole plots behind whatever piece of it * A rooftop minaret on the Palace of every and any major power group from stumbled across their paths; only Harpers Waterdeep conceals a drop-point, and is the Knights of the Shield to the Red Wiz- and some direct agents close at hand have easily reached from one of the gabled ards and the Zhentarim. Harpers also keep all the information cobbled together from windows near the base of one of the Pal- tabs on fledgling and veteran adventuring a wide variety of sources and can see ace’s many towers. companies, as such groups of hardy (or whole conspiracies where fifteen other * There is a loose flagstone at the south- simply foolhardy) adventurers often inad- people only heard rumors, saw something eastern corner of the Thomm Warehouse vertently uncover major doings of one vile suspicious, or got information thirdhand on Sambril Lane (D49 in Dock Ward by group or another. about someone. At that point, the Harper City of Splendors reckoning; Bldg. #233 by Harpers also keep a watchful eye on the either takes steps to handle a situation old FR1 reckoning) where it meets a northern frontiers, making sure that if herself or assigns a number of her agents cheese shop to its south. When lifted up, and when the orc hordes tumble out of to the task of interrupting a particular the flagstone is found to be lighter than the northern mountains, the civilized plot; often in Waterdeep, though, a simple expected, and a hollow is found beneath it; lands to the south are protected. They and anonymous tip to the local watchpost or a items placed there are teleported away to their agents patrol the High Road and the guard contingent is enough to bring them Blackstaff Tower as soon as the stone falls other trails to Luskan, Mirabar, Silvery- into play and break the back of many an back into place. moon, and other settlements, protecting insidious scheme, most times without even * The Coin Alley dock (second from the many merchant and the like. In informing the constabulary of the whole west and inside the Naval Harbor) has a general, the Harpers continue their good truth. piling (3rd eastern one, half way out on works as they do all around the Realms, One plot recently uncovered was a move the dock) with a hollow cavity for deposit- and they all use Waterdeep as a resting by a powerful mining clan in Mirabar to ing messages. A number of Harper friends place, an information gathering and re- drive a number of smiths in Waterdeep within the Dock Ward guard contingents trieval point, and the best spot west of out of business so they could be replaced make sure these messages are retrieved Suzail to link up with many ports and by their own smiths to act as deep-cover three times a day and delivered to a partic- plots. contacts and covert agents for the Zhenti- ular room off the Lord’s Court where they lar. This was pieced together by the Harp- are left on a desk; once placed there, items Harpers’ Hold er Bensyl Iyrivvin, who also works as a cannot be touched or removed by anyone Though there are a number of wilder- courtesan at the Blushing Mermaid. A few without a Harper’s pin and a Lord’s ring ness areas close to Waterdeep that serve pointed words to Hawkun Orsund, guild- (either Danilo Thann or Khelben retrieve as refuges for the Harpers (in the Ardeep master of the blacksmiths’ guild, (She these). Forest and the Westwood), Harpers’ Hold mentioned that honest guild members * One of the beds in an upper room at is by far more secure, more useful, and were being pressed by politically powerful the Smiling Siren festhall in Castle Ward much more secretive. True Harpers native smiths and that she worried their poor (C10/#31) has a box built into the bedfra- to the North learn of its existence with work might reflect badly on the guild in me that is accessible only through the their membership, though a few Harpers general.) and Lorkas Ermaxis, a worshiper headboard. The woman whose room it is across the Realms know of it as well. Con- of Tyr (Taking him into her confidence, does not know of the information drop trary to the others, Harpers’ Hold is almost she innocently asked where a coin was there; she only knows that once a week totally inaccessible unless one is with a from, showing him a coin minted in Zhen- someone else (whose name she doesn’t Harper; this refuge is hidden high in til Keep, and admitting that she got it and know or ask) rents the room for an after- Mount Waterdeep, and was once part of more like it from certain smiths new to noon. That agent then retrieves anything the legendary Citadel of the Bloody Hand, the city.) saw the Zhent agents denied left in that box, transcribes any notes into the former headquarters of the Shadow guild membership and fleeing from the coded runes known only to the Harpers Thieves. While extremely dangerous, the city once the clergy of Tyr found them and Heralds, and destroys the original Hold can be reached without the use of out. A Zhentarim aphorism overheard notes. magic by finding a small cavern entrance often is “Strike quickly and without mercy * There is a gutter along the roof edge on the western face of Mount Waterdeep when you fight a Harper; they need not of the Wyvern’s Rest tavern in Sea Ward about 30’ above the ocean. (A secret door land many blows to fell you as they choose ($2) leading down a drainpipe to a cellar in New Olamn’s southern wall leads down their strikes well.” cistern. Any sealed scroll tubes, waxcloth to a cave and path that can lead to it, Once the information reaches the Harp- bundles, or other waterproofed items can though it is still a very precarious walk er or Harpers involved and the situation is be hidden inside the drainpipe just below along the surf-slick stone.) Bear in mind well in hand, those Harpers write reports, the roofs edge; a sturdy but small bit of that ancient (though still deadly) traps and often in code or with messages magically net is inside the drain to catch any wards guard this passageway as it leads encrypted into the sealing wax, to the one dropped items, and it can be pulled up through the heart of the old Citadel of the person who keeps tabs on all Harper activ- easily to retrieve any items left there. Bloody Hand and to a trap door treated ities within the city and the Savage * Atop the south wall surrounding Lord with wizard lock, alarm, and a number of

30 NOVEMBER 1994 glyphs, all of which can be bypassed by should they have need of a large assembly here when severely wounded or “killed”; if singing a particular tune. (Laeral refused area totally removed from others’ eyes. anyone arrives in this room and is wound- to divulge the tune’s name, but hinted that The room’s walls are draped with banners ed, warnings sound at Elminster’s tower in it was allegedly one of Khelben’s favorites bearing the Harpers’ seal, and the room is , Blackstaff Tower in Water- when he was young—this makes the song dominated by a large round table of pol- deep, Alustriel’s chambers in Silverymoon, anywhere from 35 to 600 years old!) Some ished duskwood. The table and its 10 high- and Twilight Hall. of the traps in the Long Climb (as it was back chairs (of the same wood and style as Teleports: The Harpers’ Hold can be titled by Coune Suerk) include areas of the table) are enchanted to resist dust, and reached through a number of teleports reverse gravity, undead ropers, pressure- thus remain shining and new despite their across Waterdeep and (though very rare) sensitive and light-sensitive murder gant- age. In the 40-odd years the Hold has been the Realms itself. Below are the number of lets (walls firing arrows, darts, and in existence, this room has been used only places that reach or can be reached from spears), and a number of dangerous pit twice for such a gathering. One use the the Harpers’ Hold of Waterdeep. traps (the worst of which is a miles-long room does have more frequently is as an To the Hold: Elminster’s Tower, Twilight steep slide that deposits the unfortunate information storehouse; two entire walls Hall, a small cavern on an island in the Sea persons into the fourth “sewers” level of (west and north) are covered with shelves of Fallen Stars (uncharted by all save the Undermountain!). filled to brimming with logbooks, scrolls, Harpers), a hollow tree at the center of a Harpers’ Hold is an isolated series of parchments, and maps; by tradition, any faerie glen in the Ardeep Forest, an iso- approximately 15 rooms somewhere with- new information (data less than one year lated cavern along the underground river in the slopes of Mount Waterdeep; there old) is left on one particular shelf at the in Undermountain (the northeastern quad- are no direct accessways to the outside, as center of the northern wall, the contents rant of Level 3), and five teleports from all the main entrances to the Citadel are wrapped in blue ribbon or bound in some secret rooms within Harper-owned safe- strictly controlled by Waterdeep’s guard, simple form. Each Harper, when visiting, houses in Waterdeep proper (a bakery on and they haven’t a clue that this set of often makes this room her first stop, col- the Street of Lances and Seawind Alley rooms exists. Some postulate that these lecting any new notes or reports from that (Sea Ward), one of the rowhouses facing were once the private rooms of the shelf and taking it to a sitting room. Delzorin Street and backing onto Trollskull Shadow Thieve’s guildmaster and his staff, The eastern door leads to another cen- Alley (North Ward), a silversmith’s shop but that was some time ago, and all that tral room with doors on all facing walls; and home on Lamp Street and Elsambul’s remains is evidence of the Harpers’ good each of these leads to individual sitting Lane (Castle Ward), a mortuary on Iron- deeds. rooms with adjoining bedchambers, each post Street and Wall Way (Trades Ward), Each of the rooms, with the exceptions complete with fireplaces (smoke is magi- and The Medusa’s Glare, a sculptor’s shop of the bedchambers, are lit with continual cally dissipated at the top of their shallow on the southern end of Slop Street near light spells; if the person in the room chimneys), desks, writing implements, the Jade Dancer (S15/#208; South Ward). wishes to brighten or dim the light, she comfortable chairs, etc. These three suites From the Hold: A little-traveled path simply needs to state such and the light are used at various times to hide impor- along the southern edge of the High Forest will respond accordingly. The bedcham- tant personages, allow some badly wound- along the Unicorn Run, a Harpers’ safe- bers normally are unlit; with a simple ed Harpers a chance to heal, or simply house in Llorbauth along the Deepwash, a verbal request, they can be faintly lit with provide a quiet place for study for some rowhouse in the heart of Suzail, faerie fire. away from the rigors of the road. Moongleam Tower, and the Watchful Like all Harper refuges, any healing The southern door directly behind any- Wheels, Wagons & Gear shop in spells cast operate at maximum efficiency, one who teleports into the Hold leads to a (owned and operated by Harper Lightal natural healing occurs at double the nor- large kitchen. A pantry is reachable Barnshyn); in Waterdeep, exit points are at mal rate, and any mental compulsions or through the kitchen’s western wall, with a a warehouse on Coin Alley (Dock Ward), a charms are rendered inoperative by the small anteroom beyond that permanently caravan outfitter’s shop on Fillet Lane near Hold. enspelled with some particular cold mag- Slop Street, and a harp-maker’s shop on The entry room is a small 10’ square ics, allowing frozen storage of many types the eastern side of Golden Serpent Street room devoid of any decoration, on the off of food. Off the southern wall of the (Millomyr Harps, owned by Harper chance that someone stumbles across one kitchen is an elegantly furnished dining Jhandess Millomyr, who is also a itinerant of the few teleport areas that blink the room, its long rectangular cherry table tutor at the New Olamn bards’ college). user directly into this room (see below for enspelled as the meeting room furnish- more information). The entry has one ings. Just about every herb, spice, or cook- Selected Harper NPCs door on each of its walls, and the doors ing garnish that exists in the Realms can Tioch (LN hm F3) are all magically enspelled to act as wizard be found in the Hold’s kitchen and one Tioch is a valued Harper ally of long locked to anyone unless they bear a Harp- high shelf contains a number of cookbooks years despite the fact that he appears as er’s pin. The doors themselves are nonde- with recipes from across the Realms (and little more than a blind beggar. Earlier in script, and do not even have doorknobs; Oerth, Krynn, and the Rock of Bral), in- life, Tioch was a warrior of some promise they open with a simple push, provided cluding the ever-rare and treasured Cook- and he was a rising star among the Water- that person has a Harper’s pin, otherwise book of Nemalas, a long-fabled ancient text deep guard; his career ended in a battle they are as unyielding as the stone walls on exotic Netherese dishes (a singular gift with a Zhentish wizard 40 years ago. (He around them. from Elminster to the Harpers). managed to unknowingly save the life of The western door leads simply to an Unknown to all but Khelben, Elminster, Bran Skorlsun and another Harper from exiting teleport chamber (a Harper’s seal and the Seven Sisters, there is one cham- an ambush, but the wizard cast burning set in mosaics in the floor, the stars within ber above the Hold, and it is reachable hands directly into Tioch’s eyes while he the seal faintly glowing with azure radi- only by Mystra’s Chosen. A secret door in protected the mage’s targets.) While he ance), and from the room beyond it the ceiling of the central entry room al- could have had his eyesight restored, (reachable through an arch on that room’s lows the Chosen to pass through it as if Tioch refused, accepting this fate, and southern wall) one can manipulate the immaterial into a sumptuously furnished chose to work with the Harpers as an magical mechanisms to send someone to cavern above. Lit by continual light, it information collector on the streets; few any one of three locations within Water- contains the same amenities as the sitting notice a blind beggar sitting on a stoop deep and four more dotted across the rooms below. However, this is a sickroom waiting for coins, and thus Tioch over- Realms. for Storm Silverhand and her sisters. hears many rumors that the Harpers pay The northern door off the entry room is Certain contingencies the Sisters have on him well to gain. About 10 years ago, the central meeting room for any Harpers themselves automatically teleport them Tioch was offered a wish if he wanted his 32 NOVEMBER 1994 eyesight restored; having accepted and that led him into more than enough trou- of the Calishite ships and the companies of grown accustomed to his blindness, he ble. Running away from home early, he the murdered traders to seek out more chose a particular form of sight: He can became a rogue and was employed as a information. see normally under the light of the full spy and saboteur by a number of less- Laeral has discovered that the Crown of moon, and he can always see the sign of than-scrupulous merchants and traders. Horns is active once again, having spotted the Harpers if someone bearing a pin is After a number of arrests and bails posted it from afar on a yuan-ti unknown to her within 100’ of him. by his older brothers, Asohs finally came in Skullport; due to her vow to Khelben clean and swore off such work (but not that she would never again touch or in- The Defenders Three until he exposed two major smuggling volve herself with the Crown, she has Amstor “the Grim” (LG halfm C6; rings operating out of Dock Ward). assigned her trusted partner and Harper Wis 16) For the past two years, the trio has ally Kylia (CG gf W(Sp) 12-Illusionist) to Pithar “the Bold” (CG halfm F4; Str 17, banded together and gained the name keep watch over his activities and find out Cha 16) (through tavern talk, not by choice) of the what the Crown is now able to do. Asohs “the Daring” (CG halfm T5; Defenders Three, as they have worked as Coril’s book of notes and information for Dex 18, Int 15) guards for Lord Ultas Maernos. Amstor the Harpers has been stolen! He and Sha- These three daredevil halflings are Harp- was the first to meet and be impressed by lar Simgulphin are putting word out to all er allies, while not for lack of trying to join this pious human; overhearing his enemies the Harpers in general that a number of the ranks officially. Natives of Waterdeep badmouthing both his piety and his wish recent plots may be compromised due to and all brothers to the same halfling clan, to provide his lands and fortunes to create this, and are warning everyone to stay on they spent their early years working in the a nonhuman site of worship, Amstor re- their toes. Coril’s assailants who stole the family vintner’s shop and whitesmith’s cruited his brothers and offered their book were unidentified and are still un- shop (light metalwork) in South Ward. services to the lord as his guards and known currently. Amstor, the eldest of the three, soon left defenders. While Lord Maernos was ini- Some isolated reports mention a larger to join an adventuring party to learn of tially skeptical, he was swayed by Amstor’s than normal number of kobold, gnoll, and the world (and follow the halfling woman reverence and his brothers’ boldness. goblin war tribes actively wandering the he had fallen in love with at first sight). During their trial period, the trio saved his lands north and west of Luskan and Mira- Within a year, he had returned as a jour- life from an assassin, and managed to foil bar. Curiously, some are even allied; a neyman cleric, but his former good nature a number of plots brewed by, among number of agents are looking for informa- had soured due to his love‘s betrayal of others of the nobility, Lord Nimor tion on what or who is behind these alli- him and his other comrades to an evil Lathkule and Lady Stelar Nesher of the ances and these unexpected growths in wizard. Since his return to the city, he has Thorp clan. While many among forces. worked with other clerics at the Plinth as giggle about Lord Maernos’ short champi- Agents are starting to hear of less-than- well as training young clerics and priests ons, none can argue that they are any less goodly activities of the many hundreds of (particularly those short in stature) in his effective than human guards, and they are converted Tyr-worshipers that are cen- peculiar form of defensive fighting with a certainly more loyal about their duties tered in Waterdeep. There is talk, but no staff or rod. He often draws a crowd at than many others. Indeed, many younger current action, of sending someone on the the Field of Triumph when he shows his nobles enjoy the Defenders Three’s compa- inside to investigate the activities of the pupils advanced tactics, such as swinging ny, though their parents and elders sniff at overzealous Tyrite warriors. the staff long to clear some space in front the idea of halflings acclimating them- of enemies and vaulting into them, using selves within noble society—to their hor- your own weight to topple them (and ror, Lord Maernos actually treats the Amstor’s weight is considerable, having halflings as honored, trusted friends, grown in girth since returning to the city). rather than just servants! Pithar was a strong halfling from the The Defenders Three have done some start, and he ended up acting as an im- minor work for the Harpers whenever promptu bouncer at some local taverns. Lord Maernos, another long-standing ally For a brief two-year stint, he was also a and friend, sends them on missions out- member of the watch, though he left in side the city. They often ferry messages disgust after enduring much patronizing and information to a number of Harpers behavior from his superiors in Trades in Mirabar, Luskan, and Baldur’s Gate, Ward. Still, with his commissions and a though only Asohs understands who and few small adventures (including a success- what these packages and missives are for ful foray into the Dungeon of the Crypt (he deduced it himself, and surprised the after a fleeing suspect that granted him a lord with his insight; Asohs has not shared number of precious gems and a ring of this with his brothers, as he and Lord protection +3), he managed to have three Maernos agreed to keep their involvement special swords made (two for him and one as quiet as possible). for his younger brother Asohs, crafted by Brian the Swordmaster); these swords Plots & current clack were sized like short swords, but were A number of Waterdhavian ship captains crafted to be wielded more like long and traders who frequently travel the swords (long, slashing blows instead of Calimport to Waterdeep sealanes are being limiting the blade to more typical short murdered; five have been killed within sword stabs). Within a year, Pithar had Waterdeep’s walls, and others have been managed to master his new swords, and murdered by various and sundry methods he wields one in each hand; more than in Baldur’s Gate and other ports on the Having a convention? one opponent has been surprised by Sword Coast. Along with this, a larger If you’re having a gaming convention, Pithar’s ability to block even broad swords number of ships and traders from Calim- why not tell the world about it? Check and two-handed human swords with his shan are making the trek north, and the our address in this issue’s “Convention small, thin blades. Harpers suspect the two sets of activities Calendar” and send your announce- Asohs, the youngest of the trio, always are related. Laeral and Jhandess Millomyr ment to us—free of charge! had a rebellious streak and a hot temper are arranging for agents to infiltrate some 34 NOVEMBER 1994

Editor’s Note: Welcome back to the Eye of the Monitor! Two new columnists join the ranks of DRAGON® Magazine review- ers with this column. Jay and Dee are the pseudonyms of two people who work in the computer-gaming field. Dee is a designer/producer for a major software entertainment company; Jay has worked with several hobby game companies, and is currently a free-lance writer and editor for, among others, TSR, Inc. © 1994 by Jay & Dee Reviews

Jay & Dee’s ratings at a glance Game Jay Dee Civilization 5 5 Dee: I’ll start with one of my all time and others where I was racing to develop Heaven & Earth 4 3½ favorites, Civilization from MicroProse space flight before 1500 (it can be done!). Reach for the Stars - 3½ Software. In case you’ve never played it, I Even more telling: I’ve been playing Civili- Bandit Kings of recommend rushing right out and finding zation since it first came out in 1991. Not Ancient China 3½ 3½ yourself a copy. It has to be one of the best many games last that long on my hard Jewel Box - 3½ computer games ever invented—and with- drive. Pipe Dream - 2½/4½ out fancy graphics or 20 disks full of digi- Jay’s rating: * * * * * Aladdin 55 tized sound effects, either. Civilization is what the industry calls a “god game” be- Okay, my turn to pick one. I’m recom- Dee: Greetings, and welcome to our cause you play the role of the leader of an mending Heaven & Earth by Buena Vista first computer-game review column. We’ll entire culture (you’re called the Emperor, Software. This isn’t only a game: as the be with you every other month for awhile, but whoever heard of an Emperor living designers inform you in the introduction, and we thought that for this November 4,000 years?). Without going into a lot of it’s an integrated triad of toy, puzzle, and issue, we’d give you a quick overview of detail, I can tell you that this is one of game all based on a single fantasy legend. our favorite games of years past—to help those games you won’t be able to stop You may have been bitten by the collect- you fill out your Christmas shopping list. playing: there’s always something impor- ible card game bug that has so many folks Jay: Why a greatest hits column? As tant just about to happen, so you just have spending their lunch money on plastic- Dee suggests, perhaps you’ve got a com- to stay up “a few more minutes, Mom,” coated paper. If so, you need to play with puter user or three on your list, and want until it does. Add in intricately connected the animated cards in Heaven & Earth. a few tips. Equally important, you’ll get a (but simple to grasp) commodities such as The moons rise and change phase, stars grasp on what we’re like by seeing what technology, military power, and economic streak across the sky—and the cards we choose to call great. A reviewer who growth, and you have a game where every change value when the phenomena likes what you do is great, but one who decision you make feels important, but no change! The game is as fun as the art is dislikes all your favorite stuff can be valu- single wrong decision can lose you the gorgeous—you try to score tricks of the able, too—“She hated it, so it must be game. highest value, working against a random good!” We’ll cover a number of games this Dee’s rating: * * * * * draw. When your head starts to explode month, and we hope you’re familiar with from too many calculations, you can go at least a few of them. Jay: Civilization is one of my favorite back to the Gateway between the three games, too, but it’s a different game for parts, and choose puzzles to manipulate. me. You see, Dee plays Civilization to con- There are a dozen options, from sliders Computer games’ ratings quer the world, whereas I’m much more and mazes to 3-D illusions that I have interested in economic strategies. The cool happily noodled away hours manipulating. X Not recommended thing about this game is that you’re not Finally, try your hand at picking off gems * Poor limited to only one way to win—all sorts of with a swinging pendulum (the “toy” in the ** Fair approaches work. Sometimes I send diplo- trio). Frankly, the pendulum is my least *** Good mats to my rival cities and buy them, favorite section, but maybe that’s because **** Excellent sometimes I sneak in and encourage revo- my hand-eye coordination isn’t up to ar- ***** Superb lutions. I’ve played games where I just cade standards. wanted to explore the world completely, Jay’s rating: * * * *

DRAGON 39 Dee: I like Heaven & Earth too, though ing, hiring heroes, and dealing with play is vaguely similar to that of Tetris I’m less patient with the puzzles. The marauding tigers. The game’s black-and- from Spectrum Holobyte, in that colored “solitaire” card game is actually something white only, but the heroes’ nicknames are gems fall from the top of the screen and Jay and I play together, working to make plenty colorful. There’s lots of fun to be you must manipulate them to form pat- the highest-value tricks, and switching off had recruiting bandit-heroes to join you in terns that erase themselves. When the on who gets the keyboard and who the your fight against the corrupt Gao Qiu, playing area fills up with gems, the round mouse. It’s fun (we play Civilization as and the board-game like battles are excit- is over. But Jewel Box is not just a clone—it partners, too). ing in an abstract way (no Doom gore has intriguing rules all its own, including Dee’s rating: * * * ½ here!). This can be a fairly involved game special gems that cause amazing things to (the rules are simple but the choices are happen, and beautiful sound and graphics. many), and perhaps a bit more tedious My next pick is a game I played on the Dee’s rating: * * * ½ than Civilization. The Chinese “Robin Macintosh years ago. It’s still available, I Hood” atmosphere makes it a standout for think, but it hasn’t been updated with a While I’m talking about arcade-style me. This is another one that Dee and I new version for a long time. It’s called games, I might as well mention Pipe play together. Reach for the Stars and it’s another god Dream from LucasArts. I’ve played both Jay’s rating: * * * ½ game, this time with a science-fiction the Mac and Windows versions, and I’m theme. You start with one planet and send ashamed to admit that the Windows ver- Dee: I agree—I love the mythos of an- colonists to nearby worlds, while building sion is vastly superior. The mouse inter- increasingly powerful starships and bases. cient China, and Koei definitely delivers. I face is better used, and the bonus rounds don’t know that the game has the replay The graphics are almost nonexistent, and are much more fun on the Windows ver- value of Civilization, but we sure racked the gameplay is a little dated (Master of sion. I highly recommend Pipe Dream as up hours while trying to figure out how to Orion from MicroProse is essentially the an arcade challenge that involves lots of same game, only more so), but the simplic- win! And we loved every minute of it. fast thinking and rewards cleverness. Be Dee’s rating: * * * ½ ity and speed of it bring me back to play warned: if you get good, it can take a long it time and again. time to play a game. I’m the Mac aficionado of the household, Dee’s rating: * * * ½ Dee’s ratings: Mac: * * ½; so my next recommendation is another Windows: * * * * ½ Mac game, though I’m certain there’s an Jay: Usually I’m not too interested in IBM version as well. It’s called Jewel Box Jay: If you like arcade-style games with beating the tar out of opponents, so I like (by Varcon Systems) and it comes as part a clever twist, you probably already have god games where the violence is mini- of a three-game package of arcade chal- a copy of Aladdin for the Sega Genesis. If mized or avoidable. Koei’s Bandit Kings of lenges. It’s so good that I have yet to tire of you don’t, get one. The graphics are great, Ancient China includes a lot of fighting— it, and still haven’t looked at the other two the movement surprisingly lifelike; the but interspersed with the battles are train- games that came with the package. Game- music—straight from the movie—is addic- tively catchy, and there are great little details like throwing apples at the palace guards to make them drop their drawers. Even with my less-than-lightning reflexes, I still got plenty of mileage putting Aladdin and Abu (in the bonus rounds) through their paces. Question for the designers: where’s darling Princess Jasmine? Jay’s rating: * * * * *

Dee: I also loved Aladdin, though I got stymied on the second-to-last round. It’s still a blast just to play the earlier rounds and try to rack up the biggest possible score. Dee’s rating: * * * * *

Jay: To finish up our picks, here are some other games that have been favorites down through the years: Strategic Con- quest from Delta Tao (pretty much the same game as Empire from New World), a war game with lots of little tanks, ships and airplanes; Command HQ from Micro- Prose, a similar game that runs in real time (both these games can be played over a modem against a live opponent); Dungeon of Doom and Rogue, great little dungeon-crawl games with lots of mon- sters, potions and magic (these games inspired Dungeon Hack from SSI, which is still pretty hot on the charts); and of course, no list of picks would be complete without Doom from id Software, the hot- test game on the market today (reviewed in DRAGON issue #203). Sandy talked about violence in computer games in DRAGON issue #207, so I won’t rehash the

40 NOVEMBER 1994 issue. Think of it as Roadrunner and Coy- down the corridor discover you need it game I think will be of special interest to ote in 3-D if it helps. The guys at work again, and have to go back, take out some- DRAGON readers: Master of Magic by find network Doom as good as paintball thing else, and pick up the necessary Simtex, the designers of Master of Orion. wars for settling their aggressions. Look thing. This is dungeon-crawling, the folks Published by MicroProse, MoM promises for Doom II at a game store near you! who adore it argue in defense. This is to be a mega-combination of Civilization, Dee: Now for some nix, games that have strategy, and puzzle-solving (why would I the D&D® game, KINGS & THINGS*, TI- gotten good press but for one reason or possibly need this thing?!), and limited- TAN*, MAGIC: THE GATHERING*, and another didn’t impress us. This is not to resource management—and I just don’t TALISMAN* just to name a few of the say they are bad games, but be fore- like it. So I was disappointed when King’s seminal fantasy board, role-playing, and warned: there are things about them Quest VI had so much of the same old computer games it owes allegiance to. certain players might not like. The first of thing. I also was a little annoyed at the MoM is filled with hundreds of spells and these is Sim Ant from Maxis. I was very “you took a wrong turn two hours ago, so monsters, dozens of heroes, custom- eager to play this game—I loved watching you’ll have to restart your game” mentali- designed wizards (so that every game is ants and ant farms when I was a kid, and I ty, and the one-pixel-sized treasures you different), diplomacy, war, parthenons, was fascinated by ant culture and just had to have. Sigh. fantastic stables—you name it, I salivate. I society—but was quickly disappointed. You Dee: I also did not enjoy Privateer from can’t wait. can run only a little bit of your colony at a Origins Systems. The flight-sim aspects time, so the computer has most of the fun were exciting, but the back story was not The last word in the game—and does far better than you as interesting as in Wing Commander, and Jay: So there you have it: a checklist to do at expanding. There are some nice the game quickly got too hard for me: it measure your own collection by, or to touches, but much of the game is repeti- pretends to offer the options of going “all inspire holiday generosity. Because some of tious, and a lot of effort was put into mak- combat” or “all merchant,” but choosing our choices are “old chestnuts” (can any ing “tools” you can use to “customize” your merchant is a quick way to suicide. If you thing less than five years old be considered ant hill and amuse yourself—i.e., the game- like sci-fi flight-sim fighting, go for Priva- classic, even in the nanosecond world of play is lacking. teer. If you want a space merchant game, computing?), you even may find them in Dee’s rating: X try Star Control instead. the bargain bins as software stores make Jay: I didn’t even give it a try—I’m not room for new releases. You know our Jay: I know I’m a bad reviewer when I interested in games where you have to die biases now, too, at least some of them. See say that as a class, I don’t much like games six times just learning how to land, or in if you can predict what we’ll say about where you pick stuff up and put it in your this case die six times just trying to get out Ghengis Khan II and Space Hulk in January! backpack, only to discover that you have of the system you start in. too much stuff in your backpack, so you Dee: Enough negative stuff. I want to * indicates a product produced by a company other take some stuff out, and then fifteen twists close this month with preview review of a than TSR, Inc.

42 NOVEMBER 1994

naments, and open gaming. Registration: $10. * indicates a product produced by a company other than TSR, Write to: SAGA 3, 800 Sena Dr., Metairie LA Inc. Most product names are trademarks owned by the 70005. Convention Calendar Policies companies publishing those products. The use of the name of any product without mention of its trademark status should not IMMACULATE CONVENTION ’94 This column is a service to our readers be construed as a challenge to such status. Nov. 13 ❁ worldwide. Anyone may place a free listing This convention will be held at the Chelsea for a game convention here, but the follow- Old Town Hall in Chelsea, London, England. Important: DRAGON® Magazine no ing guidelines must be observed. Events include role-playing, board, and minia- longer publishes phone numbers for conven- In order to ensure that all convention tures games. Other activities include dealers and tions. Publishing incorrect numbers is al- listings contain accurate and timely infor- a figure-painting competition. Registration: £3 ways possible and is a nuisance to both the mation, all material should be either typed preregistered; £4 on site. Write (and make caller and those receiving the misdirected double-spaced or printed legibly on stand- checks payable) to: Killjoy, Ltd., Dep’t. DR, P.O. call. Be certain that any address given is ard manuscript paper. The contents of Box 425, Kingston, Surrey, ENGLAND KT2 7ZD. each listing must be short and succinct. complete and correct. The information given in the listing must To ensure that your convention listing EYECON ’94, Nov. 18-20 ❉ makes it into our files, enclose a self- include the following, in this order: This convention will be held at the Emporium addressed stamped postcard with your first 1. Convention title and dates held; in London, Ontario. Events include role-playing, convention notice; we will return the card to 2. Site and location; board, and miniatures games. Registration: $15 show that your notice was received. You also 3. Guests of honor (if applicable); (Canadian) preregistered; $20 on site. Write to: might send a second notice one week after 4. Special events offered; The Emporium, 123 King St., London, Ontario, mailing the first. Mail your listing as early as 5. Registration fees or attendance re- CANADA N6A 1C3. quirements; and, possible, and always keep us informed of 6. Address(es) where additional informa- any changes. Please avoid sending conven- SHAUNCON IX, Nov. 18-20 MO tion notices by fax, as this method has not tion and confirmation can be obtained. This convention will be held at the Howard proved to be reliable. Convention flyers, newsletters, and other Johnson Central in Kansas City, Mo. Events mass-mailed announcements will not be include role-playing, board, and miniatures considered for use in this column; we CONTRARY ’94, Nov. 10-13 MA games. Other activities include RPGA® Network prefer to see a cover letter with the an- This convention will be held at the Ramada events, a charity auction, dealers, and seminars. nouncement as well. No call-in listings are Inn in West Springfield, Mass. Events include Write to: SHAUNCON IX, P.O. Box 7457, Kansas accepted. Unless stated otherwise, all role-playing, board, and miniatures games. City MO 64116-0157. dollar values given for U.S. and Canadian Other activities include RPGA® Network events, conventions are in U.S. currency. seminars, demos, dealers, and a charity WARNING: We are not responsible for miniature-painting contest. Registration: $25. ELLIS CON VI, Nov. 19 CT incorrect information sent to us by conven- Send an SASE to: CONTRARY ’94, P.O. Box 628, This convention will be held in the cafeteria of tion staff members. Please check your West Warren MA 01092. H.H. Ellis Tech School in Danielson, Conn. convention listing carefully! Our wide Events include role-playing, board, and minia- circulation ensures that over a quarter of a WAR!ZONE CENTRAL ’94, Nov. 11-13 FL tures games. Other activities include movies and million readers worldwide see each issue. This convention will be held at Holiday Inn- prizes. Registration: $5. Write to: John Haskell, Accurate information is your responsibility. Main Gate at Universal Studios in Orlando, Fla. 613 Upper Maple St., Danielson CT 06239. Copy deadlines are the last Monday of Events include role-playing, board, and minia- each month, two months prior to the on- tures games. Other activities include a flea LAGACON 17, Nov. 19 PA sale date of an issue. Thus, the copy dead- market, an auction, and open gaming. Registra- This convention will be held at the Eagles’ Hall line for the December issue is the last tion: $19/weekend or $7/day on site. Write to: in Lebanon, Pa. Events include role-playing, Monday of October. Announcements for WAR!ZONE CENTRAL, c/o Wolf Ent., P.O. Box board, and miniatures games. Other activities North American and Pacific conventions 1256 DeLand FL 32721-1256. include dealers, and painted-figure and costume must be mailed to: Convention Calendar, contests. Registration: $5 preregistered; $7.50 LEGENDS-GAINESVILLE, Nov. 12-13 GA DRAGON® Magazine, P.O. Box 111, Lake on site. Write to: Lebanon Area Gamers’ Assoc., Geneva WI 53147, U.S.A. Announcements This convention will be held at Lakeshore Mall 806 Cumberland St., Lebanon PA 17042. for Europe must be posted an additional in Gainesville, Ga. Guests include David Prowse, month before the deadline to: Convention Mart Nodell, and Barry Kitson. Events include WARP’DCON V, Dec. 3 NJ Calendar, DRAGON® Magazine, TSR role-playing, board, and miniatures games. This convention will be held at Drew Univer- Limited, 120 Church End, Cherry Hinton, Other activities include dealers. Registration: sity in Madison, N.J. Events include role-playing, Cambridge CB1 3LB, United Kingdom. Free. Event fees: $2 each. Write to: Legends Ent. board, and miniatures games. Other activities If a convention listing must be changed Group Inc., 514 Broad St., Rome GA 30161. include a miniatures-painting contest, a raffle, because the convention has been can- an auction, and door prizes. Registration: $3. PENTACON X, Nov. 12-13 IN celled, the dates have changed, or incor- Write to: Richard Ditullio, P.O. Box 802, C.M. rect information has been printed, please This convention will be held at Grand Wayne Box 1405, Madison NJ 07940. contact us immediately. Most questions or Center in Fort Wayne, Ind. Events include role- changes should be directed to the maga- playing, board, and miniatures games. Other SOUTHWEST COMIC FESTIVAL zine editors at TSR, Inc., (414) 248-3625 activities include computer and war games. GMs Dec. 9-11 TX (U.S.A.). Questions or changes concerning are welcome. Write to: Steve & Linda Smith, This convention will be held at the Austin European conventions should be directed 836 Himes St., Huntington IN 46750. Convention Center in Austin Tex. Events include to TSR Limited, (0223) 212517 (U.K.). role-playing, board, and miniatures games. SAGA 3, Nov. 12 LA Other activities include a costume contest, art ❖ indicates an Australian convention. This gaming-only convention will be held at and miniatures contests, films, anime, and ❉ indicates a Canadian convention. Howard Johnson Hotel in Metairie, La. Events panels. Registration: $25 preregistered, plus $10 ❁ indicates a European convention. include role-playing, board, and miniatures for a comprehensive gaming pass. Write to: ✧ indicates an African convention games. Other activities include cash-prize tour- SWCF, P.O. Box 650201, Austin TX 78765-0201. DRAGON 45 DARCON II, Jan. 7-8, 1995 ✧ Registration: $17 preregistered; $22 on site. This convention will be held at the Danie Van Write to: Chesapeake Games, P.O. Box 13607, Zyl Recreation Centre in Newlands, Johannes- Silver Spring MD 20911-3607. burg, Republic of South Africa. Events include role-playing, board, and miniatures games. ROUNDCON ’95, Jan. 27-29 SC Other activities include demos, competitions, This convention will be held at the Quality Inn and dealers. Registration: R10 plus variable N.E. in Columbia, S.C. Events include role- event fees. Write to: Evan Dembsky, 24 Vincent playing, board, and miniatures games. Other Rd., Rosettenville ext, Johannesburg, Transvaal, activities include dealers, contests, a scavenger Republic of South Africa, 2197. hunt, and a charity auction. Registration: $10 before Dec. 15; $15 on site. Write to: Trella GAMES UNIVERSITY, Jan. 13-16 CA Wilhite, Round Table Gaming Soc., USC P.O. Box This demo-oriented game convention will be 80018, Columbia SC 29225. held at the Red Lion Hotel in Ontario, Calif. Events include family and adventure role-playing, WARPCON V, Jan. 27-29 ❁ board, and miniatures games. Other activities This convention will be held at University include computer and video games, seminars, College, Cork, Ireland. Guests include Bill and dealers. Registration: $15/weekend preregis- Bridges. Events include role-playing, board, and tered; $20/weekend or $10/day on site. Write to: miniatures games. Other activities include GAMES UNIV c/o Ultraviolet Prod., P.O. Box 668, seminars and contests. Write to: Convention Upland CA 91785. Director, WARPCON V, Office of Residence and Student Activities, University College, Cork, RUNEQUEST*CON 2, Jan. 13-16 CA IRELAND; or e-mail: This convention will be held at the San Fran- [email protected]. cisco Clarion Hotel in San Francisco, Calif. Guests include , Sandy Petersen, GAMEFEST II, Jan. 28 IL and . Events include role-playing, This convention will be held at Holy Innocents board, and miniatures games. Other activities Church, Fr. Pajak Hall, in Chicago, Ill. Events include seminars and an auction. Registration: include role-playing, board, and miniatures $30/weekend or $15/day. Write to: RUNEQUEST- games. Other activities include RPGA® Network *CON 2, 2520 Hillegass Ave. #101, Berkeley CA events and raffles. Registration: $3/general; $5/ 94707. tournament. All proceeds go to Holy Innocents Church. Write to: John Kavain, 857 N. Hermit- CONSTITUTION III, Jan. 20-22 MD age, Chicago IL 60622. This convention will be held at the Best West- ern Maryland Inn in Laurel, Md. Events include role-playing, board, and miniatures games. Other activities include RPGA® Network events.

46 NOVEMBER 1994

Photography by Charles Kohl

I have heard the calls, and I obey! —poster seen in many places at the game fair

There were grave omens that the 1994 Gen Con® Game Fair would be more than the usual titanic, gargantuan, bigger-than- ever affair it had been in the past. First, there was the prolonged media coverage of all things Klingon in local newspapers and TV shows. The 50th anniversary of the D-Day invasion was just two months earlier, TSR reorganized itself on the Mon- day before the convention, and an ele- phant rampaged through downtown Honolulu. But the most terrible omen of all, seen right before the show began, was Jim Ward dancing through the halls of TSR with a rapier and a frilled shirt. The mind boggles. Grave omens indeed. I pondered their

48 NOVEMBER 1994 by Roger E. Moore

meaning aloud Tuesday evening as I drove toward Williams Bay with my adopted “son,” Bud, a mannequin I bought at a company auction years ago. Bud ignored me and kept on smiling his secret smile, since we were heading out to ’ famous barn-house for her Must Be The Fourth Or So Annual Pre-Convention Madness Party, which every year more closely resembles the original Woodstock in terms of the number of oddballs it attracts and the number of tents pitched in Margaret’s back yard. Soon they will add mud. Bud and I arrived at Margaret’s in time to see the ceremonial Taking Out Of The Garbage by one of Margaret’s lackies. Then I carried Bud up to the house where a large number of Minneapolians, Canadi- ans, and the other social outcasts hung over the deck railing and yelled for me to come just a little closer. “Do you have squirt guns? Are you armed?” I said, a bit untrusting since this was the same group who for two years running has thrown paper airplanes at

DRAGON 49 me. “No!” they yelled back. So I came closer, and they all threw paper airplanes at me. Bud could have had his eye put out, but luckily he was wear- ing his glasses. I gave the group a friendly greeting that is best not repeated here, then went inside, placing Bud in the living room to watch Ghostbusters on the TV with a few other mannequin-like guests. It was a great party, a sort of Woodstock 2.1. Almost a dozen tents crowded the back yard, and an enormous card game (the MAGIC: THE GATHERING* game by ) was being played out on the deck (the same deck that almost burned up last year at this time, at this same event). I met many people whose names I can’t recall for the life of me, though thanks to Margaret they all seemed to have an intimate knowledge of my alleged criminal past. The party got rowdy in no time at all. Margaret told Ed Greenwood that Raistlin could kick Elminster’s butt any day of the week, the deck almost caught fire again (just like last year), and I learned much about the gaming industry that is best unveiled only after everyone involved has died. On the good side, Margaret Weis prom- ised not to have me arrested this year for the game fair’s Klingon Jail ’n Bail, as she had done last year (with, it seems, the help of your wonderful editor, Dale “Scumsuck- er” Donovan). [That’s Mister Scumsucker to you, bub.—Dale]. Margaret’s promise was every bit as meaningful as a Somali warlord’s offer of safe passage through Mogadishu, but she is Margaret, after all, so I trusted her. (Background sound FX: “Ah, ha ha ha ha ha!”) The evening ended all too soon. I finally went downstairs to find Bud watching The Adventures of Buckaroo Banzai Across the Eighth Dimension with a wine bottle in his lap. I took his drink away and carried him out to the car, then said goodbye to every one and drove home to rest. As I left, the garbage pile at the driveway’s end was the size of the Vehicle Assembly Building at Cape Canaveral. More like Woodstock every year, you bet. Funny animals, nuclear bombs, killer satellites, and labor camps. What more could you want? —ad slogan for the KILL EVERYTHING!* game from Crunchy Frog Enterprises

Wednesday found me in a mad panic to finish all the handouts for my seminars, a task I had conveniently put off until the last second. I dropped Bud off in a spare office and began typing away in a Moun- tain Dew frenzy. When I stopped for a break, I discovered that Bud, with the help of concerned fellow TSR employees, was now “shooting the moon” from his cube at passersby. For a stuffed mannequin, the effect was quite realistic. I hastily fixed his outfit because many employees’ families

50 OCTOBER 1994 were touring the TSR building at that very At 10 A.M., Thursday, I arrived to start new Alien vs. Predator kill-or-be-killed moment. A group of children watched me my game-fair day. The always remarkable video game. Several booths revealed that get Bud dressed again. “That’s Bud, right?” Dori Hein and I gave a seminar called the Doom game craze for real-time, big- one asked. “Toasters as Player Characters.” Actually screen, guns-&-demons, ultraviolent video I finished writing at 4 P.M., then went to we talked about how to role-play every games was well underway. The White MECCA to see what the convention hall sort of creature from killer whales and Wolf booth, which last year featured one looked like. At first, the convention set-up parrots to robots and dragons in every solitary tombstone, now had a fully looked to be just as big as last year’s, only sort of role-playing game. Why can’t you stocked graveyard to celebrate its new larger. But the more I looked, it actually be a police dog in a spy game, just for WRAITH: THE OBLIVION* game. (As one seemed even bigger than that. kicks? It was a great seminar, or at least I T-shirt slogan reminded us all, “Without This year, TSR brought in truckloads of guess it was since I don’t remember any of life there could be no senseless death.”) famous figures in the fantasy, comics, and it now. I also have to note the individual who science-fiction worlds, led by Majel “Lwax- The seminar over, I went back down- came to see me at my otherwise neglected ana Troi/Nurse Chapel/Number One” Bar- stairs to the main hall. Or I tried to get author signing. “Hey,” he said. “I really love rett and John “Q” de Lancie (both known there. The entire MECCA center was your stories. You’re a great writer. I espe- for their charitable work with young swamped with gamers, billions of them. I cially like the one you did about the half- Klingons and Trekkies), Timothy “Star squeezed my way into the exhibit hall and who became a knight of Solamnia.” Wars” Zahn, and Peter “I Do Everything!” was staggered at the sight. Where had all He was referring, of course, to a story by David of comics and Star Trek fame. these people come from? We weren’t another author entirely, namely Nick Science-Fiction Saturday was being supposed to get this many gamers until O’Donohoe. Thanks, guy. joined this year by Super-Hero Sunday Saturday! On the upbeat side, I saw many old (followed by Massive-Collapse Monday), The Thursday Surge will live in game- friends, too many to name here except for and record numbers of events were company lore for years to come. All the the absolutely wonderful Jean Grey, who planned for role-playing, board, minia- media attention the convention had been remembered my love for velociraptors, tures, arcade, computer, virtual reality, getting apparently had paid off—but at and David Brazil, who asked me a year or interactive, card, strategic, tactical, and factors of magnitude greater than we’d two ago to put his name in this column, thermonuclear games, not to mention expected, and much more quickly. Booths though I don’t have the space to do so actual War College classes, gaming auc- ran out of games to sell. Cash registers until now. Then there were Kimberly and tions and seminars, writers’ workshops, were hammered until they died. Exhibi- Michael, who gave me some M&Ms last martial-arts demos, slide shows, dramatic tors started looking like novice skiers year and gave me some more now, com- readings, fantasy plays, art exhibitions, riding down a steep slope ahead of an plete with a “Tom Servo“-style M&M dis- Jim Ward with armloads of SPELLFIRE™ avalanche. All this in spite of an all-day penser. M&Ms and Mountain Dew—that cards but without his rapier, costume driving rain outside. was my breakfast and lunch three days in contests and a masquerade, filksinging, Somewhere in the frenzy and chaos, I a row. Don’t try this at home. anime theaters, and over $10,000 in game thought of Mike, the code name for the The end of my evening came in a semi- tournament prizes. STAR TREK*, VAM- first American H-bomb test. Fun-loving nar jointly conducted by myself, John PIRE*, and espionage role-playing events scientists had put together a nuclear weap- Rateliff, Skip Williams, and Dave Gross. had spilled over into the Hyatt Regency on bigger than a railroad tank car, stuck it We were discussing great fantasy litera- next door and The Safe House, a famous on a Pacific island, then set it off. Their ture of the world, and we ended up trying local bar and eatery with a spy theme. math was faulty, so they thought it to strangle each other over the issue of There would even be a Klingon musical. A wouldn’t make much of a bang. They were whether The Odyssey is fantasy or not. (It Klingon musical. Think about it. wrong. The blast wiped the island off the is, you boogerheads!) (I didn’t mean you, The list of activities not only suspended face of the earth. (The scientists thought Skip.) Then I went home to recover my disbelief, it wiped it completely out. Other for a while they were going to be wiped marbles and get ready for Friday. major features included Carel Struycken’s out with the island.) We were now appar- Virtual Arcade, Suki’s Cybereum, the ently having our own Big Mike. Games Magazine Triathalon, the National My memories of Thursday are murky Space monsters spit on me. Security Decision Making game, the Living but a few stand out. FASA had stunningly —quote from the Buckaroo Banzai City Bazaar, Star Fleet Academy, the CAS- realistic computerized animation for its Excuse Shirt, seen at the game fair TLE FALKENSTEIN* Waltz (in full cos- BATTLETECH* videos. TSR’s castle had tume, at the Hyatt), Puffing Billy three gargoyles, a smoke-breathing drag- Tournaments, the Weis-Hickman Traveling on, and an eye-boggling dragon hologram Friday morning was the time of much- Road Show, the Desperately Seeking Elvis just slightly smaller than a picture win- heralded RPGA® Network breakfast, event, and the Klingon Armada Interna- dow, which stopped onlookers dead in which I missed because I was giving a tional’s Jail ’n Bail, the memory of which amazement. (It cost $11,000.) The card COUNCIL OF WYRMS™ seminar with Bill caused me great mental duress as I prayed booths at Fortress TSR and the great black Slavicsek and . We had the I would not be arrested and tortured by Parthenon of Wizards of the Coast never entire audience role-play a council meeting cheerful, grunting Klingon thugs, as hap- lacked for collector-card-maddened of giant ancient dragons, dividing them pened at last year’s game fair. gamers, who came in droves for new into good, neutral, and evil factions. The TSR staffers hoped that the 20,000 at- SPELLFIRE and MAGIC decks. One booth council was moderated by Bill (a gold tendance record for 1993 would be bro- sold gigantic blue dice half a meter high, dragon), Michele (an amethyst), and me ken, though we had no clue then that the as well as little tiny empty plastic boxes of (Bloodtide the Red—oh, yes yes yes!). The record would not be broken so much as it “stealth dice.” council topic was, “What shall we do about would be smashed flatter than a wood- Perhaps my most shocking memory was those pesky humans?” frame building at a Nevada nuclear test the discovery that the soft-drink machines I got to open the debate. “War!” I yelled, site. Blissfully ignorant of the storm to now took $1 per drink—and gave no pounding the table. “Kill for peace!” The come, we went home and got the last change. Ouch. audience (the warlike dragon part of it, restful sleep we’d know for days. Between an author signing, a which was about 90%) cheered me on. FORGOTTEN REALMS® demo, and a stint “Now, that’s a little extreme,” Bill the Have you flogged your crew in the sales booth of Fortress TSR, I got to Good began, as Michele the Neutral made today? wander around a bit more and recover my a frowny face and tried to restore order. —bumper sticker seen at the game fair bearings. The CapCom booth had the all- After a half-hour of richly satisfying bick-

DRAGON 51 ering, slander, insults, and warmongering, like a car down a Florida sinkhole. I’m seminar, then wound up under the com- we voted and the war faction won. Yes! here to say that Milwaukee is built on mand of the incredible Sue Weinlein, stuck Ah, politics. much more solid material than Florida is, in a small room full of people dressed like I ran downstairs with minutes to spare though MECCA did drop about a foot Klingons. It looked bad, but then I noticed before the doors were opened. The in- toward noontime. the Klingons were led by Tim Beach, wide- credible Sue Weinlein popped by at one Margaret Weis and ran ly noted TSR designer and notoriously un- point and announced, “Good omens today, their annual Killer Breakfast, during Klingon personality, and I knew that I Roger! I found my Velcro!” I had no ade- which (so I hear) Buffy went to the would live. quate reply, so I wandered off to investi- ® setting and over 200 player After patiently listening to various Tre- gate booths featuring gorgeous art trading characters were killed. A mint issue of koid people try to figure out what they cards from Jeff Jones, Roger Dean, Ro- DRAGON® Magazine issue #1 sold in the were doing, I was off to help set up the wena, and many artists already famous in auction for over $200—the first time that’s Dead Authors Panel, which featured quite the gaming industry. Then , happened. I ran a demo, gave a seminar, realistic live versions of Mary Shelley, H.G. famed game designer/editor, joined me for and saw part of a bizarre anime film Wells, Edgar A. Poe, and the guy who a demonstration by the truly stunning Val called—so help me — Dark Schneider. It wrote the Narnia stuff but whose name of Khatovar Chainmail concerning the made as much sense as the title, from escapes me right now, maybe you’ve effectiveness of chain-mail whips. I am where I was standing. I also got a nose- heard of him. [Editor’s Note: Rog is refer- sworn to secrecy about the rest of the bleed but haven’t a clue how I did. Or was ring to C. S. Lewis. —The everhelpful Dale.] demo. the nosebleed on Friday? I’m not sure. The I had to leave early to go home and col- I got into Fortress TSR just in time, as tornado watch was Friday evening, I lapse in a sodden heap, so I missed the end the doors opened. An unknown exhibitor, think. of the panel, as well as the much-heralded upon seeing the 10 A.M. Friday Surge, In between panels, I got to see a little and justly famed CASTLE FALKENSTEIN cried “Oh, my God!” You can imagine the more of the game fair. While blimping out Waltz, played out in costume and com- rest. I sold things, talked my head off, and on the M&Ms that numerous well- manded by the always surprising folks at did a seminar with the dynamic duo of meaning people delivered to me, I saw the R. Talsorian Games. Sorry, guys. I heard it Rich Baker and Colin McComb on paladins, miniatures gaming area. There were char- was great. whom we all agreed should be shot. Or at iot races thundering, BattleMechs blasting, least I think we agreed to that. I don’t robots bashing, Zulus shouting, tall ships It’s not the pace of life that remember any of it. firing, and a gigantic recreation of the concerns me. It’s the sudden assault on Hoth from the second Star Wars stop at the end. I’m not obnoxious—I’m movie. Hoth took place in “The Arena,” a —T-shirt slogan seen at the fair tact-challenged! floor gaming area so large you had to walk —bumper sticker in exhibitor’s booth around on it in your socks to move any Sunday I awoke to a beautiful blue sky, pieces. I was sorry I missed the live-action the kind that gives your spirit wings and Early Friday afternoon, I took part in a National Security Decision Making Game, sends your imagination soaring. I felt DRAGONLANCE® seminar featuring many in which thoughtful and informed contest- refreshed and pure. I parked my car in a of the original “DL” team. I confessed that ants tried to destroy the world, so I don’t lucky space right next to MECCA and the entire idea for kender came from a know if the balloon went up or not. walked into Fortress TSR at 8:45 with a concept I had called “Bunnylance,” in It had now rained for three days free and joyful heart. which colorful fuzzy bunnies conquered straight, and no one cared. The halls of Then I noticed that everyone was the world, but the rest of the panel took MECCA were jammed with gamers sitting armed. offense and stole my folder with the color- on the floors trying to lay out their latest “Here’s your weapon,” said Fearless ful fuzzy bunnies on the front. collections of MAGIC and SPELLFIRE Leader Tim, handing me a NERF multibar- After running an ultimately fatal cards, the personal ownership of which rel pump bazooka with the firepower of BUGHUNTERS® game demo, I drove home was recently required of every citizen an Apache helicopter. “Don’t shoot anyone to change into my tuxedo for the top- covered by NAFTA. A live medieval-style until Lorraine gets up on the castle wall secret, by-invitation-only, almost-the-same- battle was fought out in front of Fortress and orders the attack.” place-as-last-year TSR Party. I was only one TSR, attracting about a trillion onlookers. Tim’s Secret Plan, it turned out, was to of two guys who dressed up (the other The computer-games area had two big take what probably amounted to TSR’s looked like Colonel Saunders), and I was astronaut-training-style thingers that I entire earnings for 1994 to date and buy universally despised by every other guy, remembered seeing on Lawnmower Man, every NERF weapon, from sword to gre- who feared I would start a trend. It was sort of like space-age vomitoriums with nade to bow to bazooka to Gatling gun great. cyberspace parts, as well as the usual that the local Toys-&-Handguns-R-Us had It was at the party that I heard some talk giant linked-up Doom-style shoot-’em-ups in stock. Almost the entire TSR staff had from our Fearless Leader of the Games and many BATTLETECH simulators. There shown up in preparation for the first Division, Tim Brown, that something spe- was so much to see that my retinas hurt. annual TSR Needs More Exhibit Space And cial was planned for Sunday morning. The I did get a copy of a comic book from Yours Will Do Just Fine demo. Other game “something special” would require several the marvelous Phil Foglio, in which Yours companies had talked for years about trips to a local toy store and maybe cost a Truly appears (look for “007”), and I got a storming Fortress TSR. This year, TSR was few thousand dollars. How wonderful, I copy of the Yamara (yes, that Yamara) going to storm them. thought. It sounded like something sweet comic-compilation book sold by Steve I took the gun, then gave it away to and charitable. I could hardly wait. The Jackson Games. I also almost visited the Doug Stewart, who had arrived late and fuzzy bunnies of Krynn would be proud. science-fiction museum at Starbase 1, but missed the initial handout. I then received there were 9,300,000,000,000 people about two dozen hand-launched rockets, I have no solutions, but I standing in line there waiting to get auto- but gave them away to two other TSR certainly do admire the prob- graphs from Majel Barrett and John de staffers and my son John, who also had lem. Lancie, so I passed and went elsewhere. arrived late. John was not invited, but it —button slogan seen at the fair Besides, there were lots of Klingons was impossible to keep him away. He took around and Margaret had made some his rockets and began practicing with There was considerable concern on snide comment earlier about my imminent them on any TSR people he could find. For Saturday that the flood tide of gamers arrest, and I was just being careful. my part, I took out a pen and paper and would cause MECCA to slide into the earth I then did another seminar, then another became the first-ever quasi-official

52 NOVEMBER 1994

DRAGON Magazine war correspondent. At 9:04 A.M., a spy was caught in the castle and was fired upon by every weap- on in existence. He was declared dead 73 times over, though over half the TSR staff was also killed in the attack as a result of “friendly fire.” (Mike Stackpole’s last words: “Don’t shoot! I’m on your side!“) At 9:05, TSR president Lorraine Wil- liams, wearing a red cape and hard hat, took a commanding position on top of a castle wall using a mobile elevator. To the rousing cheers of her bloodthirsty legions, she ordered the annexation of all nearby exhibitor spaces, starting with White Wolf and Wizards of the Coast, then continuing across the hall as far as Ral Partha. Armed staffers charged out and began firing upon stunned exhibitors, managing to take over the R. Talsorian booth briefly before being called back to Fortress TSR to repel a barbarian invasion from the direction of Mayfair Games (whose people had taken off their shirts and hastily constructed shields and weapons from cardboard boxes). Within seconds, a free-for-all battle broke out around Tower 1. Screams and NERF bombs filled the air. I went to work. “How does it feel to be slain in battle?” I asked one barbarian who was down on his back but still being NERFed by stalwart TSR berserkers. “Inconvenient!” he gasped out. I wrote that down and continued to ask assorted personal and political ques- tions of people who were roaring at the tops of their lungs while firing or hacking their way through titanic NERF melees which soon centered around Towers 7 and 8, on the White Wolf side of the castle. Most of my notes covering the savage fighting, which actually lasted only 10 minutes, are rather incoherent. I do recall Flint “the Barbarian” Dille holding aloft White Wolf’s animal-skull totem, which he had liberated during the fighting, and cries of “No prisoners!” and “TSR will rule!” and “For the Celts!” (curious one, that) rang across the hall. Video footage of the actual fighting was taken by several onlookers, among them Mary Abel of TSR and an attractively fur-clad (but not by much) barbarianette. Famed author Peter David gave a play-by-play commentary on the PA. system, adding in reporter-like asides like “Oh, the humanity!” At 9:21, “detente” was announced, and the fighting was over. The last warrior to be forcibly made to lay down his arms was, of course, my son John. “Daaaaad!” he protested in disgust, but the cease-fire held. Everyone proclaimed victory, even the losers from White Wolf, and battle scars (all two of them, both belonging to Dori “the Barbarian Who Fell Down” Hein) were displayed to local admirers. Surreality Just Got Funky! —banner in exhibitor’s booth

After a last pass through the exhibit hall, I ran upstairs to my second “Toasters as

DRAGON 55 Player Characters” seminar, where Dori would see me first. (Better to be safe . . .) I and I pointed out the role-playing advan- heard later that Margaret Weis herself had tages of being a killer whale while every- been arrested and jailed, apparently on one else is a human being (especially if the the orders of her own fans, and was adventuring party is swimming just before forced to sign autographs until her fingers suppertime). Right after that, I ran an- fell off. A pity. other seminar on how to handle high-level At 4:55, came the long-awaited an- AD&D® campaigns, then ran back down- nouncement that the exhibit hall would stairs to run a demo game in the self-destruct in five minutes. When the FORGOTTEN REALMS tower (three PCs fair closed at last, we were too tired to died, three escaped). That done, I was free cheer for more than a few seconds. The to wander one last time before the hall gamers were herded out, the booths were closed at 5 P.M. torn down, the carpet was rolled up, the Alex Jimenez, justly famous designer trash was thrown out, and we took our from the CapCom area, told me that he loot, our frayed nerves, and our incubat- was inspired to create some of his most ing viruses and went home. challenging video games because of the The apocalypse was over. My fiancee grief an old module of mine had given him Gail took me to the Milwaukee zoo as my (“The Dancing Hut,” from DRAGON issue reward. The mosquitoes were tickled to #83). I was pleased. The Armory booth see me. held a special event in which hundreds of MAGIC cards were thrown into the air for Dead men can’t sue. screaming fanatical gamers to fight over. I —CAR WARS* diorama title thought I would finally, at last see the seen at the fair science-fiction museum at Starbase 1 but stopped when I realized that the Klingons Monday found all the weary survivors back at work, debating the merits of plac- ing a moat around Fortress TSR in 1995, perhaps with more NERF Gatling guns and a Hawk missile battery. With the generous help of sympathetic co-workers, Bud be- came a Klingon (“K’Bud”) in protest against the baseball strike. I developed a major attack of hay fever combined with an unpleasant intestinal flu that I don’t think you want to hear about, and I had one week to rest, sneeze, and visit the bath- room before I flew off to Canada for an- other convention (WorldCon/ConAdian in Winnipeg—“The Milwaukee of the North”).

56 NOVEMBER 1994

And the final tally on attendance?

Some estimates went as high as 27,000. It had been Big Mike, all right. It was a miracle that anything was left of Milwau- kee afterward. I can’t even imagine what will happen next year. I had survived the wildest, greatest, and most exhausting of all game fairs in histo- ry. But, I reflected, at least this time I wasn’t arrested by Klingons. I might be as lucky next year. Unless . . . but no, K’Bud wouldn’t do that to his dad. I hope. My thanks go out to the makers of Mountain Dew, Allright Parking of Mil- waukee (great prices and great parking if you get there early enough), my 1990 Geo Storm (almost 100,000 miles and still run- ning!), and, most importantly, Gail, without whom I would still be a nerd. See you next year—for sure!

l indicates a product produced by a company other than TSR. Inc.

58 NOVEMBER 1994

by Steve Kurtz

Photography by Karen and Steve Kurtz

Enrich your fantasy castles with a little history

60 NOVEMBER 1994 preted as private areas of the palace. Some- called Constantinople (from Konstantinou times I imagine that Sinan, the court polis, meaning Constantine’s city). Even The Ottomans are like unto the sun. architect of Sultan Suleyman the Magnifi- before the Romans, as early as the 7th Above all they illuminate Europe, but cent, would be mortified. century B.C., the city was called the light of their power shines also on As any Game Master knows, realistic Byzantium—named after the Greek tyrant, Asia and Africa. They are spaces and objects help breathe life into Byzas. Although Topkapi was constructed any role-playing fantasy campaign. In this incomparable to other sultans who are between the 15th and 19th centuries, the article, I will explore the history and struc- structure rests on Byzantine foundations. like to stars. All are extinguished in the ture of Topkapi, including some of the By the time the Ottoman Turks con- brilliance of their radiance and treasures and ideas for conducting adven- quered Constantinople in 1453, the proud splendor. This illustrious, heroic, and tures around the palace. At the very least, metropolis lay in ruins. Sultan Mehmed intrepid dynasty has been ever I hope to shed some light on Middle East- the Conqueror was responsible for the victorious, conquering all of Anatolia, ern architectural philosophy, so that other renaming and rebuilding of Istanbul. Part Karaman, Diyarbakir, Erzurum, Game Masters can devise realistic and of his vision included the construction of Baghdad, Arabia, Egypt, the Balkans, exotic palaces for their campaigns. the Palace of the Cannon Gate, Topkapi Hungary, end many other lands, as far Saray, sometimes simply called the “New as the borders of Germany . . . There is Locus of antiquity Palace” by its contemporaries to differenti- no limit to the power, extent end wealth Topkapi Saray sprawls across one of the ate it from Eski Saray, Mehmed’s first largest hills along the Sea of Marmara, palace (sometimes called the “Old Palace”). of their rule. overlooking the confluence of the Bospo- Topkapi was first built between 1465-78, —Dedication to Sultan rus Strait and the Golden Horn, a site of but today nothing remains of the original Suleyman the Magnificent, unrivaled geographical importance since 15th-century wooden construction. Over by Haci Ahmed of Tunis, 1559 ancient times. The waters in this region the past 500 years, fires and whims of the not only link the Black Sea to the Aegean— Sultans have drastically altered the face of providing access to the Mediterranean, the the palace. Topkapi was occupied by the Atlantic, and therefore, all the worlds Ottoman royal family and imperial admin- Adjusting the pack on my shoulders, I waterways—they also form a bridge be- istration until the mid-19th century, when peered through the misty morning pale- tween the continents of Europe and Asia. the structure was considered “old- light on my pilgrimage toward the looming The armies of myriad empires have fought fashioned” and abandoned in favor of minarets. Topkapi Saray, the legendary over this strategic location for millennia. Dolmabahce, a more modern palace con- Seat of Sultans, the Heart of the Ottoman While bearing all the trappings of structed along the north Bosporus shore in Empire, the magnificent Palace of the modernity—from the tram lines and the continental French style, with golden Cannon Gate lay before me enshrouded in car-choked streets, to the coal-fire pollu- fixtures and 14-ton Baccarat crystal chan- the early morning fog. While passage tion that cloaks the winter skyline in a deliers in every chamber. Some say that beyond the forebodingly massive gates velvet brown haze—Istanbul also is a living the bankrupting opulence of Dolmabahce once may have required permission from shrine to the ancient past. The city’s cur- contributed to the collapse of the Ottoman the Sultan, I entered bearing only a ripped rent name was derived from a corrupted Empire. three-dollar ticket. Within its high, forti- Greek expression (stin poli), meaning “to The modern Turkish republic was fied walls, a legion of cooks and servants the city.” When “the city” was ruled by last founded in 1923 by Kemal Ataturk, a once attended the powerful Sultan and his vestiges of the Roman Empire, it was tremendously popular figure, whose por- entire administration of viziers, ambassa- dors, and sycophants. In the forbidden, blue-tiled changers of the harem, the Sultan relaxed in the company of his wives, children, and countless concubines. At the height of Ottoman power, Topkapi housed over 4,000 people, a small city in its own right within the Imperial capital. Today, the renovated palace is a fascinating museum at the center of Istanbul, a monu- mental display of Turkish art and architec- ture. Topkapi also contains one of the most astounding collections of riches I have ever witnessed, amassed by 32 Sultans over the past five centuries. The treasuries in West- ern museums do not compare to the stagger- ing opulence of the Sultan’s hoard. In retrospect, the Hope diamond and even the Crown Jewels of England are a mere pit- tance by comparison. My personal interest in the palace stemmed largely from my work on the ALQADIM® setting for the AD&D® game. In the City of Delights boxed set, for example, the Palace of the Grand Caliph in Huzuz was based directly upon the plans of the Topkapi. The palace was already quite vivid in my imagination, long before I set foot in its historic confines. After my visit to Turkey, I looked over the plans of the Grand Caliphs fantasy residence and was amused to note how public chambers were often inter-

DRAGON 61 trait adorns practically every public build- capture with a single photograph. ing in the country. In contrast with many Walking through Topkapi is like peeling the world. Topkapi guarded the entrance European political upheavals and revolu- away the layers of an onion or uncovering to the Golden Horn, and therefore tions, there was no looting and pillaging of a series of veiled secrets. While the layout Mehmed the Conqueror massively forti- the Sultan’s palaces. Unlike Versailles, for of the palace appears to be a chaotic co- fied the outer walls of the First Court, example, which was stripped clean during nundrum, with multiple courtyards sur- especially along the seaward side, which the French Revolution, all the imperial rounded by oddly-shaped chambers and historically had been the weakest link in residences in Istanbul—including Topkapi crooked corridors, the palace is a surpris- the city’s defenses. In the 13th century, a and Dolmabahce—were preserved essen- ingly ordered structure, consisting of four flotilla from the Fourth Crusade pulled up tially intact with all their original furnish- main sections or layers of increasing pri- to the sea walls during a siege. Crusaders ings after the founding of the Republic. vacy: the outer First Court, the Court of poured into the city by climbing the masts Topkapi was opened as a public museum Ceremonies, the Enderun and the Fourth of their ships and surmounting the low in 1924 and has been under a process of Court, and the celebrated Harem. The adjacent walls. To prevent such a debacle continual restoration ever since. Topkapi First Court and the Court of Ceremonies in the future, Mehmed dramatically contains a wealth of information for game were used for public purposes. The En- strengthened the three miles of walls masters and designers alike. derun and the Fourth Court were re- around the palace with numerous cannon served for the daily activities of the Sultan emplacements, for which the palace was and his attendants. Finally, the Harem aptly named (topkapi meaning “cannon enclosed the Sultan’s family in the most gate” in Turkish). Topkapi Saray private section of the palace. The organi- The massive Imperial Gate, the main Topkapi’s huge, sprawling complex de- zation of these four sections was tradition- entrance to the First Court, was always fies simple characterization. Unlike Euro- ally employed in the layout of all of the guarded by at least 50 Jannisaries (imperi- pean palaces, which were surrounded by imperial Ottoman palaces, and to a certain al guards). Eleven generations after low-lying gardens that accentuated the extent, reflects the design of Middle East- Mehmed the Conqueror, Sultan Murad IV beauty of the architecture, the palace of ern palaces. By understanding the role and enjoyed firing on pedestrians with his Topkapi is obscured by a series of walls, function of these sections, a Game Master crossbow from atop these gates. Beyond outlying buildings, and tall trees creating can more easily and realistically incorpo- the famous portals, the outer court of the an atmosphere of intrigue. As one moves rate them into adventures. palace contained lush gardens, which through the courts of Topkapi, architectur- were sometimes stocked with wild animals al elements—domes and minarets—appear for the Sultan’s hunting pleasure. Hagia and disappear behind the walls. Unless Irene, one of the oldest Byzantine church- one views Topkapi from the air (or from a The First Court es in the world, also was enclosed within map), the overall layout of the palace is The First Court acted as a protective the First Court and converted into an difficult to determine and impossible to barrier between the palace and the rest of armory for the palace garrison. As many as 500 Jannisaries defended the outer fortifications of the First Court in times of peace. These slave warriors, or mamluks, were literally owned by the Ottoman Empire. Hand picked as children from predominantly Christian families and trained in special schools in the art of warfare, they formed the elite corps of the Ottoman army. Despite their official slave status, the Janissaries held a position of considerable prestige in Ottoman society, especially in the Imperial armed forces. They received a regular quarterly wage and could count on fair promotion within their ranks (and perhaps eventually free- dom) in exchange for devoted service to the Empire. Unlike other forms of slavery prevalent in Europe and America, the state-sponsored slavery of the Jannisaries was not hereditary. The Jannisaries could marry, and their children were born free.

The Court of Ceremonies The inner palace can be reached through the Gate of Salutations, flanked by two octagonal keep towers, where all visitors—including viziers and ambass- adors—were required to dismount. Only the Sultan himself could ride a horse into the Court of Ceremonies. Public execu- tions were typically conducted in front of these iron doors, and the severed heads displayed here afterward. In the small fountain outside the gate, executioners would clean the blood from their great scimitars. A number of Imperial functions were performed in this courtyard, including

62 NOVEMBER 1994 accessions to the throne, declarations of fountains of the courtyard. The Fourth ambassador or a minister in the govern- war, religious festivals, and royal circumci- Court was like the royal living room, ment. The sultan’s concubines reached the sions. The Jannisaries were paid their where the Sultan could withdraw to es- harem from many sources. Some were quarterly wages from the treasury in this cape from the responsibilities of Empire given as gifts from leaders within the court. On the occasion of a foreign ambas- and family. Together Enderun and the Ottoman Empire, others were presented sador’s visit, the Sultan would delight in Fourth Court comprised the personal daily by foreign ambassadors (blonde-haired paying the soldiers himself during a public living quarters of the Sultan. girls from Russia were especially favored ceremony. Hundreds of soldiers lined up gifts by the Sultan). in formation as the viziers brought for- The Harem While admittedly fascinating from a ward massive trunks, brimming with gold. In Arabic, the word harim means forbid- male perspective, the harem clearly had its The display no doubt impressed visitors den, and referred specifically to the wom- darker aspect. The future of hundreds, with the tremendous wealth and military en’s quarters in the household. In Turkey, sometimes thousands, of women depended prestige of the Ottomans. the harem evolved under somewhat entirely on the whim of a single man, with Also known as the Court of Justice, or broader lines, consisting of a location possibly tragic results. One night, Sultan the Council Square, this section of the reserved exclusively for the family. The Ibrahim the Mad decided to replace all but palace formed the nucleus of the adminis- harem in Topkapi contained not only the one of his 300 concubines. The unfortu- tration for the Ottoman Empire. The vi- living quarters for the Sultan’s wives, nate 299 ladies were bound in cloth sacks, ziers (ministers of state) and the chief servants, and concubines, but also his wrapped in iron chains, and tossed into vizier (the prime minister) conferred with children and himself. During the Ottoman the Bosporus within hours of the Sultan’s the Sultan on a weekly basis in the council Empire, the harem developed into a for- decision. In the event of a Sultan’s death, chambers. One of the meeting rooms was mal, structured institution, with its own the entire harem was vacated to the Old fitted with a large circular window, called strict rules and established hierarchy. Palace (Eski Saray), where they either the Eye of the Sultan, where the Sultan After the Sultan, Black Eunuchs were at lived out the remainder of their lives in would sit and eavesdrop on his ministers. the summit of the harem hierarchy. Re- opulence or were married to eligible pub- In addition to its administrative role, the cruited as children in Africa and surgically lic officials. courtyard always was teeming with visi- operated upon in Egypt, they were While the Sultan could leave the harem, tors, soldiers, and servants who main- brought to the harem as children and his hundreds of concubines were virtual tained the stables, carriage houses, educated in their duties, which involved prisoners. All the windows were covered pantries, food cellars, mosques, barracks, not only service and protection, but also with ornate iron grates. These bars were bath houses, and officers lounges located the punishment of their female charges. decorated with intricate honeycomb or along the periphery of the court. The most powerful Chief of the Black octagonal patterns, but they were bars Eunuchs could promote or demote the nonetheless. The inhabitants of the harem The Enderun and the Fourth Court social standing of any concubine or wife recognized this fact. One of the harem The entrance to the Enderun from the within the harem. chambers, for instance, its walls decorated Court of Ceremonies was guarded by the The most powerful of the Sultan’s wives, with pure gold, was called the Golden Gate of White Eunuchs. Crowded with at the summit of the female hierarchy, Cage by its inhabitants. The Sultan sur- trees and tiny, intricate pavilions, the stood the Valide Sultan, sometimes called rounded the concubines with wealth and Enderun gives the impression of intimate the Sultana, the Sultan’s Mother, or the showered them with gold, but they could privacy. Literally “the Inside” of the palace, First Wife. The Valide Sultan was pro- never leave the harem to spend their the Enderun contained the residence for moted to her exalted position after giving treasure. If they wanted to go shopping, the Campaign Pages, or Aghas, trained birth to the Sultan’s first male heir. She they had to rely on servants to choose the since childhood in courtly arts such as presided over the harem from the largest best goods from the bazaar to suit the music, poetry, dance, and calligraphy and suite of apartments, totaling as many as tastes of their mistress. In addition, the serving as body servants, guards, and forty rooms, with the best location, venti- women of the harem were forbidden male messengers for the personal needs of the lation, and sunlight in the palace. visitors (except doctors and teachers). It Sultan. In this section of Topkapi, one also After the Valide Sultan, the Kadineffen- was said that even a male fly could not can find the baths and massage rooms for dis (or Kadins, for short) enjoyed the long- enter the harem without the Sultan’s per- the Sultan and the Aghas, the lavish Impe- lasting, personal favor of the Sultan. These mission. There were rarely exceptions to rial treasuries (detailed later in the article), “Royal Ladies” were ranked by the Chief this rule, since the penalty for adultery and the central audience kiosk, where the Eunuch in the Sultan’s order of prefer- according to Islamic law was quite harsh Sultan would greet visitors of great impor- ence, and numbered between four and (death by beheading for the man, death by tance from his wide, golden throne. Aside seven individuals. They shared multi- stoning for the woman). from the audience chamber, however, the storied, wooden quarters overlooking a Structurally, the harem is a confusing Enderun was typically the exclusive do- high terraced swimming pool in the ha- but intriguing place. Dark, narrow corri- main of the Sultan and his attendants. rem. Sometimes the Sultan married one or dors twist at unpredictable junctures and Two stone ramps descend from the more of the Kadins; more often, however, open into bright narrow courtyards. At Enderun to the tiled terraces of the Fourth they remained his most exalted consorts. every turn, stairs lead upward and down- Court, the most private of the Sultan’s The ikbals, or “Lucky Ones,” were the ward into darkness. After centuries of daily living quarters, located farthest from sultan’s favored concubines, who shared building, at least two floors of the harem the bustle of Council Square and the con- important duties within the harem. The are now completely underground, linking fines of the Harem. The court’s prominent ikbals received honorific titles, such as the storerooms and cisterns with outdoor patio, built around a rectangular pool with Sultan’s Food Taster, the Sultan’s Barber, pools and fountains. Above the gardens, a fountain, is surrounded by a number of the Sultan’s Coffee-maker, etc. which were built upon the terraced roofs of the ha- ornamental kiosks or pavilions, covered appropriate to their administrative role. rem’s lower stories, another three levels of with ornate blue, green, and red tiles. They served the Valide Sultan and cared predominantly wooden structures were From the opulent Baghdad pavilion, the for the royal children. erected in the 18th century. One can be- Sultan could sip hot tea from a tulip- Any of the ladies, even the youngest come hopelessly lost within the harem’s shaped glass while contemplating the concubine, could look forward to promo- warren of 400 chambers. The stone walls, spectacular panorama of Istanbul spread tion within the harem to the dignified covered with brightly painted tiles, were out below. Other pavilions, perfect sites position of the Valide Sultan. If not, after recessed with countless alcoves and niches for reading or reflection, were designed to seven years of service in the harem, they for books, boxes, vases, and turbans. In a overlook the tulip gardens and marble were typically married to a powerful few chambers, loud gurgling fountains

64 NOVEMBER 1994 were installed to foil eavesdroppers, and lain with white, green, blue, and red de- precious woods and adorned with gold (a secret passages were hidden behind some signs, depicting geometric, radial, floral, or fad introduced from Europe in the 19th walls, concealed by panels or revolving animal motifs (over 15,000 pieces, includ- century); gilded stirrups encrusted with mirrors. The entire harem whispers of ing huge rose medallion serving platters, opals, aquamarines, and pale garnets; an secrecy, intimacy, and intrigue. smaller individual plates, 5’ tall vases, and emerald-studded horse-crest plumed with slender decanters); white ostrich feathers; Treasures of the Sultans * Ancient illuminated manuscripts from * Ancient religious artifacts of Islam, In addition to the quarters for the China and Persia; paper tapestries of reli- such as the footprint, hair, tomb soil, and Aghas, the Enderun also contained the gious calligraphy; a writing box and pen tooth of the Prophet Mohammad; a jew- repositories for the Sultan’s innumerable holder of carved jade; a coral-hilted pen eled case containing the Sword of the wealth, a magnificent hoard accumulated knife; the first copies of the original 7th- Prophet and the scimitars of the first by the Ottomans over five centuries. The century Quran, the holy book of Islam; Caliphs, the early political leaders of the trade routes of Eastern Europe and Russia * Gilded clocks and music boxes (gifts Islam; a few Christian artifacts, such as the were obliged to pass through the Bosporus from European ambassadors); gold and silver-encased hand and gem encrusted Strait, en route to their home ports of call lacquer jewelry coffers inlaid with ivory skull of John the Baptist; from the Mediterranean Sea. The legend- tortoise shell or mother of pearl and deco- * Arms and armor, often engraved with ary Silk Road, linking distant China with rated with clover-leaf and floral patterns; serpent and peacock or eagle motifs or Persia and Arabia, terminated in Istanbul. a golden box carved in the shape of a fish inscribed with elegantly gilded inscriptions Being the inevitable crux of commerce and with ruby eyes; from the Quran; trade, the Ottoman Empire became fantas- * Gold-embroidered and gem-studded —a fabulous jeweled jambiya, the fa- tically wealthy. One of the Chief Viziers ceremonial clothing; a jade rose water mous Topkapi Dagger, its golden grip once boasted that the state easily could sprinkler and hand-mirror; egg-shaped studded with brilliant diamonds and afford to refit their Imperial Armada with perfume vials; golden candle snuffers; adorned with seven huge emeralds; anchors of silver, ropes spun from silk, spoons carved from tortoise shell, coral, or —a wavy-bladed scimitar with an ivory and sails sewn from satin. The trove on mother of pearl; zinc flasks and jars inlaid grip; display in Topkapi affirms such arrogance. with tortoise and bloodstone; a gold water —daggers with red coral hilts and grips The Sultan’s hoard contained the follow- pipe (narghile) set with intricate floral of carved alabaster, crystal, or horn; ing treasures, which the Game Master may emblems and geometric designs; a gold- —silver-chased javelins, spears, and care to gradually adapt and perhaps slow- plated cradle for the Imperial heir, massive halberds; ly introduce into a campaign to augment golden candlesticks measuring 4’ tall and —a silver-hafted flail with five spherical monetary booty: weighing over 100 pounds; a collection of quartz heads of differing hues; five royal thrones; —a black iron mace from Egypt, topped * Collections of antique Chinese porce- * Magnificent carriages fashioned from with a crude lion figurine;

DRAGON 65 —a gilded yatagan (a Turkish short- ancient vizier’s undying repose! Perhaps of Hagia Sophia, the Basilica Cistern, the sword, with a light, single-edged cutting expansion beneath the harem uncovers a Museums of Archaeology and Turkish and blade); forgotten door, leading to cobwebbed Islamic Art, and (of course) the spectacular —lamellar armor with gold-engraved vaults and other mysteries better left Covered Bazaar. For the economically plates and arm guards; undisturbed. In either case, a group of minded, check out the Frommers Guide —a mahogany box quiver (for a dozen adventurers might be called into the pal- (Turkey on $40 a Day), which despite its flight arrows) inlaid with mother of pearl; ace to investigate the unusual discovery. lousy maps and occasionally poor direc- —a gilded wooden shield, embossed with Besides ancient tombs, the courageous tions, does manage to highlight cheap rose floral patterns and inlaid with rubies might discover an abandoned section of locales to eat and sleep. and emeralds; the palace, once used as a laboratory or a My wife and I stayed at one of the small —a lacquered leather shield, studded storeroom for fiendish experiments. bed-and-breakfast hotels in Sultanahmet with 10 jeweled flowers; Of course, adventures in Topkapi cer- called the Berk Guest House ($24 single, —an embroidered silk bow case, sewn tainly do not require such subterranean $32 double), which was located within two with tiny pearls; delvings. In one campaign, the characters minutes’ walk of Topkapi and eight min- —ivory-inlaid antique firearms, including could be enlisted by one of the Sultan’s utes from the Grand Bazaar. In addition to wheel-lock pistols and heavy arquebuses; pages, entrusted with expanding the Impe- its wonderful location, the proprietor of —a heavy footman’s mace with a carved rial collection of exotic treasures or the the pension, a charming young woman head of mottled green jade; menagerie of rare monsters. The player named Yeshim, provided us with helpful —a black-hafted battle axe, decorated characters might even be sucked into a advice and even included us in her circle with ripping birds’ beaks; harem intrigue, when the Valide Sultan of intimate friends for Christmas and New * Vast collections of gems and jewelry: a has a genie or another magically inclined Year’s Eve. Yeshim was not the only exam- golden platter heaped with cut peridots servant collect the party for a special ple of warm Turkish hospitality we en- and emeralds; the famous Spoon-Maker’s mission against an archrival. countered during our two weeks in diamond (the pear-shaped jewel is almost Alternatively, the Sultan can be por- Turkey. In general, we found Turkish 2” across and weighs 86 carats); carved trayed as an archnemesis or evil figure in people to be exceedingly warm and friend- jade rings; star-shaped pendants; carved the campaign, in which the Palace be- ly, perhaps because they have had a long emerald covers for coffee cups; a golden comes a hive for corrupt viziers, vicious history of dealing with travelers. brooch set with a huge mottled pearl; a mamluks, and depraved executioners. The Outside the Ottoman and Byzantine four-winged turban pendant, set with party might be enlisted by one of the heritage of Istanbul, one can explore the rubies, emeralds, pearls, and diamonds; a Sultan’s enemies in a plot to rescue one of underground cities of central Turkey (as blue enamel pendant shaped like an egg the concubines from the Imperial harem reported by Allen Varney) and visit the and encrusted with diamonds; wide red or salvage an important artifact from the excavated remains of the Hittite Culture, velvet belts, covered with amethyst- treasury. One of the Sultan’s victims, be- which dominated central Anatolia many studded golden buckles; and an ebony fore her execution outside the palace, thousands of years before the Byzantines walking stick, studded with diamonds. might try to slip one of the PCs a cryptic rose to power. Otherwise, one might inves- note: “Tell Kethuda that the Horse has tigate the western Aegean coast, where Certain treasures could be adapted Twenty Fingers and the Moon Sings over a ruined Greek cities sprawl magnificently easily into new, exotic magical items. A Summer Sky.” As the party tries to unravel across the acropoli of barren mountains circular iron shield, covered with four the enigma of Kethuda’s identity, they and secluded valleys. Even more ruined wickedly-spiked bosses and nine blade- become embroiled in a conspiracy to de- cities lie along the southern, Mediterrane- catching iron rings, could become a shield stroy the wicked Sultan and replace him an coast of Turkey, interspersed with of blade-breaking, which has the ability to with a benevolent prince, who mysteri- Crusader castles and modern vacation destroy an enemy’s weapons. A set of ously disappeared after a “hunting acci- resorts. For the historically and archaeo- ivory-inlaid bath clogs could provide the dent” three years ago. logically inclined, a sojourn in Turkey wearer with fire resistance, and an en- Finally, out in the wilderness, the party promises to be a fascinating experience. chanted rose-water sprinkler, shaped like might come across the palace in the a perforated egg, might be used to detect wreckage of an ancient city. The palace References the presence of poison in food and bever- itself might be crumbled into ruins, or Akshit, Ilhan. The Topkapi Palace. Akshit ages. The Game Master is encouraged to somehow been preserved by powerful Kultur Tirizm Sanat Ajans Ltd. Shti., adapt the list of treasures to suit the par- magic. The littered courtyards, timeworn Istanbul, 1993. ticular needs and flavor of a campaign. pavilions, and dark chambers might still Can, Turhan. Topkapi Palace. Orient Pub- contain some remnants of the Sultan’s lishing Co., Istanbul, 1990. Palaces in a fantasy setting former riches, scattered about the tiny DeLiagre, Cristina. “Istanbul Intrigue,” A palace such as Topkapi would make an alcoves and secret vaults where mad, European Travel and Life, Dec./Jan. ideal setting for a number of adventures gibbering horrors lurk in the darkness. 1991, pp. 102-111. and perhaps the focus of an entire cam- Topkapi can be adapted to each of these Kaplan, Robert. “Istanbul,” Conde Nast paign. Perhaps the most fascinating aspect visions, baleful and benign, providing a Traveller, Dec. 1993, pp. 134-150. of the palace is its foundation in an ancient detailed setting for countless adventures Ozdemir, Keman. Ottoman Nautical Charts historical context. Excavations in the Court in a Middle-Eastern campaign. and the Atlas of Ali Macar Reis. Crea- of Ceremonies, for instance, have uncover- tive Yayincilik ve Tanitim Ltd., Istanbul, ed huge porphyry sarcophagi, buried Traveling to Topkapi 1992. since the Byzantine age. The palace was As Allen Varney pointed out in his article Rogers, J. M. (Editor and Translator); Chig, built upon Constantinople’s ruined about the Underground Cities of Turkey Kemal; Batur, Sabahattin; and Koseoglu, acropolis—what dark, subterranean cham- (DRAGON® issue #201), traveling to Istan- Cengiz. The Topkapi Saray Museum bers still remain entombed beneath Topka- bul is relatively easy (Newark-Istanbul Architecture: The Harem and Other pi? Some scholars have suggested that fares range from $750-$900, depending Buildings. Little, Brown, and Company, Sultan Mehmed the Conqueror abandoned upon whether you want a direct flight or Boston, 1988. his first palace because it was built on the stop-overs in Europe). Topkapi is located in ruins of a Byzantine monastery and grave- the Old City of Istanbul, called Sul- yard. Suppose Topkapi were erected over tanahmet, surprisingly close by other such a site, and unwarranted excavation major attractions, including the Blue (for a new well, for instance) disturbed an Mosque, Suleymanye Mosque) the Basilica

66 NOVEMBER 1994

“Forum” welcomes your comments and ness. Akbar was weird in context, and that field likes it, either. But I think part of the opinions on role-playing games. In the made him special to us. blame rests with the GM, whoever that United States and Canada, write to: Fo- Anything, if exaggerated, becomes intru- was in Mr. Kutcherfield’s campaign, for rum, DRAGON® Magazine, P.O. Box 111, sive. Recently, I played a fighter/fire- allowing it. However (and this is a big Lake Geneva WI 53147 U.S.A. In Europe, elemental wizard named Del, who had a however), some gaming groups find a lack write to: Forum, DRAGON Magazine, TSR natural dislike of water and cold weather of role-playing to be egregiously bad man- Ltd, 120 Church End, Cherry Hinton, (it’s what made him become a fire- ners. I don’t pretend to tell any of those Cambridge CB1 3LB, United Kingdom. We elemental wizard). So, not only did he hate people how to play, but at the same time ask that material submitted to “Forum” be boats but also, while adventuring in fro- they do not control the way I play. The last either neatly written by hand or typed zen lands, Del stacked firewood and a lit time I checked, everybody had a right to with a fresh ribbon and clean keys so we brazier on a flying carpet because of the his own opinion. Problems arise when can read and understand your comments. temperature. If I had “role-played” every someone forces that opinion on others. You must give us your name and full mail- aspect of Del’s search for wood, choice of RPGs are for fun, and it’s the GM’s re- ing address if you expect your letter to be brazier, and use of the carpet, I would sponsibility and privilege to make sure printed (we will not consider a letter sub- have been wasting time. If I had expressed they remain that way. I’m sorry to hear mitted anonymously), but we will withhold Del’s woe at traveling on a boat for a half that Mr. Kutcherfield has had a bad exam- your name if you ask us to do so. We will hour of real time, I wouldn’t have been ple of, and a bad experience with, one print your address if you request it. doing anything that was “superior” to any facet of gaming that I like very much. other aspect of the game. Instead, I chose Now, I don’t expect Mr. Kutcherfield, or I read Mr. Kutcherfield’s letter in to bring out one of Del’s character traits anyone else, to simply take my word for DRAGON issue #203 with some degree of with just a brief note to the GM and a any of this, and I certainly don’t expect pity. I’m sorry that his experience with brief description to the other players. anyone to abandon the games they enjoy “role-players” was a negative one, and it I can think of a dozen other examples, for the ones I enjoy. I don’t hold myself out certainly seems, from the example he but I don’t want to waste space. I don’t as someone who has the answer to every gives, that the players in question were agree that “most gamers” are “sick and RPG problem. My point is simply this: “too out of line (at least). I would be among the tired” of role-playing, and I’m concerned much” and “enough” are relative concepts, first to agree that excessive role-playing is by that assumption. I, for one, can’t stand and if you want to keep “too much” out of injurious to the smooth running of an players who use characters like surgical your games, it’s your job. adventure. However, my own view is that tools instead of using them to drive and Eric C. Putnam a modicum of role-playing keeps the game enhance a story. “Play-acting” has its place, Arlington VA interesting, and disruptive behavior of any just as information-gathering tactics and kind should be quelled by both the GM combat have their places as well. “The play-actor spends more than two and the other players. It is the GM’s responsibility to keep hours of real time getting the costume I have played games in which the adven- things moving and not allow the game to ready, talking to various NPC clothiers and ture was a “mere” tactical exercise (my bog down in trivial matters. In my cam- hairstylists the GM had to whip up as term for such games). I also have played paigns, nobody would have waited for the needed.” games in which the players, in character, pompous Lord Alan and Captain Sir Allen; “. . . the play-actor is a self-indulgent fop worked more or less together to achieve they would have been left behind, and the whose excessive zeal for personal details their common goals. I have enjoyed both other characters would have gone on to steals valuable playing time from the rest types of games. Which ones do I still re- achieve their own goals. Of course these of the group . . .” member after twelve years of gaming? blowhards shouldn’t get any experience In issue #203’s “Forum,” Joe Kutcherfield Games with interesting characters. points for “role-playing;” they’re being silly attempts to prove a point. Unfortunately, I remember a schizophrenic wild mage and disruptive. No GM should create an his argument misses that point. His thesis named Akbar, whose favorite spell was atmosphere where disruptive behavior is consists of the notion that proper role- Nahal’s reckless dweomer. He would cast tolerated. A single player in my campaigns playing and character development result this spell in combat so often that I, as GM, would never waste two hours of real time in wasted time and spoil the fun of RPGs. had to create 200 new wild surges to keep getting a character’s costume ready for a His reason for this belief is the erroneous from repeating results from the table in party; if a player dared to try, that player suggestion that role-players care only for Tome of Magic. Akbar had a funny accent, would be told to write a description of the trivial information (such as the proper too. Was Akbar efficient as a tactician? costume while I advanced the plot with spelling of their first names, talking to Certainly not. Could Akbar finish fights as the other characters. When the costume various NPCs who are of little importance fast as a combat-machine wizard? Never. was ready, I would then tell the “self- to the scenario’s plot, and “yammering in Was Akbar a joy to GM? Yes, wholeheart- indulgent fop” how much it cost and when an accent”). edly. But the key difference between the character could re-enter the action, Mr. Kutcherfield seems to feel that role- Akbar’s player and the players in Mr. based on how much time the costume playing games need more emphasis on Kutcherfield’s letter, I think, is that Akbar’s took. “achieving the adventure’s objective, out- player never stole time from the adven- “Problem role-playing” isn’t acceptable in smarting the GM, beating the crud out of ture in order to showcase Akbar’s weird- my campaigns. I don’t think Mr. Kutcher- the bad guys, etc.” and he complains that

68 NOVEMBER 1994 XP tables are not geared toward promot- the situation called for it, would PC/NPC and their preferences need to shape the ing such endeavors. Oddly enough, in interaction take place. Mr. Kutcherfield’s direction and style of your game as well. If many systems the opposite tends to be outspoken belief that the objective of an all you want is to “bash the beasties and true. adventure is to “outsmart the GM” and grab the money,” more power to you. But I do not feel that goal-oriented gaming is “bash the bad guys” once more speaks of don’t complain about those of us who enjoy wrong. I even think that combat-driven an intellect more disposed to controlling exploring the cultures and personalities of adventures can be enjoyable, but to belit- American troops at Bataan than managing our characters. tle the importance of role-playing is to human interpersonal relationships. Douglas E. Berry deny the potential of RPGs. From my own experience, both as a E. Palo Alto CA In his letter, Mr. Kutcherfield provided player and GM, the most memorable mo- an example of how a “play-actor” type of ments in two decades of role-playing ha- I am writing in response to Joe Kutcher- gamer can severely disrupt an RPG. I find ven’t come as the result of dice rolls or fields letter in issue #203. In it, he talked it difficult to believe that his example rule interpretations, but rather as the of the negatives of the emphasis put on scenario (part of which has been quoted at result of people dealing with other people. role-playing. Mr. Kutcherfield was correct the opening of this letter) ever took place An example: In a ’ CHAMPI- in his comments about role-playing being in a real game. I can, however, cite many ONS* game that I ran, a Russian super- excessive at times, but in his examples he examples of how not role-playing can ruin hero found himself fighting a German went too far into the extreme. No gamer I the fun for all those involved. How many supervillain. In Mr. Kutcherfield’s world- know of (and I know many) would “argue GMs out there have not been disappointed view, we should have compared statistics, for half an hour over how to spell the when faced with a group of characters rolled dice, and applied damage quickly names of their characters” or “two hours that are practically nameless, faceless, and dispassionately in order to expedite deciding on a costume.” The baseball meta- generic beings? gameplay. However, I would not trade a phor makes sense, but it just doesn’t apply I admit that “role-playing is not the alpha thousand mechanistic, “efficient” combats to role-playing. Also, he failed to realize and omega of the game,” but I truly believe for the memory of Gregor rising from the the difference between play-acting and that combat, tactics, and even dice-rolling rubble of a shattered conference room, role-playing. In play-acting, you play the are only parts of the greater role-playing swinging his plasma rifle around, and, in a character, be it in a play, a game, or what- experience. classically cheesy Russian accent, shouting, not, to the extent that almost all the ele- While I love problem-solving and “Remember Stalingrad!” as he sent the ments in its life are played out. In combat-oriented scenarios, good role- Teutonic bad guy through the window. role-playing, however, you play a charac- playing must be at the heart of any RPG. Every set of role-playing rules contains the ter by determining what action to make That’s what the name means. admonishment that the rules are guidelines. according to what the character’s person- Michael Patrick The position of game master needs to be ality dictates, plus a little play-acting here Pennsauken NJ taken quite literally. Not only do you need to and there when it doesn’t interrupt the take the rules as a guide, but your players flow of game time. In reference to Joe Kutcherfield’s letter in issue #203, I can’t help but wonder if he would not be happier playing a simple, easily handled tactical game along the lines of, say, Avalon Hill’s ADVANCED SQUAD LEADER* game. Mr. Kutcherfield’s com- plaints about “excessive” role-playing are, at the least, a throwback to the 1970s “bash the monster, grab the loot” school of gaming. In the past several years, all the major game producers have come to the realization that combat and adventure are much better when framed by an engaging story line that grabs both the hearts and imaginations of those involved in its un- folding. If Mr. Kutcherfield’s examples are to be taken as true anecdotes, as opposed to hysterical hyperbole, the only thing that I can see ailing his game is a lack of control by the game master. Any GM who would allow two players to spend half an hour arguing about the correct spelling of names is not worthy of the title. In his second example, the Halloween costume party, if one player out of a party of three wants to spend two hours of game time covering every ounce of minutiae, the only way this can be allowed is because of, once again, a lack of game master control. As a role-player and game master of nearly twenty years’ experience, I would never allow one player to so dominate the proceedings. In the aforementioned situa- tion, each player would have been given a brief opportunity to describe her costume and any unusual preparation that she planned to make. Only then, and only if

DRAGON 69 In another comment, Mr. Kutcherfield a few were not. I have found, however, don’t even need to have balanced PCs. The ridiculed the belief that role-playing is that there is no formula that the success- two best campaigns I ever played in fea- superior to all other aspects of adventure ful games followed. One game I witnessed tured massively under-and overpowered gaming. I believe he might have had the was a traditional AD&D® campaign in characters, and just the right amount of wrong idea about this. From what I’ve which each of the three players played role-playing to allow each character a full read in the books, this statement only two 20th-level-plus characters in a Monty share of the adventures. applies when the DM wants to make the Haul campaign. I cannot honestly say that My advice is this: Don’t lose track of why game and the world as realistic as possi- they had less fun than some other players you’re role-playing when arguing about ble. Mr. Kutcherfield’s example was poor I ran in a role-playing-oriented vampire how to role-play. If you’re having the time and wouldn’t hold up. Unfortunately, he game set in Seattle. In the AD&D cam- of your life playing a personality-devoid seems to think that it was meant to be paign the players caused a lot of carnage Immortal in a D&D® game, keep doing it. used in every game and situation. every time they played, and enjoyed every The most important thing about role- In my group, we all like to play out our minute of it. In the vampire campaign we playing games is that while they are much characters. We also know when our role- rarely got a lot done in less than two more complicated than most other games, playing goes overboard. Whatever the hours and spent a lot of time just talking, they have the most potential of any kind case, though, the group has fun. Mr. Kut- eating, and making fun of various role- of game, and can be played so that any- cherfield would have fun with it, too, if playing systems. body can get enjoyment from them. he’d start to set up limits to role-playing I know many people who get impatient Jason Wright and to hurry things up if role-playing when not much gets done at a role-playing Brookline MA starts to take too long. session, but it seems to me that they are Joshua McMillin more worried about playing the game “right,” or even playing the game at all, The debate over how much emphasis than having fun. In the vampire campaign * indicates a product produced by a company other should be put on role-playing that has I am sure we had a lot more fun than we than TSR, Inc. been going on in these pages seems a bit would have had if we had stuck strictly to silly to me. There have been numerous the adventure, and the players of the letters written by people who seem to be super-powered AD&D campaign certainly What’s your opinion? arguing that theirs is the best way to play had more fun than I did when I played my an RPG. It seems to me that many of these first “real” AD&D game with a 1st-level What is the future direction of role- obviously experienced role-players are character. One doesn’t have to do in-depth playing games? What problems do you missing the point. role-playing to have a good time, nor does have with your role-playing campaign? I have run and played in a variety of one have to play mid-level, moderately Turn to this issue’s “Forum” and see RPGs with equally varied participants. powered, perfectly balanced characters. In what others think—then tell us what Many of these campaigns were successful, fact, it is in my experience that good GMs you think!

70 NOVEMBER 1994

News of people & events in the gaming industry

Caldwell. Each deck will be composed of Weis & Hickman return to Krynn 90 cards. After almost 10 years, Margaret Weis You can send us news, press releases, TSR is working on even more licensing and Tracy Hickman are returning to pen and announcements using the Internet at agreements. Watch this column in future another novel set in the world of the [email protected]. We welcome issues of this magazine for more details. DRAGONLANCE® Saga they helped create. your comments at Rumblings, DRAGON® “After 10 years, there was still a story to Magazine, P.O. Box 111, Lake Geneva WI, Off the wire: Electronic update be told,” said Weis. “As we accompanied 53147, U.S.A. MicroProse Software has announced an our characters into the future, we discov- exclusive agreement with the Wizards of ered a new threat that would bring the Lead Story: the Coast (WotC) to publish an interactive world full circle, as fall leads to winter, TSR Announces New Licenses on-line computer version of WotC’s MAG- and spring into summer.” Dragons of TSR, Inc., announced several new licens- IC: THE GATHERING* trading-card game. Summer Flame continues the stories of the ing deals at the 1994 GEN CON® Game The game, which will be available only on characters featured in the novella collec- Fair. Listed below are just some of the hot CD-ROM, will allow stand-alone and inter- tion, , focusing on new products to look for in the future: active on-line play, and will feature the the survivors of the War of the Lance and TSR has just signed a licensing agreement cards from the Revised Edition of the the heirs of the Companions. The novel with Interplay Productions, Inc., the premier game and the Arabian Nights, Antiquities, will be published in hardcover, with an game-software publisher. Interplay now has Legends, and The Dark supplements. initial print run of 200,000 copies. Look the exclusive license to produce electronic Expected minimum requirements include for the book in late 1995. Also, The Second games set in TSR’s FORGOTTEN REALMS® CD-ROM drive, IBM-PC 386 or compatible, Generation collection will be available in and ™ settings—including 33 MHz, 4 MB RAM, SVGA graphics, and paperback by March, 1995. computer, home video (cartridge games), mouse. coin-operated, and interactive on-line games. The electronic game publisher, ORIGIN, Creators wanted The first products are expected to hit the has announced that Wing Commander III: Event Horizon Publications recently public in about 18 months. Heart of the Tiger will be released this fall. launched the MAGIC FRONTIERS* role- Featuring the acting talents of Mark playing system and needs freelance au- Also on the electronic frontier, TSR has Hamill, Malcolm McDowell, and John thors and artists to write and illustrate awarded extended licenses to Strategic Rhys-Davies, this “interactive movie” science-fiction books and adventures. New Simulations Inc., to produce additional comes on two CD-ROM discs for the IBM- writers and artists are encouraged to RAVENLOFT® computer games through PC and compatibles. The IBM version submit their work. For free submission 1996. SSI also will create a series of addi- requires a 486/25SX machine, a double- guidelines and game catalog, send a #10 tional SLAYER fantasy adventure games speed CD drive, 8 MB RAM, and 10 MB of SASE to: Guidelines, c/o EHP Box 8275, (for the 3DO system) in 1995, and further hard-drive space. A 3DO version also is Omaha NE 68108. products in 1996. planned. Whispered Dominion, a new SF gaming TSR has received news from Universal We hear from the FASA Corporation that magazine, is looking for artists and writ- Studios in California that the WILDSPACE™ the release of the BATTLETECH* COM- ers. Accepted work will be paid for. If adventures have been picked up for syndica- PENDIUM: CD-ROM project has been interested, contact: [email protected] tion on the USA cable network, starting in rescheduled for release in early 1995. or log to GOLDEN EAGLE BBS: (519) 680- early 1995. Likely broadcast time is Saturday “Rumblings” first mentioned the project in 7761, Canada’s gaming BBS for direct mornings. DRAGON issue #205. (For those who need upload of work. Membership is $2 a year. In 1995, Friedlander Publishing Group, a weekly ’Mech fix, check out the BATTLE- Inc., will release two sets of TSR art trad- TECH animated TV series that debuted ing cards. One set will feature the work of this past September. Check your local * indicates a product produced by a company and the other the art of Clyde listings for details.) other than TSR, Inc.

72 NOVEMBER 1994

he rough wood of the bakery felt warm against the boy’s rain-soaked back. He flattened against it, absorbing splinters along with heat, and fought to still his Lifegiver shivering. Squinting against the rain, he made certain that no one watched him from the narrow alley. He shifted sideways, sliding his bare feet through scratchy weeds until an awning blocked most of the drizzle. Here he traded concealment for warmth in the yeasty air that wafted from the bakery’s rear window. His flexing hands slowly lost their tremble but began to sting as they thawed, as did his lower lip. He realized that he was biting it. The window was at his shoulder’s height. He lifted his arm and reached backward, edging his fingers in over the sill beside his ear to find and gently grasp a biscuit, crum- By Darren C. Cummings bly and still warm. His stomach growled. A massive hot hand clamped down around his, crushing the biscuit between his fingers. He jerked his arm back from the window, but the flour-covered fist held him trapped. The boy yelped and scrambled, half dragged, through the open window onto a table, into the thick sweet smell of the bakery. The baker loomed like a powdery tower in the bright lamplight. The baker’s fist, still locked over his own, hauled him forward and he fell off the table, drag- ging two trays of biscuits to clang and scatter across the floor. The baker jerked him into the air and shook him until rainwater flicked off to sizzle against the ovens. The boy stuffed a biscuit into his mouth. Cursing, the baker carried him out the front door into the damp cold and threw him into the street. The boy sprawled in the mud, gibbering words to lessen the com- ing beating. “No more, you little rat!” the baker screamed down at him, punctuating his words with kicks. “You’ll not thieve my table any more!” “And was he stealing sweets, Master Baker?” asked a soft voice from out of the rain. The punishing foot stopped in mid-kick. A man clad in a muddy brown cloak peered down at them from the back of a muddy brown horse. Beneath the cloak glinted worn traveling mail. “Or was it,” the man continued in a whis- per, “just bread?” “He’s a thief, my lord. He’s always—” “Answer my question.” Sucking sounds came from the horse’s hooves as it shift- ed its weight in the mud. The baker glared down at the boy. “I only caught him with biscuits this time, but—” “I am wondering something, Master Baker. I am won- dering what the report would be if I asked Father Boras up at the shrine how much bread you have contributed to the poor this year.” The boy soon found himself riding the horse up the shrine trail, munching biscuits from a bulging flour bag, the thrill of riding exceeded only by the thrill of eating all that he could hold. He sat behind the saddle’s horn, in front of the man, and shared his cloak. “He was scared,” the boy said. “You could’ve made him give us more.” Illustrations by Charlie Parker “His was the greater need,” said the soft voice. “More

DRAGON 75 would have hindered his understanding.” looming boulders. “I don’t understand.” Then he stood at last before the hovel of Gregor the “I know.” hermit, keeper of the Lifeleech. Rain was falling on the biscuits. The boy gathered the The hermit had chosen to live in a nick on the mountain’s cloak about the bag, exposing the pitted pommel of a granite spine, a crevice between two of the great bare boul- sword. His eyes widened at the rubied skulls that adorned ders strewn along the ridge top. Odd lengths of wood, woven it. The man covered the weapon. together, formed an outer wall to seal the crack. They had reached the shrine. Autumn’s wet had accent- The stick door fell in as Kheth touched it. He jerked his ed the old burn scars on the marble columns where dark mace free and waited for his eyes to adjust to the gloom. licks of evil heat had long ago lapped at the smooth white- “Gregor,” he growled. “The priests have sent me.” ness of the stone. Father Boras worked inside, near the “Hello?” said a bright voice from inside. Everlit Hearth, hammering together some villager’s offer- “Gregor?” demanded Kheth. “Who speaks?” ing of wood to repair the shrine’s shutters before winter. “I’m . . .” The voice grew quiet. “Not Gregor. Are you The man dismounted before the columns, keeping the prepared for a shock? Gregor is no longer with us.” sword, and embraced the old carpenter-monk. The boy “Gregor is dead?” ate another biscuit. “Over a year now. I hope you weren’t close.” “It’s late, Kheth,” said Father Boras, his face wrinkling The red dusklight found its way through the warped into a smile. “I was wondering if you’d finally miss a wall to shine on the shack’s interior: a collapsed table, a year.” single stool, a rusting pot in the fire pit, a bunk holding a “The barons don’t stop their squabblings at my con- small bent skeleton. venience. Not even for my trip to the shrine.” On the far side, in its own pool of dying light, hung a “And who is this you’ve brought me?” They turned to scabbarded sword. face the boy. “I come,” Kheth said, “to take the weapon called the “Someone in need of guidance. And food.” The man Lifeleech.” touched the monk’s shoulder and moved alone around the “Um, sorry,” said the voice. “No one here bears that Hearth to the altar. name.” The monk smiled up at him. “Come in, boy. Have “I come to take it to its destruction.” some soup with those biscuits.” “Now, listen. There’s no one here—” The boy dropped off the horse and backed carefully “So lying is among your dark arts?” Kheth asked, step- away from it until his muddy feet slipped on the polished ping carefully into the shack, his eyes fixed on the sword. marble of the shrine’s steps. Father Boras placed a bowl “How did you kill the hermit, Lifeleech?” on the edge of his work table and motioned him over to a It answered, the sound forming in the air about it, warm bench. “Perhaps I should clarify. See, there used to be a sword by As the boy slurped up the hot broth, he watched the that name. In fact, I used to bear that name. But that’s man called Kheth kneel before the altar, his sword held not my name now. Now I’m Lifegiver. So you see, you’ve forward. come a long way for—” Father Boras resumed his shutter mending. “He prays “Silence!” for the soul of a friend,” he offered. “That’s Life G-I-V-E-R. ‘R’ as in ‘repented,’ and—” The boy whispered, “Why does his sword have skulls in Kheth strode forward and reached for the weapon. the handle?” “It’s a trap! Don’t touch me!” “Ah, that,” sighed the monk. “Well, that requires some Kheth froze, his hand curled around the scabbard, not telling.” He paused and glanced to the altar again. Then he quite touching it. His jaws knotted as he considered the set down his shutter, leaned forward, and quietly began. deadly magic that Gregor had used to keep this sword hidden from the forces of the Shadowed One. Kheth reached the fifth trap as dusk was creeping through “It’s really horrible,” said the sword ominously. “A the stunted trees near the mountain’s final ridge. He ut- curse upon him who touches me first. It takes ten, maybe tered the last of the sacred words and fifteen feet of the twenty years to kill. A rotting, leprous affliction. Of the trail ahead shimmered, then disappeared. Where the trail groin. And—” had led now waited a hungry pit whose bottom was piled Kheth pulled the weapon off the wall and began to wrap with bones and rusting metal. it in a long, spell-proof cloth. Kheth turned, crouching, and peered down the moun- “Very well, I lied about the curse,” the sword said. tain through the reddening light at the trail snaking away “But I’m serious about the name. Now I’m called Life- beneath him. The only movement was the rhythm of the giver. I’ve repented.” Its voice began to muffle under the scrub junipers and patchy grasses in the evening’s new folds. “You’ve got to believe me! I converted. You try breeze. Once again he memorized the route to the ravine spending ten years hanging on a wall listening to that old where he had left his horse. Once again he scoured the hermit and see if you don’t change your ways!” trail for movement. The cloth ran out as Kheth shrouded the spiked guard No one followed him. Not yet. and black snakeskin grip, leaving only the skull-bearing Kheth edged around the pit’s dry, crumbling lip. He counterbalance uncovered: four faces of bone with ruby jogged up the steep trail, climbing onto the bare granite of eyes. The gems flickered up at him and the sword’s voice the exposed ridge. The trail ended at a stone forest of whispered, “Please . . . what can I do to prove myself? I

76 NOVEMBER 1994 haven’t taken a life in years. I swear it! I—” “And your horse, too. I told you. I have converted. Kheth shoved his gauntlet over the skulls and listened to Now I would suggest you climb or, at the least, make the silence. He moved to peer from the shack’s doorway. some haste.” There were those who desired to repossess the Lifeleech, Kheth squinted into the dark in both directions, then those whose growing power had caused him to come for it. turned up the ravine away from the riders, and ran. They may well have tried to follow his path through the His boots thudded against the silty sand. “Torches!” sacred traps. If so, he would encounter them on his way warned the sword, twice, and both times they hid against back down the mountain. the wall while riders rumbled by above them. He glanced back at the hermit’s skeleton, frowned, then Labored minutes passed and a sliver of moon rose. The gave the Sign of Parting. With the shrouded sword in his ravine narrowed to become a steep, twisting wash. Kheth left hand and his mace in his right, he slipped from the was considering climbing out when the wash split before shack and into the darkening forest of windswept junipers. him. Kheth ran back along the trail and scuttled around the “More torches behind us,” said the sword. “Better pit trap. The sky purpled in the west as he raced through climb.” the stunted trees, skittering down pebbly slopes. Stum- “No time,” gasped Kheth. He sprinted into the narrow- bling, he nearly fell into the dry ravine in which he had er right fork and flattened into the shadows. “They may left his horse. separate. We’ll take them here.” He whipped the weapon He crouched and leaned out over the sandy lip to peer free of cloth and scabbard. The moon flashed in the mir- down, squinting into the gloom for landmarks. The ror of the blade. streambed’s smooth features, twenty feet below, slowly “We?” whispered the sword. “Take?” gained texture. At last he found the remembered stump. “Fight and kill. Surely you remember how.” He heard a shout behind him. “Actually I, well . . .” Kheth scrambled on all fours, searching madly along “You had enough practice against our troops.” the ravine’s crumbling edge for his hidden rope. He “Precisely. Which brings up the point I made earlier slashed at the thick bushes with his mace. about having given all that up.” They could hear the ap- Something moved to his right. He threw himself prone proaching horses’ hooves thudding on the sand. “Remem- along the ravine’s edge, brambles raking his skin. Torch- ber? Life G-I-V-E-R? ‘R’ as in—” light filtered through the thorny bushes. Voices shouted “They come.” ahead and behind. “I believe you underestimate your climbing abilities.” With a prayer, he rolled left over the crumbling edge of “Silence!” the ravine and slid into its darkness. He grabbed the bush- “I don’t want to do this.” es’ scraggly root-mats, swung free, and both his weapons “I said, ‘Silence!’” clattered down into the shadows. He felt sand and rock A knot of horsemen gathered at the fork, their torches spew from beneath his boots as he kicked at the wall for a flickering on armor and swords. One dismounted and foothold. began to study the ground, creeping closer. Twenty feet Below him a light flickered. from where Kheth hid, the man straightened. Kheth became still, as part of the roots. He willed his Kheth strode out of the shadows, swinging the man’s fingers to lock against his weight. death. From the lower edge of his vision he watched two riders “Lives!” screamed the sword. “Lives! I will feed on approach, one bearing a torch, one a cocked crossbow. you all!” The man bolted. The blade caught only air. They passed beneath him. He stared down, watching their The weapon’s maniacal laughter filled the ravine. Evil torchlight under his boots, and felt his back tighten, antic- red light flashed from the skulls’ ruby eyes. Horses reared. ipating the puncture of a barbed iron bolt. Men cursed and fought to control their mounts. Torches Through matted roots he glimpsed rubies sparkling in and weapons fell. the torchlight. His gauntlet had slipped off the pommel “Hot lives for dinner!” The sword’s cackling was mad- when the sword fell. It could speak. He was trapped. ness and fear and pain. “Lives!” The soldiers paused to confer, slightly to his right. Kheth chased his target forward and the man scrabbled Leather creaked as one dismounted, whispered, remount- back from the sword’s point. The skull-lights flashed up ed. Kheth’s hands began to slip through roots grown mud- into Kheth’s eyes, blinding him. dy from his sweat. He drew a long breath and tensed for “Fresh lives for feasting!” the fall. Kheth crouched and tried to see, blinking through spot- The soldiers wheeled their horses and galloped back the ted vision. To his right he heard the twang of a crossbow. way they had come. The sword twisted in his hand and sparked as it deflected Kheth fell, scraping a sandy avalanche with him to land the bolt. in a heap beside the sword. “I’ll eat your lives!” The sword twisted again and He lay in the dirt and flexed his hands, listening to the sparked twice. Its skulls flashed and blinding light flick- hoofbeats until they grew fainter. Then he rose and shook ered over the bowmen’s faces. the sand away. Then silence fell across the ravine but for the sound of “Better run,” whispered the sword. “They found your running boots on rock. The only light remaining flickered mace.” from two still-lit torches on the sand. He grabbed the sword. “Why didn’t you speak?” Kheth rose from his crouch and stared at the refuse

DRAGON 77 about him, then at the thing in his hand. ready with the bow. “I suggest,” said the sword, “that you pick up something “Don’t hurt him,” whispered the sword from behind else if you intend to hurt someone. I’ll have none of it.” the log. “Perhaps you could stun—” “Monster,” Kheth whispered. “You lying monster.” The man screamed, clawing at Kheth’s bolt in his chest. “I don’t follow—” Kheth burst upon him, pulling him down before the horse “I’ll fall for no more of your tricks! All to keep me from could carry him off. The empty bow proved an effective harming one of them! You sensed my skill, didn’t you?” club. The forest grew silent again. He slammed the sword back into its scabbard. “You still Kheth cooed softly to the prancing horse and slowly serve them somehow, don’t you?” approached it. He eyed the saddlebags and thought of “I know this is all very difficult—” food. The reins dragged along the road’s dust and, after “You want to turn me from the Truth!” much soothing, he put a foot on them. “Nothing could be further from my—” He ate and drank from his enemy’s rations and mount- “Silence, monster!” ed his enemy’s horse. Strength flowed back into his stiff Kheth collected the fallen bolts and a crossbow and muscles as he rode to the sword and scooped up the weap- flung them up out of the wash. He wrapped the sword’s on to fasten across one saddlebag. scabbard again in the spell-proof cloth, then looked at the “A few days to the shrine,” he said, “and we’ll be rid of gleaming pommel. It seemed quiet now and he had much you forever.” climbing ahead, so he pulled his gauntlet onto his hand. He strapped the crossbow onto the other side of the He looked long at a plain sword lying beside one of his saddle, then urged the horse to canter through the trees attackers but decided against the extra weight; he had his and savored its smooth speed. Fed, armed, mobile, Kheth knife. Clambering up, clawing at the dirt, he was already returned to the road. planning his way down the dark mountain. His arm exploded in agony. Dawn had spread through the sky by the time he stum- Another rider bore down upon him, stowing a spent bled upon the winding Pilgrim’s Road. Kheth leaned crossbow and drawing a sword. A barbed iron bolt stuck against a tree, finally allowing himself a moment’s rest, out from Kheth’s right arm, and blood spouted from and looked south along the road. For hundreds of years around it to spatter in the dust. Kheth wheeled his horse the road had led the penitent up from the great lowland away, kicking it into a gallop. cities to the temples and shrines nestled in the dry hills. Each hoof-strike seemed to twist the barbs deeper into Kheth looked out at the dark smoke clouds of the plain his flesh. Sticky red spread down his tunic. He could hear and wondered if he was, indeed, the last of the faithful to the hunter gaining behind him. make the trek. Kheth jerked his horse away from the road and crashed He had been sent from his place on the capital’s outer through limbs that slapped back at him like angry hands. wall, where the fighting had been going badly. Now he He fought back at the branches until he broke through was one of the chosen to ensure the final destruction of the into a clearing. evil artifacts captured during the war fought in his grand- Here a trickle of a stream pooled. Reflected in it was a father’s days. The priests had decided that it was time to forest of old cottonwoods, their long white trunks like a retrieve the scattered and hidden devices of evil. grove of bones. He splashed through the images and spur- Some said that the Shadowed One had risen to wage red the horse into the trees. this new war because He knew that the priests had finally He slid off, lashed the reins to the largest tree, and learned how to destroy His creations. If the artifacts could grappled for the crossbow. He fumbled at the crossbow’s be destroyed, He would have little reason to continue His cranequin with the bow between his knees, his right arm onslaught. At least this was the hope of those who had sent flopping uselessly. Kheth for the sword. Branches cracked from across the clearing. He kicked Kheth cared not. If the sword was important to the the bow away and wrestled his knife out left-handed. Shadowed One, then Kheth would destroy it, were he the He took cover behind the cottonwood’s thick trunk, but last of his people. He straightened and began to march he found himself sagging against it, watching red droplets into the hills as day brightened on his right. dribble down the smooth white bark to his feet. He When the sun’s dry stare beat down from directly over- squeezed his eyes shut against the sight and tried to listen head the sword finally whispered. “Would it be treason- for the other man’s approach. ous,” it asked, “to suggest that you rest?” From across the stream came the creak of leather as the Kheth blinked and glanced around, finally finding the hunter dismounted. Then Kheth heard the sharp rattle of road. He, or it, had veered. He was staggering, but he a cranequin as the other man cranked his crossbow to walked on for several minutes, not willing to stop at the readiness. sword’s suggestion. “Draw me,” said the sword on the saddlebag. He collapsed behind a fallen tree, cradling the crossbow. “The coward speaks?” Kheth whispered. “The Sword “Wake up.” of Gentleness wishes to be used? No, I’ll die with normal His eyes snapped open. Trees, weeds, a log. steel in my hand.” “A rider,” hissed the sword. “And in your arm. Draw me while you still can.” An armored horseman moved along the road. Fear Kheth glanced around the trunk’s side. “Your lights will chased away Kheth’s sleep, and he began to crawl side- not dazzle with the sun overhead. Nor, I think, will the ways through the light brush, three-limbed, his right arm laughing avail much. No.”

78 NOVEMBER 1994 “Listen to me. My name is Lifegiver. Before, in the old “But can you heal now?” days, I took. Now—” “Perhaps your scratches. I kept Gregor healthy that Iron stabbed into Kheth’s neck. He gurgled and spun, way, finishing off rabbits for his stew. Fixed his splinters flopping against the horse. and his chewed nails. He had perfect teeth, you know. But “Draw me!” I could do nothing for the back he was born with. Or, in The horse skittered sideways and Kheth fell after it. the end, his age. I hung there and watched him die and One bloody hand closed upon the sword and pulled it with knew my healing a lie. Then I took my vow.” him. He tumbled into the brush. “But any life lets you heal?” And sat up. “Better my own life be taken after all! Would you defo- Two bolts fell away to lie beside his hand. He picked liate the forest with me? Are you worth ten thousand them up. They were wet with blood, as were his clothes, trees? Your wounds took a man’s life. And I won’t take but he was whole. The pain was gone. another’s. Would you see men go the way of those poor “Don’t kill him, please,” said the sword weakly. “I’ll trees? It’s horrible. Trust me.” not have his death added to my sins.” They found the road. “Sword?” Kheth stood. The hunter froze halfway across the pool, “Yes?” his crossbow spent. Kheth threw the bloody bolts to splash “I do begin to believe you.” at the man’s feet, shifted the sword to his right hand, and “Ah,” it murmured. “Well, then. Perhaps it was good that beckoned him forward. I . . . but no.” The skulls’ eyes flashed once. “Sheathe The man stared down at the twin red trails in the water me and ride, I have vows to renew.” and licked his lips. Then he turned and fled. They rode. “Thank you,” murmured the sword. “I thought you’d The miles passed with the hours. The diminishing prove worth it.” stream crossed the road several times as they wound ever Kheth explored his throat and arm and found them higher into the hills. Twice they hid from pursuing packs completely healed. “Worth what? What did you do?” who made more noise than they. “I’ve been saving that life a long time. My last one.” Darkness finally shrouded them. The sword threw a “Last life? What?” dim red light ahead from its ruby eyes and they rode on, “A leech takes blood. I used to take lives. For my easily avoiding hunters’ fires and torches. Kheth slept at wielder.” dawn, holed up in a thicket with the sword standing Kheth held up the weapon and admired its rubies in the watch. sun. “So you give life as well as take?” This became their pattern. Using each night’s cover “I stole the lives of good men to empower monsters. No they slipped steadily northward. They rode deep into the more. That was my last. You had better get riding.” short, steep hills, and the thickening forest grew close Kheth recaptured his skittish horse and mounted. As overhead to hide the waning sliver of moon. Four long they splashed back across the pool he redrew the sword cold nights were broken by dawns, and on the fifth morn- and admired its balance and design. ing they stood outside the shrine and admired its moun- “Now I understand the legends. How he who wielded tain marble columns. you was invincible.” Kheth held the weapon lightly and started the horse “Those invincible men all died. I could only heal them forward. “I haven’t been here since I was a boy. It seems when I took others’ lives.” smaller, now.” “And now you claim to hunger no longer?” The limbs “I should be joyful to see it, too.” slapped at Kheth as they rode back into the trees. “I wonder if the priests get enough food these days?” “Well, I must admit that I still have odd moments . . .” “Kheth—” Kheth slashed the limbs with it. “Though perhaps with their spells they can conjure “Stop!” shrieked the sword. whatever they need.” Thick limbs sheared apart and leaves began to flutter “Kheth, I don’t want to be destroyed.” down about them. The trunks to either side groaned and Kheth nodded, still looking at the shrine. “I’ll tell them popped. what’s happened to you. About your vow. They will know “Oh, no,” moaned the weapon. “I’m sorry. You sur- how best to use you. Sword, if together we could man the prised me. I’m so sorry.” wall . . .” Amazed, Kheth watched two stout trees wither from the “No killing, Kheth. Better that I be destroyed. How sword’s cut. The leaves browned, then dropped, followed many fatal wounds do you have to survive before you stop by the branches, heaviest first, then the lighter until the wanting to live? How much pain before you hate me for trunks themselves splintered and collapsed. sending you back for more?” “I couldn’t help it,” wailed the sword. “You didn’t Kheth laughed. “Perhaps you should be a priest, warn me. Oh, I’ve sinned again.” sword. Though how you would wear the robes . . .” “Your voice seems the stronger for it.” Blood was smeared on the columns. “It was an evil habit. You set me to thinking of eating! Kheth dismounted, crossed between the pillars, and My vows . . .” stepped carefully into the doorway. Bodies lay strewn in- “They were just trees. Can you heal me again now?” side, priests slaughtered on their own defiled altar. Kheth “Just trees? That’s how it starts! Then a toad or a bird. cursed and drew back. Then—No! I made a vow. Many times.” Crossbow bolts and war cries flew from the trees.

DRAGON 79 The horse was hit, reared, and sprang away. Marble you! Will you die without believing me?” chips and metal bolts bounced between the columns. The “. . . created out of lies . . .” sword spun and sparked, blocking furiously, as Kheth fell “I need a life to heal you!” back inside the stinking shrine. The middle of the room crashed down in an explosion But an iron bolt had pierced his stomach. of heat and sparks. Kheth flinched away from the flames “They were waiting for us,” he hissed. He limped and fell partly out the doorway. The smoke blocked sight across to the altar and peered outside at the armor glinting of even the columns. behind the woodpiles. “Surrounded. Can you block “Tool of the Shadowed One,” Kheth whispered. “Mon- enough to get me across to the trees?” ster . . .” He felt the hungry flames licking his feet. “No. Too many. You’ve already been—” Then he was whole again. “Will they close? Wait for dark?” Kheth rolled out the door as the rest of the roof fell. The “They fear us. They’ll keep back. But you are bleeding.” blast of heat was less shocking than the sudden absence of Kheth slumped onto a bench and cut his sopping tunic pain. He squirmed away through scalding pillars to find away from the red shaft in his flesh. “I could pull it,” he cool grass and enough air to crawl to the trees. said. “But the wound could start spurting.” Thick smoke hid him as he sneaked past a knot of laugh- “I can give you the tree-lives.” ing crossbowmen. He relieved them of horses that had been “Maybe there’s some salve.” Kheth grunted to his feet tethered too near the road, mounting one and leading away and searched through the wreckage. He found a small the rest, each laden with weapons and provisions. basketful of salves intended for the war. They were all Kheth galloped northward and threw back his head to unopened; the dead priests had been allowed no chance to laugh. “You did it! We live!” He waved the sword in the air. use them. But the sword did not answer. Kheth eased to the floor among other bloody bodies. He Kheth reined his horses to a stop and gently wiped the smeared salve about the shaft, then grasped it in his right soot from the gem-encrusted pommel. Then he could see hand. In his left he held the sword. that the light had gone out of its rubies. He was pale and panting, semiconscious, when it was The sword never spoke again. done. Between the sword and salve the wound was closed—but not before the iron barbs had made a pool of The boy’s broth was cold. The old monk refilled the bowl Kheth’s life on the floor. while the boy watched Kheth pray. Something rattled and broke across the wooden roof. Father Boras picked up his shutter once more. “You’ve “Can’t hit me down here,” mumbled Kheth, lifting the heard the rest. How he gathered us in the hills into an sword. “Come and get us.” army, how he led the rebellion, how he organized the “That wasn’t a bolt, Kheth.” baronies, how he carries Lifegiver wherever he goes. And Other objects thunked overhead, and soon they could now you see how he comes here each year.” smell smoke. The boy could see old scars on Kheth’s neck, writhing “I don’t want to burn.” in the firelight. “Why does he come?” “Over there, crawl to the door. There’s more air.” Father Boras bent over his work. “I used to think . . . The air was warming as the roar of the flames grew. well, I used to tell him that the sword would be happy Kheth slumped against the door frame with the sword about all that he’s done with its life. I thought it would across his lap. A wide red smear marked his passage make him feel better, you see?” across the marble. The boy nodded. “Stay awake, Kheth. Kheth! The roof is going to fall. “But he told me to stop. He said he doesn’t come here Slide that table over you.” Kheth raised his arm to grasp the for feeling-salve.” table’s edge. It would not move. “Can you get under it?” The boy looked back to the warrior at the altar. “He Kheth began to cough and shook his head. “. . . all a comes to remember?” trick? Knew all along . . .” He pushed at the sword on his “Aye. That, and to pray for the lap with lifeless arms. “Trapped me . . . torturer.” soul of his friend.” “Kheth. No, Kheth. I was on your side before I met

80

A Night of Shadows

Dalamar sprang up as if he’d been burned, glaring, as my best red wine leaped into the air all around him. “What-?” he snapped, and then his angry eyes turned from Elminster’s look of angelic innocence to ’s fixed grin. The Lord Mage of Greyhawk’s mouth twitched, and then he burst into helpless laughter. Dalamar hissed in rage, and raised a hand. Elminster’s eyebrows rose, and the droplets of red wine that had been gathering like tiny pinwheels in the air around the dark elven mage swept togeth- er into a ball—and flew into Dalamar’s upraised hand. by Ed Greenwood His glare turned to the sphere of wine, wobbling and heavy in his palm, and then Artwork by Dan Burr at Elminster. “Thy goblet,” the Old Mage suggested. Dalamar’s snarl as he thrust the ball of “What be this stuff?” one of Mordenkainen’s grim nights. A liquid into the vessel was almost a scream. Elminster’s voice was testy. Inside the platter of stuffed mushrooms slid across I swallowed, waiting for my study to be armor, I was sweating: the other two the table and offered itself to the mage of torn apart. archmages weren’t even here yet, and the Oerth, and he leaned forward to select Mordenkainen’s forehead was down on Old Mage had burned his tongue on my one with an even wider smile. “I’ve had a the table now, and his shoulders shook. chili. I dared not reply; it was past time for lot of fun with the magic we assembled Dalamar watched them rise and fall for a Mordenkainen to appear. last time,” he said, “and I brought some long, cold time . . . and then I saw the As I had that thought, the flames in the odds and ends with me.” corner of his elven mouth crook and rise, fireplace danced giddily and spat out a “Good,” Elminster said. “It’s time we in- just a little. spreading tongue of amber fire. It expand- dulged ourselves . . . saving worlds and “Might I suggest, henceforth,” he said in ed into an ever-widening ring as it rose— speaking of utter doom are wearing work. silken-soft tones, “a ‘no pranks’ rule apply and when it was about man-sized, the Besides, I’ve found something called ‘butter to our little gatherings? It might be safer.” Lord Mage of Greyhawk stepped calmly pecan ice cream’ in the freezer here—” (I Elminster nodded. “Agreed.” He turned through it into the study, a small book in winced inside the armor; I’d been saving to Mordenkainen, but the Lord Mage was his hand. that) “—and I’d like a little fun to go with it.” still lost in mirth. He looked back at Dala- Elminster looked up from the table “That sounds like my cue for a grand mar, and pointed at the goblet. where he’d been bathing his tongue in ice entrance,” a shadow near the fireplace said Dalamar’s brow rose, and he pointed at beer, and waved a hand in greeting. A smoothly, and stepped forward with cat- the liquid with a nod. Elminster nodded, glass of the driest white wine in my cellar like grace. Dalamar, Master of the Con- and the dark ’s smile was dazzling in its glided up off the table; Mordenkainen clave, raised his hand as he came, and a glee as he leaned forward to delicately plucked it deftly out of the air as he strode goblet obligingly drifted into it. He nodded upend the goblet over the back of Mor- to his usual chair. thanks and greeting together, and sat denkainen’s neck. “Well met,” he said with a smile, and I down in his favorite chair. The Lord Mage of Greyhawk sat up with relaxed just a little. It wasn’t going to be A fruity, flatulent eructation followed. a roar, and Dalamar sprang back with a

DRAGON 83 mocking little laugh. Inside the armor, I voiced my own unspoken thought. “Per- above, with the casters’ THAC0. If this quaked again. haps these gatherings are our Nights of force-weapon hits, it deals 1d8 +2 hp of Mordenkainen slapped at the back of his Shadows.” damage, and forces the victim to save vs. neck, and wriggled his shoulder-blades. The two men nodded, and Elminster spell. If the saving throw fails, the victim “Of all the fool tricks! What a waste of waved a hand and muttered something. falls unconscious for one round, dropping good wine, youngling!” Out of the apparently solid tabletop in all held items. Items struck by a Belsham’s “It seemed just what your garb lacked, front of the other two archmages, a parch- mace must save vs. crushing blow. The old man,” Dalamar returned, hands raised ment scroll arose and unfolded itself. “Our mace lasts for only two rounds, whether to hurl a spell if need be. first spell, this evening,” he announced. or not it hits, and then fades away. It oper- Mordenkainen looked at him, snorted, Dalamar read the first few words, and ates even if its creator is dead, has fled, or and said, “Come and sit, then. ‘No pranks’ nodded. “I believe I can match that.” He is casting another spell—but if the caster’s it is.” As he reached for his own glass, he reached into a sleeve of his robe, just as attention is elsewhere, the mace can fol- shook his head and chuckled again. “Ah, Mordenkainen snapped his fingers and a low, but cannot switch, targets. but ‘twas worth it,” he murmured. flurry of parchment erupted on wings The dark elf sat down a little gingerly, from his book. Falling wall (Evocation) but there came no sound from his seat this The elven mage’s sleeve poured forth Level: 2 Components: V,S,M time. Dalamar caught Elminster’s inter- paper—and scrolls began to gather, flap Range: 0 CT: 2 ested gaze as he was carefully lowering ping like a flock of hovering doves above Duration: 2 rounds Save: None himself onto the chair, and suddenly start- the arriving dishes of butter pecan ice Area of Effect: 20’ x 20’ x 4” thick ed to laugh. High, tinkling laughter, rather cream. like Laeral’s. Then the three archmages started in This spell enables the caster to create a The Wizards Three chuckled together talking, explaining and gesturing and temporary wall of armor plate, which for a few moments, as squadrons of olives, boasting like three old horse-traders, while “falls” into place from above. The wall is pickles, sliced meats, nuts, cheeses, and the golden ice cream melted into a thick stationary, once it strikes an immobile the like swooped in from the kitchen. liquid, and the nuts in it sank from view. surface (floor or ground), and remains Bringing up the rear of the procession was My mouth watered in the darkness of the unmoving, regardless of force directed a green bottle I recognized. Elminster closed helm, but the wizards were deep in against it, until the spell expires (where- identified it for the other two: “Almond talk of magic, and paid no further atten- upon it melts away). It can withstand sherry—tastes like Waterdhavian zzar.” tion to the viands as the long evening anything short of a dispel magic or disinte- Mordenkainen set aside one glass to sip passed. Combat spells seemed to be the grate spells, or contact with prismatic at this new offering from another, raised order of the evening; I often saw Dala- magic of any sort. Fireballs that strike it his brows in appreciation, and said, “It mar’s eyes burning brightly through the will rebound, flaming spheres and the like does indeed.” dimness, as he leaned forward eagerly, are halted, and so on. Magic missiles can Elminster raised his own brows. “When enjoying this Night of Shadows. dodge around a falling wall unless it is cast were ye in Waterdeep?” so as to fill an opening smaller than its Mordenkainen chuckled. “Oh, often. Dust was gathering on the surface of the maximum area of coverage as listed (such Years ago, when I’d newly mastered di- ice cream when Mordenkainen finally as a doorway), which is the most common mensional travel, I used to go with some rose, stretching and clutching at his stiff use of the spell. friends to Waterdeep fairly regularly, for— back, and snapped his fingers. Out of A falling wall is lightning-fast: it is very ah, recreation.” nowhere a fine dark red cloak settled rare for one to come down on top of a Dalamar raised one of his eyebrows. around his shoulders, and he strode to- creature or moving object—but if this “Shortage of ladies in Greyhawk, milord?” ward the fire. occurs, the wall will strike for 2d4 + 12 hp Mordenkainen chuckled easily, refusing Dalamar stroked his temples, where a damage. More often, the wall appears in to rise to this jab. “As that city is now, headache was obviously coming on, and the face of an onrushing missile or charg- ‘twas also then: a lively place, where no glared at the empty glasses in front of him. ing being; creatures that strike a falling one knew us and so we could act freely.” “We’ve got to stop meeting like this!” wall will be stopped by it, and typically “So you went there for a Night of Across the room, Mordenkainen turned, take 1d6 to 5d6 hp of damage, depending Shadows,” the dark elven archmage said, his cloak swirling around him grandly. on how fast they are moving and how scooping up a handful of almonds to go “Someday, no doubt. But not yet.” large they are (faster increases damage, with his sherry. larger body size decreases it). A running Both of the men gave Dalamar curious For your campaign warrior in plate armor usually suffers 3d6 looks. “How is it you know of that ritual?” After this get-together, I managed to get hp of damage. Mordenkainen asked. enough information out of Elminster to lay Once a falling wall is created, the caster It was Dalamar’s turn to assume an odd relevant AD&D® game details of a few of is free to cast another spell, flee, read a expression. “You mean Toril has some the spells exchanged by The Wizards scroll, or perform any other activity, with- ceremony called a Night of Shadows?” He Three, as set down hereafter. For those out affecting the wall in any way. A caster shook his head. “Among my folk, on interested, Elminster contributed falling cannot will his own wall to vanish; it must Krynn, that term means a frolic, named wall, Jonstal’s double wizardry, and Jon- be destroyed as noted above or expire. when it was considered good fun to go up stal’s improved double wizardry; Mor- The material component of this spell is a to the surface world by night, and raid denkainen presented Argaster’s cloak of piece of tempered metal, or any metal that human settlements.” shadows, Belsham’s mace, and Othnal’s is, or was once, part of armor worn into “In Faerun,” Elminster said, “those who spectral dagger; and Dalamar set forth battle. worship Shar celebrate four Nights of battlecurse, sphere of eyes, and valiancy. Shadows a year—when they probably Battlecurse (Alteration, Enchantment/ behave just as you did, on those surface Belsham’s mace (Evocation) Charm) raids.” Level: 2 Components: V,S Level: 3 Components: V,S,M “And on Oerth,” Mordenkainen added, Range: 60’ CT: 2 Range: 50’ CT: 3 “that term refers to a night of doom that Duration: 2 rounds Save: None Duration: 1 round Save: Special befell many Bakluni mages so long ago Area of Effect: Special Area of Effect: 60’-radius sphere that what really happened has been twist- ed into several different legends.” This spell creates a blunt coalescence of This spell enables a caster to adversely Dalamar’s face was thoughtful as he force that bludgeons at a chosen foe from affect any target creature that is not pro-

84 NOVEMBER 1994 DRAGON 85 tected by a minor globe of invulnerability striking twice per round with the caster’s short of the Faerunian lesser or stronger magical barrier (some spells THAC0, but with a +3 bonus. It is consid- Azuth can freely cast any two spells in the and items also may prevent its function- ered a + 3 weapon for purposes of what it same round. ing). A battlecurse can be cast only on a can hit, and deals 1d4 + 3 hp damage per being within range and visible to the cast- strike. Valiancy (Alteration) er when casting commences; the target is Level: 5 Components: V,S allowed a saving throw versus spell. If the Sphere of eyes (Abjuration, Alteration, Range: 90’ CT: 2 save succeeds, the only effect of the spell Evocation) Duration: 1 round Save: None is to prevent the foe from launching an Level: 4 Components: V,S,M Area of Effect: One creature attack on the following round (defensive Range: 70’ CT: 4 spells, movement, readying of weapons, Duration: 1 rd./level Save: None This powerful spell enables the caster and parrying are permitted). If the save Area of Effect: 60’-radius sphere (or a recipient creature seen by the caster fails, an additional effect is visited on the and within range) to gain an extra attack victim: for the four rounds after the cast- This spell enables a caster to create a at the end of the round following the ing of the battlecurse, the victim’s armor sphere of radiance in which thousands of casting of the valiancy (that is, in addition class is worsened by four points (from AC glistening, glowing eyeballs float, darting to the normal attack(s) the being can make 4 to AC 8, for example). and swarming in random directions. Once during that round). The spell’s recipient The material components of this spell cast, the sphere of eyes is immobile, and can elect to undertake an additional activi- are a hair (broken or split) from any its radiance is at all times equivalent to a ty (fleeing, readying a weapon, etc.) rather source, and a gem of not less than 200 gp silvery-blue faerie fire spell. The eyes are than attacking, but the spell does not aid value. intangible illusions, and do not react to the mind or speed up magic, so the extra their surroundings. activity cannot be the casting of an “extra” Argaster’s cloak of shadows Any illusion or magical invisibility that spell or the triggering of a magical item. (Alteration) comes into contact with a sphere of eyes is This spell has no aging or other harmful Level: 4 Components: V,S,M instantly and permanently negated. Beings effect on the recipient, and has only a Range: 0 CT: 4 who actually have changed their shapes by minor effect on movement speed (a benefit Dur.: 1d4 +2 rds. Save: None use of magic or a natural ability will be of 2; i.e. from MV 12 to MV 14). Area of Effect: One creature seen with a clear, bright silvery-blue “ghost“ image of their other form superim- Jonstal’s improved double wizardry This spell enables a caster or a touched posed upon their current one. This spell (Alteration) recipient to be obscured by an ever- also negates operating forget, misdirec- Level: 6 Components: V shifting, roiling webwork of intangible, tion, obscurement, non-detection and Range: 0 CT: 1 dark shadows. Argaster’s cloak of shadows undetectable alignment magics, and allows Duration: 1 rd./level Save: None veils the recipient’s face, overall appear- feebleminded creatures an instant (extra) Area of Effect: One creature ance, and precise location (although if the saving throw to escape the condition. caster “wears” the spell, he can reveal his The material component of this spell is an This powerful magic enables a caster to face or hide it, whenever desired). eyeball (from any source). unleash two specific spells at once by The result is that the recipient gains a uttering one word. Both spells take effect 2-point armor class bonus (e.g., AC 4 to AC Jonstal’s double wizardry (Alteration) in the same round on the caster or a 2), and missile weapons aimed at the being Level: 5 Components: V touched recipient being (both on the same suffer a - 1 penalty on attack rolls. Web Range: 0 CT: 1 being, not one spell on each), and function and Evard’s black tentacles spells won’t Duration: 1 rd./level Save: None normally (save that the duration of each stick to a being protected by Argaster’s Area of Effect: One creature becomes one round per level of the cast- cloak of shadows — but these spells destroy, er). The caster must memorize the two and are destroyed by, a cloak of shadows This powerful spell enables a caster to spells beforehand; they are not lost from upon contact. Because the rippling waves unleash two specific spells at once, with memory until the improved double wiz- of varying darkness are quite noticeable in the utterance of a single word. Both spells ardry is employed. If either magic is cast all but the worst lighting, thieves “wear- take effect in the same round, upon the by itself, the improved double wizardry ing” a cloak of shadows only gain a + 5% caster or a touched recipient being (both vanishes with it. Material components for bonus to their Hide in Shadows ability (lost on the same being, not one spell on each), the two spells are consumed when this whenever they move, of course). and function normally (except that the spell is uttered, and must be on the cast- The material components of this spell duration of each becomes 1 round/level of er’s person (but need not be revealed or are a bit of cobweb and a pinch of dust. the caster). The two spells must be memo- handled by the caster) or the improved rized beforehand by the caster, and are double wizardry will not take effect. Only Othnal’s spectral dagger (Evocation) not lost from memory until the double the caster can unleash the spell, even if Level: 4 Components: V,S,M wizardry is employed; if either is used by another being accidentally or maliciously Range: 70’ CT: 4 itself, the double wizardry vanishes with speaks the trigger word. The only two Duration: 1 rd./level Save: None it. Material components for the two spells spells that can be paired by use of a Jon- Area of Effect: Special are consumed when the double wizardry stal’s improved double wizardry are fly is uttered, and must be on the caster’s and non-detection. Despite years of re- This spell consumes an edged metal weap- person (but need not be revealed or han- search, the archmage Jonstal has managed on of any size, sort, or condition—but dled by the caster). Only the caster can to master only one other pair of “combina- regardless of what is used as the material unleash the double wizardry, even if an- tion” spells (see Jonstal’s double wizardry). component, it creates a translucent other being accidentally or maliciously No known being short of the Faerunian dagger-shaped blade of force that either speaks the trigger word. lesser divine power Azuth can freely cast can glow (equal in intensity to a faerie fire The only two spells that can be paired any two spells in the same round. spell) or not (initially being nearly invisi- by use of a Jonstal’s double wizardry are ble; chance to notice is 3 in 10) as the invisibility and levitate; despite years of caster wills. research, the archmage Jonstal has man- The spectral dagger appears wherever aged to master only one other pair of the caster desires within spell range, and “combination” spells (see Jonstal’s im- moves as the caster wills, at MV Fl 12 (A), proved double wizardry). No known being 86 NOVEMBER 1994

©1994 by

Photography by Charles Kohl Cyberpunk for people who hate cyberpunk

Role-playing games' ratings

Not recommended

Poor, but may be useful

Fair

Good

Excellent

The best

88 NOVEMBER 1994 Here’s a short list of things I can’t do: then the covers. They’re playable but Sure, the referee has to lead the players change the oil in a car, unclog a drain, forgettable, doing little to convince skep- by the nose; if they stray too far from the repair a light switch, or replace the filter tics that a sustained campaign is worth the route outlined in the text, he may have to in a furnace. Mechanical objects, I believe, effort. redesign a good chunk of the adventure. are alive and out to get me. To say that I But along come Land of the Free and Sure, he has to feed them clues now and am intimidated by technology is like saying , and suddenly I’m a born-again then; if he doesn’t help them find Adriana, that a chunk of red meat is intimidated by netrunner. the adventure never gets off the ground. a shark. Land of the Free, which I’m guessing And sure, he has to keep a straight face Computers are particularly distressing. I was inspired by the Mad Max movies, may while playing cornball characters like rock half-expect them to blow up when I turn be the most ambitious cyberpunk adven- star Perry Garcia and spouting inane dia- them on. Installing a program makes me ture ever published. It’s certainly the most logue like, “Well, well, if it isn’t an illegal break out in a cold sweat. I can no more lavish. The book-length scenario, packed congregation of scum.” But with a referee set up a modem than I can take out my with inventive encounters and NPCs, takes capable of smoothing over the rough spots own appendix. a month or two of steady gaming to com- and cooperative players who aren’t stick- plete. The huge black-and-white poster lers for realism, Land of the Free delivers It should come as no surprise, then, that features a road map of apocalyptic Ameri- the goods. cyberpunk RPGs rank low on my list of ca on one side and a tactical display on the favorites. other. Two sheets of cut-out vehicles may Just as Land of the Free was inspired by Don’t get me wrong. I don’t hate cyber- be used as props or visual aids. Five pages Mad Max, Greenwar takes its cue from the punk. But it’s been a struggle. I bluffed my of player handouts include newsletters, Wall Street Journal. The adventure casts way through my first session without magazine clippings, and airline reserva- the players as yuppie operatives of the having the faintest idea of what “netrun- tions. The well-written text, augmented Browning Investment Group, charged with ning” meant. When the time came to coax with a generous number of explanatory engineering a takeover of Liverpool Ship- data from a floppy disk, I found something sidebars (how 21st century airships oper- ping, Inc. Because Browning wants Liver- to do in the other room. I never had trou- ate, the future history of the American pool intact, the PCs can’t use force. ble with magic wands and laser pistols. southwest) and troubleshooting tips (at- Instead, they must acquire the company But cyberware? tack routines for cyberdogs, what to do if by buying up 50% of the stock at the Still, I’ve persevered. Over the years, I’ve a PC falls in the water and can’t swim), cheapest possible price. The PCs have a come to appreciate cyberpunk games, makes the referee’s job a breeze. more or less fixed amount of money to despite the designers’ determination to The story begins in New York, with the spend, and it’s up to them to decide where make things as difficult as possible for the PCs hired to extract a mysterious woman and how to spend it. technologically impaired. Good supple- named Adriana from a pharmaceutical To compliment the unusual premise, de- ments help, and this month, we’ll look at a laboratory and haul her across the coun- signer Thomas Kane (also responsible for the few that might entice the leery into taking try for a rendezvous in California. It’s not intriguing cyberpunk-meets-Vietnam adven- a second look. that easy, of course, as everyone from ture Chrome Berets) provides a suitably Mother Nature to the Elvises of Grace- unusual format. Rather than following a Land of the Free land(!) conspires to annihilate them. sequenced series of encounters, Greenwar CYBERPUNK* game supplement What the plot lacks in logic—it’s hard to describes the settings, the cast of NPCs, and One 120-page book, one 36” x 24” double- believe that characters this resourceful a simple but effective system for determin- sided map sheet, five player handout have so much bad luck—it makes up in ing stock prices. The referee shapes the sheets, two cardstock vehicle sheets, momentum. No sooner do the PCs board adventure according to the PCs’ actions. If five prop business cards, boxed an airship than they have to fend off ninja they force Liverpool into publicizing the R. Talsorian Games, Inc. $18 assassins and missile attacks. A run-in with takeover, the stock price may skyrocket. If Design: William Moss the New Orleans police precedes an as- they attempt an illegal action and fail to Development: Michael MacDonald and sault from a hurricane. Grenade-tossing cover it up, they may be threatened with a Lisa Pondsmith raiders nail them in Corpus Christi, and lawsuit. Once they ferret out potential Editing: Louise Stewart, Derek Quintanar deranged cultists try to set them on fire in sellers, they must separate them from their S.E., and Michael MacDonald Colorado Springs. As if that weren’t stock through negotiation, intimidation, or Illustrations: Chris Hockabout, Patrick enough, the referee may introduce addi- trickery. Gidaro, Christina Wald, Jean-Michal tional complications. She may, for in- Greenwar may sound like a business- Ringuet, and Darrel Midgette stance, give the party a credit chip to help school assignment, but Kane’s flair for the Cover: Doug Anderson them make purchases, then stand back dramatic keeps it as tense as a castle siege. and watch them fight over who gets to The NPC executives make formidable Greenwar carry it. She may encourage a romance adversaries, thanks to their rich personali- CYBERPUNK game supplement between a PC and Adriana, then watch the ties and shrewd tactics. Office politics, One 96-page softcover book sparks fly when the PC finds out who— personal vendettas, and overzealous body- Atlas Games $12 make that what—she really is. The referee guards compound the party’s efforts to Design: Thomas Kane also may stage any of the approximately squeeze stock from cagey shareholders. A Editing: Robin Jenkins 35 optional encounters, ranging from a private hit squad called Force X and a Illustrations: Doug Shuler and C. Brent mugging by the Citizens of Decency to a sabotage team known as the Three Horse- Ferguson shady deal with a netrunner on an oil men (War, Plague, and Famine) set up Cover: C. Brent Ferguson platform. The explosive climax takes place action scenes worthy of Arnold Schwar- in the shipyards of Night City; unless rein- zenegger. Clearly, there’s a lot to keep Of the myriad cyberpunk RPGs, R. forcements show up, it’ll take divine inter- track of, and the referee must be as famil- Talsorian’s CYBERPUNK game does the vention to get all the PCs out in one piece. iar with stock tables as combat dice to run best job of capturing the genre’s world- If this doesn’t sound like cyberpunk to it effectively. Players more interested in weary ambiance and remains the purist’s you . . . well, it isn’t, at least in the tradi- muscles than minds should keep their game of choice. The adventures, however, tional sense. Land of the Free plays like an distance; this is high IQ territory. have been hit or miss. Despite a few solid Indiana Jones adventure with computer efforts (like R. Talsorian’s Eurotour and terminals. There’s enough high-tech high Evaluation: Neither Land of the Free Atlas Games’ Night City Stories), most feel jinks to satisfy cyber-junkies, but not so nor Greenwar is suitable for novices. Land like retreads, the contents less interesting much that laymen will be frightened away. of the Free’s gauntlet of death traps will

DRAGON 89 pulverize the unseasoned, while the corpo- RUN game struck me as a commendable organization, aptly described as “a bunch rate machinations of Greenwar will put effort to reach out to gamers uncomforta- of twisted morons.” As for the ALOHA hack-n-slashers to sleep. Though plot-wise, ble with cyberpunk’s relentless gloom. But leader, whom the PCs meet in the climax, they have little in common, both extend after a few promising supplements, such let’s just say that he’s unlikely to show up the parameters of cyberpunk with off-beat as Dream Chipper and DNA/DOA, the line in any cyberpunk RPG other than the premises. Both downplay high-tech mum- began to flounder, and the SHADOWRUN SHADOWRUN game. bo jumbo in favor of imaginative casts and line threatened to become just another Unfortunately, the designers seem so encounters. Most importantly, both dem- cyberpunk game. Fantasy took a back seat enamored with their ideas that they can’t onstrate the resiliency of a genre that to science. The supplements became in- wait to get to the next one, resulting in some (like yours truly) may have written creasingly marginal, with complexity underdeveloped encounters and flabby off too soon. substituting for elegance, attitude for staging. The grand finale, confined to a invention. single page, reads like an off-the-top-the- Paradise Lost While Paradise Lost and Double Expo- head outline, replete with useless referee SHADOWRUN* game supplement sure don’t completely put the SHADOW- notes (“If the runners decide to fight [the One 80-page softcover book RUN game back on course—that’s asking a villain], let them have it.“). NPCs tend to FASA Corporation $10 lot of two modest adventures—both recap- spill the beans at the slightest coercion, Design: Tom Wong and ture much of the game’s original appeal. one of the oldest shortcuts in the design- Development: Tom Dowd The charming Paradise Lost, for instance, er’s handbook. The source material offers Editing: Donna Ippolito serves up a lean plot with plenty of whim- a few tantalizing tidbits about cybernetic Illustrations: Paul Daley, Earl Geier, and sy. A corporate femme fatale, who intro- Hawaii (intelligent gray whales, for in- Christina Wald duces herself as “Mr. Johnson,” hires the stance, lurk offshore), but spends too Cover: John Zeleznik PCs to travel to Hawaii to investigate a raid much time rehashing data available in a on Molokai Microtronics. It’s just an ex- high school library (“ . . . the Hawaii’ian Double Exposure cuse, of course, to plop the party into a Islands’ first inhabitants arrived between SHADOWRUN game supplement colorful locale and pepper them with the years 300 and 600 A.D. from Polyne- One 64-page softcover book obstacles. But the obstacles are so engag- sian islands . . .”). While none of this de- FASA Corporation $10 ing that you barely notice the contrivance. tracts from the fun, Paradise Lost could’ve Design: Fraser Cane and Nigel Findley An ocean voyage is interrupted by the been a classic with a little more creative Development: Tom Dowd abrupt appearance of a sea monster. A drive rigor. Editing: Donna Ippolito to a hotel is derailed by a Honda-riding Those looking for a more sophisticated Illustrations: Tom Baxa, Steve Bryant, Paul orc. Memorable NPCs include and a dwar- approach are directed to Double Expo- Daly, and Mike Jackson ven chauffeur fond of Hawaiian shirts and sure, a tight little chiller worthy of Cover: Tom Baxa a troll-ish night club bouncer named Chaosium’s CALL OF CTHULHU* game. In Egmond. An elven representative of the the back alleys of Seattle, a thuggish FBI By placing wizards and elves alongside Haloes Don’t Surf gang informs the party agent hires the PCs to investigate the hackers and netrunners, FASA’s SHADOW- of the existence of the secret ALOHA relationship between Renraku Computer Systems and Project Hope, a homeless shelter devoted to rehabilitating the down- and-out. That there’s more than meets the eye to Project Hope will come as no sur- prise to anyone who’s ever seen a horror movie. But the cartoonish excesses (go ahead and check out the illustration on page 42—it won’t spoil anything except your lunch) make this one of the most outrageous scenarios in SHADOWRUN history. Project Hope, one part Salvation Army and one part slaughterhouse, is described in stomach-churning detail, right down to the smells in the doorway. Evocative touches abound—magical sen- tries who patrol the camp via astral pro- jection, a nosy reporter who asks one too many questions, a water-treatment pool that hisses at intruders. The climax fea- tures a confrontation in an underground tunnel system, guaranteed to send careless PCs to the cemetery. As with Paradise Lost, the designers are better at dreaming up ideas than develop- ing them. Too often, for example, the story is driven by coincidence. At one point, the designers suggest that the referee have the PCs arrive at a locale at exactly the same time as an important NPC. “If making this happen requires abnormal levels of coincidence,” says the text, “so be it.” Some passages try so hard to be hip that they end up sounding silly: “ . . . if the runners decide to blow it just because they don’t like other kids playing with their toys, they stand to get locked away in the Big

90 NOVEMBER 1994 House or geeked.” And despite the poten- retinas and electrodes spew sensory infor- tial for a slam-bang battle in the final mation into his brain. A second method, encounter, the designers encourage the Astral Immersion, enables the mage to party to flee. I say, force ’em to stand and project his mind into the Web; bodyguards fight. Would I run in real life? Of course! and burglar alarms may be necessary to But this ain’t real life. protect the mage’s physical body. Using Evaluation: Flaws aside, Paradise Lost the third method, Holistic Immersion, the and Double Exposure remain accessible, mage transforms himself into raw data, fast-paced adventures, and a great way to then downloads directly into the system. spend a weekend. Neither is a ground Once inside the Web, a traveler may visit breaker. But both succeed in reminding us areas as diverse as the Junklands (a crazy about what was so compelling about the quilt of images derived from failed at- SHADOWRUN game in the first place. tempts at formatting) and the Trash Sector (a graveyard of lost programs). Sightsee- Digital Web ing, however, is not without risk. A burst MAGE: THE ASCENSION* game of sensory feedback may shock an Astral supplement traveler into paralysis. And with the right One 112-page softcover book program, a villainous computer operator White Wolf Game Studio $15 can trap a Holistic mage in an infinite loop. Design: Daniel Greenberg, Harry Heckel, The designers bend over backward to and Darren McKeemen explain all this. A detailed history traces Additional material: John Cooper, Jona- the development of the Net from Alexan- than Sill, Heather Curatola, Lee Chen, der Graham Bell’s telephone prototypes Bill Bridges, Brian Campbell, and Brad through the experiments of computer Freeman whiz Alan Turing in World War II. Detailed Development: Phil Brucato rule modifications show how attributes Editing: Ed McKeogh function in a digital environment (Intelli- Illustrations: James Crabtree, Darryl Elliot, gence replaces Strength; the amount of Joshua Gabriel Timbrook, Quinton data a Cybernaut can carry depends on its Hoover, and Dan Smith Virtual Weight). A section on digital magic Cover: John Zeleznik describes how spells operate in alternate realities (control randomness may be used White Wolf continues to wrench gamers to manipulate programs; diffuse energy/ in unexpected directions with the auda- destroy matter disintegrates electronic cious Digital Web, which reshapes cyber- objects). There are even suggestions for punk like so much modeling clay. A linking Digital Web with the VAMPIRE: supplement for the MAGE: THE ASCEN- THE MASQUERADE* and WEREWOLF: SION game, perhaps the best new fantasy THE APOCALYPSE* games. RPG of the decade, Digital Web proclaims But despite the designers’ best efforts, the world of the Net to be a manifestation Digital Web is hard to digest. The cursory of wizardly energy. In this “static reality,” definitions of Stacked Files and the Pool of the differences between modems and Infinite Reflection raise more questions magic wands are academic; mages roam than they answer (such as where do you the electronic realms with the ease of find the Pool?). The text is burdened with seasoned netrunners. overstuffed sentences (“Fluid waves of Actually, the abilities of a digital mage potentiality suddenly locked permanently make those of a netrunner seem primitive. into place; the supple, dynamic world Cybernauts—the formal name for wizards seized up and congealed into brittle shards in the Web—can take any form they wish . . .“). and saturated with gobbledegook by using magical “programs” to become (“The Net Runner enters the Web through three-dimensional icons. (Where the Umbral Computer Web that is connect- technology-based icons are composed of ed to the Glass Walker CyberRealm in the simple yes and no integers, magical icons Umbra.”). I’m sure the designers know add a third element, the maybe.) Experi- what they’re talking about, but they have enced mages may construct their own a heck of a time getting it across. digital buildings, even their own worlds. Evaluation: This is a tough call. In its Cybernauts also have a penchant for tin- attempt to redefine technology as magic, kering with reality. George Bush’s presi- Digital Web scores on nerve alone. There’s dential defeat, for instance, may have much to admire, particularly for those resulted from digital sabotage. Have you who believe that cyberpunk could stand to ever wondered why your head aches and shed some cliches. But the text is so dense, your eyes get sore when you spend all day so riddled with gamespeak and consumed at the computer? It’s because the Web is by abstractions that a good portion of it slurping away your Quintessence. borders on the incomprehensible. Digital While all MAGE game spell-casters can Web is an impressive effort. But it needs a theoretically access the Web, most Cyber- translator. nauts are Virtual Adepts or members of the Technocracy. They use three primary Short and sweet methods to get in. Those with a set of The Eternal Boundary, by L. Richard virtual-reality goggles and tactile feedback Baker III. TSR, Inc., $10. equipment may use Sensory Visitation, When you can go anywhere in an infi- where images are projected on the user’s nite number of universes, it’s hard to

DRAGON 91 know where to begin. Eternal Boundary, ing the game into a series of linked scenarios the first adventure for the PLANESCAPE™ (such as Planetary Landings and Meeting setting (reviewed in DRAGON® issue #207), Engagements); the system encourages play- comes to the aid of stymied plane-hoppers ers to form long-range strategies instead of with an entertaining scenario that focuses concentrating on tactical victories. Part Two on a few key areas of Sigil. Hired to locate presents advanced rules for ballistic weap- a madman who holds the key to a portal, ons, four-legged ’Mechs, and line of sight. the PCs explore the slums of the Hive, The book also introduces a convenient meth- meet the Bleak Cabal at the Gatehouse, od for designating complexity, which pre- and parley with undead in the vaults of sumably will be used in future the Mortuary. A fiery climax in another BATTLETECH supplements. Level One plane provides clues to a conspiracy. De- games use the rules from the BATTLETECH spite the reliance on familiar settings (a boxed set, Level Two adds mechanics from tavern, a mausoleum, a trap-filled citadel), the BattleTech Compendium and CityTech, the bizarre cast of characters and almost while Level Three brings in the Tactical casual way that travelers flip between Handbook. All this is strictly for war planes gives Eternal Boundary a feel all its garners—make that serious war gamers. own; you’re unlikely to confuse it with a Role-players can put their wallets away. conventional fantasy adventure. Zentraedi Breakout, by Deborah Chris- GURPS Werewolf: the Apocalypse, by tian and Kevin Siembieda. Palladium Robert M. Schroeck (based on the original Books, $10. game by Mark Rein-Hagen). Steve Jackson Role-playing for robots? If you expect Games, $20. character development and gripping story A GURPS* game supplement, this does lines from this ROBOTECH* game book, for White Wolf’s WEREWOLF: THE APOC- you’re in for a letdown. The scenarios ALYPSE what GURPS: Vampire did for emphasize military excursions in the con- VAMPIRE: THE MASQUERADE—it trans- tested Zentraedi Control Zone of South lates the Storyteller system into GURPS- America, with the focus squarely on the ese, cleans up the text, and puts it all hardware. (A typical encounter centers together in a handsome package. Illumi- around “one Scout Pod, 2D4 Tactical Battle nating sidebars clarify the mythos, while a Pods, and one male power armor with section of conversion notes makes it easy plasma cannon attachment out on a recon- to switch between the systems. Whether naissance patrol.”) They’re action-packed, you prefer the White Wolf or GURPS rules meticulously detailed, and utterly baffling is largely a matter of style; White Wolf to anyone not familiar with the ROBO- offers more flexibility, GURPS more preci- TECH line (particularly Book Four: South- sion. Schroeck’s economical writing, how- ern Cross). The engrossing source material ever, makes this book a better read, so I addresses South American Strategic Com- give the edge to GURPS. mand deployment, troop movements of the 3751st Logistics Brigade, and other Strangers in Prax, by Michael O’Brien, topics sure to warm the hearts of mecha , and Mike Dawson. The aficionados. Avalon Hill Game Company, $16. Rick Swan has designed and edited more The latest (and last?) supplement for the than 40 role-playing products. His recent RUNEQUEST* game offers a trio of first- projects include The Complete Ranger’s rate adventures set in the Pavis region, Handbook and The Complete Paladin’s based in part on 1992’s River of Cradles Handbook, both published by TSR. You source book. Since all boast rich back- can write to him at 2620 30th St., Des grounds and thoughtful encounters, it’s Moines IA 50310. Enclose a self-addressed difficult to single out a favorite. But I lean stamped envelope if you’d like a reply. toward Michael O’Brien’s “The Lunar Coders,” featuring creepy agents from the Lunar Empire who communicate in com- * indicates a product produced by a company other plex ciphers and ride the skies in a glim- than TSR, Inc. mering Moon Boat. If this proves to be RUNEQUEST’s swan song, at least it’s going out with a bang.

BATTLETECH* Tactical Handbook, by Jim Long with Stuart Johnson. FASA Cor- poration, $12. Have your players been complaining that the BATTLETECH game isn’t complicated enough? These 80 pages of optional rules ought to shut them up. Part One offers guidelines for staging double-blind contests, where each player moves his units on his own map and has no idea what the other guy is up to; a referee informs the players when they “see” something. The operational variant simulates a long campaign by divid-

92 NOVEMBER 1994 DRAGON 93

by Skip Williams

If you have any questions on the games get it where it needs to go. Note that a gen’s caster. In learning “real” wizard or priest produced by TSR, Inc., “Sage Advice” will ability to go plane hopping does not apply magic, they suppress their innate ability to answer them. In the United States and to the sha’ir or to the sha’ir’s companions. learn spells randomly in favor of the regu- Canada, write to: Sage Advice, DRAGON® Otherwise, a sha’ir’s spells work the lar method, which allows them to know Magazine, P.O. Box 111, Lake Geneva WI same way as any other wizard’s. Any local and memorize many more spells. The 53147, U.S.A. In Europe, write to: Sage conditions that affect the spell still apply dragon spell-caster must meet all the re- Advice, DRAGON Magazine, TSR Ltd., 120 even if the gen successfully delivers it. For quirements for casting any particular Church End, Cherry Hinton, Cambridge example, a gen could deliver a fireball spell, including casting time, and verbal, CB1 3LB, United Kingdom. We are no spell to its master, who is adventuring on somatic, and material components. Note longer able to make personal replies; the Elemental Plane of Water. The spell, that the dragon’s innate spell-like abilities please send no SASEs with your questions however, still fails when the sha’ir tries to are unaffected. (SASEs are being returned with writer’s cast it because fire spells are ineffective on guidelines for the magazine). the Elemental Plane of Water. The core AD&D rules clearly state This month, the sage visits battlefields that a dragon can use its breath and the COUNCIL OF WYRMS™ setting. Do dragon mages and clerics from weapon only three times a day. The sage also continues his look at the the COUNCIL OF WYRMS setting However, the COUNCIL OF WYRMS SPELLFIRE™ game. acquire and cast their spells the way rules imply otherwise (unless other dragons do (learning them you’re using the optional on page 40 Where can I find rules for mass randomly and casting them with of the rules book). How many times combat in the AD&D® game? I have only a verbal component)? Or do can a dragon use its breath weapon seen the ® supple- they acquire and cast spells the way in a COUNCIL OF WYRMS campaign ment, but I don’t have any figures. other spell-casters do? and should the rule for dragon The Castle Guide (TSR product #2114) Dragon mages and clerics function just breath weapons be the same in all contains two mass combat systems, one like any other player character spell- worlds? for resolving sieges and one for resolving open field battles. Both systems employ material from the BATTLESYSTEM game. The upcoming PLAYER’S OPTION™ Com- bat & Tactics book (due out next summer) will contain a system for handling skir- mishes involving a few dozen to a few hundred creatures, but it also could be used for larger battles. The system is loosely based on the boarding action sys- tem from The War Captain’s Companion for the SPELLJAMMER® setting (TSR product #1072). TSR also is planning a hardcover book on high-level campaigns (also due next summer), which will contain a system for conducting mass combat.

What happens to sha’irs (from the AL-QADIM® setting) when they ven- ture into the PLANESCAPE™ setting? Can their gens still get them spells? Is the time required to fetch a spell increased or reduced? Generally, a gen can go fetch spells for its master from any place in the multi- verse. The gen’s starting location has no measurable effect on how long it takes to fetch a spell, because most of the gen’s time is spent locating and negotiating for the spell, not actually traveling from place to place. The DM can rule that local condi- tions prevent the gen from leaving the plane, but this should be very rare. If the plane the gen is on allows access to the Ethereal or Astral Planes, it always can fetch spells. Even when it cannot directly enter the Astral or Ethereal, the gen prob- ably can find a conduit or gate that will

DRAGON 95 The current core rules say nothing of the to allow for specialty priests. Also, it is Iuz razes a realm whenever he is defeat- sort (though the original AD&D game’s unclear whether Io would ever allow ed and discarded. If the heartwood spear did limit dragons to three specialty priests to develop. kills Iuz, he is defeated and discarded, and breaths a day). In the AD&D 2nd Edition COUNCIL OF WYRMS creator Bill Slavic- he razes a realm. game, a dragon can use its breath weapon sek and I discussed the question of once every three rounds (see the spheres for dragon clerics and here’s what Who chooses the land Iuz razes MONSTROUS MANUAL™ book, page 64). As we came up with. Spheres marked with an when he is defeated? always, the DM has final say about how asterisk are from the Tome of Magic: The Iuz card holder picks the realm to dragon breath weapons work, but breath Major: All, Astral, Charm, Combat, Divi- be razed. weapons should work the same way nation, Elemental, Guardian, Healing, throughout the campaign, regardless of Necromantic, Protection, Summoning, If Iuz razes the land he was attack- which world the PCs are visiting. Chaos*, Law*, Thought*, and Wards*; ing when he is defeated does the Minor: None. player holding him get to draw It is possible to use a dragon char- Note that dragon clerics get both Law spoils of victory? acter from the COUNCIL OF WYRMS and Chaos spells regardless of alignments. No. setting in another setting if the drag- on were in humanoid form? What Tome of Magic spheres to Can a wizard or other champion Not really. A dragon requires a great specialty priests of and who cannot fly but can cast wizard deal of time and treasure to advance a Lolth (from Drow of the Underdark) spells use a flight spell (card #211) level, and most campaign settings do not cast? to declare an attack on a protected have enough of either. Here you go: realm in Step 4? Lolth: Major: Chaos; Minor: Time. Yes. What spheres of spells do dragon Eilistraee: Major: Wards; Minor: Trav- priests from the COUNCIL OF elers. Can a wizard immediately cast a WYRMS setting cast? Which if the death spell (card #392) on an oppos- optional spheres from the Tome of SPELLFIRE™ game questions ing champion as soon as the cham- Magic can they cast? Do the various In an earlier column, you said Iuz pion is chosen? dragon deities have specialty doesn’t get to use his special power Only if the wizard’s rank is lower than priests? If so, what spheres do they if he is defeated as the result of an the opposing champion’s rank (you cannot have access to? event and is not discarded. What if play an additional card in a battle unless All dragon clerics get the same spheres he is defeated by the heartwood your point total is lower than the enemy’s). of spell, regardless of who their patron spear (card #318), which automati- deities are. Worship in the Io’s Blood Isles cally kills monsters? is not yet organized or developed enough

96 NOVEMBER 1994

©1994 by John C. Bunnell

Photography by Charles Kohl

Expect the unexpected (plot twist, that is)

98 NOVEMBER 1994 DUN LADY’S JESS Regrettably, that promise isn’t fulfilled in A the SHADOWRUN universe are impossible Doranna Durgin Prince Among Men, billed variously as an not to notice. One can’t help but wonder if Baen 0-671-87617-1 $4.99 Arthurian novel, the opening volume in a the prospective trilogy was originally If you pick up Dun Lady’s Jess anticipat- trilogy, and a “dark future” tale in a world planned as an origin story for that uni- ing a light, freewheeling sorcerous adven- that’s a close cousin to the SHADOWRUN verse, which has since had its serial num- ture good mostly for taking your mind off universe. bers filed off for publication elsewhere. the real world on a crowded bus, expect There are plenty of ideas, characters, As it stands, A Prince Among Men is to be surprised. It’s not that Doranna and plots in the book; the trouble is that remarkable only for the number and Durgin’s debut novel doesn’t have magic Charrette tosses them onstage and then variety of ideas it borrows and then fails and peril in ample supply. No, the unex- leaves them to fend for themselves. The to exploit. Too much is going on, too little pected revelation is that Durgin also deliv- results are erratic at best and actively is explained, and too few of the characters ers a first-rate, thoughtful character study confusing at worst. It’s one thing for a are pleasant company to make the tale spun out from a concept that’s remarkable story’s protagonist not to know what in worth recommending. for its originality. heck is going on around him. It’s quite The fantasy genre is well-known for another when there are some half-dozen AURIAN giving animals the power of speech, or for sets of conspirators bouncing off each Maggie Furey trapping human characters in animal other’s scams, lying to each other and Bantam 0-553-56525-7 $5.99 form. Durgin’s ingenious twist is to re- disclaiming responsibility for the utter Had I first seen Aurian as a finished verse the effect. Dun Lady’s Jess, whom chaos in which the reader has been im- paperback rather than a bound galley, I her rider calls Lady, begins this story as a mersed. might well have been intimidated by its horse. But a magical accident not only There’s Nym, for instance, who pops out nearly 600 pages of small, dense type. (The carries horse and rider from their own of nowhere to summon King Arthur into galley was just as thick, but wider margins world into the modern Midwest, separat- Charrette’s near-future milieu, then flees. and crisp white paper went a long way ing them in the process—it also gives Lady There’s Arthur, now called “Bear,” who toward making it more readable.) But a human being’s body. commandeers a street gang and takes on a don’t be fooled by the small print and The premise alone, though, isn’t what squire in the form of nominal protagonist conservative design. Maggie Furey’s first makes the novel a delight. Durgin not only John Reddy. There’s Pamela Martinez, a novel is a solid, sophisticated high fantasy has come up with a strikingly fresh idea, corporate climber who sees the rise of set in a world as fully imagined as Ray- she’s also thought out the consequences to magic as a potential profit center. There’s mond E. Feist’s Midkemia or Judith Tarr’s a fare-thee-well. Lady’s one stroke of sheer Dr. Elizabeth Spae, a thaumaturgical theo- Avaryan. good luck is to be found by a sympathetic rist for a secret government agency. Furey deftly establishes her pattern of couple with a friend whose business is There’s Sorli, the dwarf on Martinez’s expectation-twisting within the first few stabling horses. From there, every devel- payroll who is also an agent of other- pages. Initially, Aurian looks like a variant opment springs logically from its predeces- worldly powers. And there’s Bennett, Arthurian tale, with references to “the sor, and the question of just what Lady’s likewise an agent of Faery but with very Lady of the Lake” and a knight called now Jess’ new status means to her is cen- different origins and plans. Geraint. But those hints are quickly over- tral to the evolving plot. And Jess’s new Of this ill-assorted web, only John Reddy shadowed when the plot expands to in- friends are each drawn with the same is remotely sympathetic, but Charrette clude an ancient, otherworldly Forest attention to creating utterly convincing gives him a case of chronic self-doubt and Lord and an age-old prophecy concerning characters. indecisiveness that also makes him exceed- Aurian herself, a mere child as the story Woven into this tale of self-discovery is ingly annoying at times. The shy streak opens. But neither is the story the straight- the parallel story of Jess’ quest for her also makes it extremely hard to tell wheth- forward variation on Celtic legendry that missing rider and a way back to her own er Reddy is the keystone around which it next resembles, for constant tension world, where the magic that bridged the the central plot (if any) will ultimately between Mage-blooded folk and mortals is two realities is the subject of bitter con- turn, or if he’s simply an innocent, if oddly the norm in Aurian’s world, and not with- flict. This, too, is ruled not by cliche but gifted bystander pulled into Arthur’s orbit out excellent reason on the mortals’ part. by relentless common sense, which means by blind luck. Despite being both Mage and expert that Durgin doesn’t pull punches when A strong secondary problem is that for warrior, Aurian finds herself taking up her villains take the stage. Readers who an Arthurian novel, the Arthurian lore is mortal causes more often than not—and think they’ve seen enough similar plots to decidedly sparse and oddly used. We have again, not without good reason. Raised at predict events may find themselves rudely “Nym,” presumably an analogue for Mer- first well apart from the insular Mage awakened more than once before the lin’s lover Nimue, but no sign of Merlin conclave, Aurian has no sense for the novel threads its way to a conclusion. himself. Caliburn, Arthur’s sword, is de- constant, subtle games of politics and Dun Lady’s Jess is an eye-opening book, scribed as a world-spanning relic of spec- power her blood-kin are driven to play. wise in the ways of horses and of humans, tacular power, which Arthur must now Only when she herself becomes the prize often cynically pragmatic and yet still find and recover. But the larger setting, in one such contest of wills does she rec- touched with a certain misty-eyed opti- with its elves and goblins and layered ognize the truth, embarking on a quest mism. Both the maturity of its vision and worlds, is more akin to a modern game- that may permanently shift the balance of the skill of its crafting are startling in a universe than to any genuine Arthurian power toward mortal hands. first novel. Gamers with an interest in the legend. And it is all the more startling Before the adventure is done—or at process of “getting into a character’s head” when Arthur, usually described as a good least, before it stops, for this is the first won’t want to miss it, and it should be judge of character and a leader noted for volume in a projected trilogy—it takes its highly interesting to see what Doranna uniting dissident factions behind him, heroes on a journey that spans continents, Durgin comes up with next. proves to be something of a racist where weaves through intrigue-ridden courts, elves are concerned. and proves beings and artifacts out of A PRINCE AMONG MEN That larger setting is itself another mi- sheerest legend to be dangerously real. Robert N. Charrette nor puzzle. It’s not all that far ahead of the Nearly every time the plot starts to look Warner/Aspect 0-446-60037-7 $4.99 present in technological terms, but politi- predictable, it’s a signal that Furey is about I had high hopes for this first non- cally, government seems to have been to unveil some new twist or revelation, franchised novel from Robert N. Char- largely displaced by mega-corporations in and she manages to stage most of them rette, whose early SHADOWRUN* game the traditional mold. Combine this with without making the story look contrived. stories showed considerable promise. the intrusion of magic, and the parallels to She’s also a skilled hand with character,

DRAGON 99 especially when it comes to crafting vil- Batman himself, something is seriously to deduce the title artifact’s significance lains. The antagonists here act not from rotten in Gotham City. well before the characters do, there are some imagined ideal of utter evil, but from It’s not that Batman doesn’t have his plenty of surprises and fireworks along the conviction that they’re entitled to weaknesses. But Knightfall isn’t about the the way. What’s more, Eleret and her power, privilege, and revenge purely be- Dark Knight’s weaknesses being used newly acquired friends, incorrigible rogue cause of who and what they are. The against him. It’s a story in which his Karvonen Aurelico and wizard-noble motivations are entirely convincing, and strengths—his investigative skills, his Daner Vallaniri, make an engaging trio as make Aurian’s adversaries a great deal powers of observation, his keen ability to they attempt to unravel the raven ring’s nastier than your average Darth Vader judge character—are arbitrarily ignored in secret. figure. the name of creating suspense. And it is There’s a balance here that’s rarer than Make no mistake; Aurian is a dense ultimately a false suspense, for as is com- one might think. Instead of being driven novel that will take more than an after- mon in serial fiction, the tale’s end mirrors purely by plot, or focused on characteriza- noon to devour, even for quick readers. its beginning, and Bruce Wayne is much as tion, or built around a particular theme, But it’s well worth the time invested in the he was before. Wrede’s novel takes a more generalized reading, and Furey is a welcome addition Or at least so one gathers from the nov- approach that blends these individual to the small group of high fantasists whose el. I can’t speak with authority about the elements in the service of producing a works set the standards of the genre rath- comic-book version of the story arc, at narrative that holds the reader’s interest. er than merely following its blueprints. which I haven’t done more than glance As a catch-phrase, that’s unwieldy. But when the issues hit the convenience-store it’s an apt description of The Raven Ring BATMAN: KNIGHTFALL racks. As far as Bat-novels are concerned, and its predecessors, which feature first- Dennis O’Neil however, readers will get far better return rate storytelling and deliver entertainment Bantam 0-553-09673-7 $19.95 for their money by seeking out Warner’s value undiminished by additional baggage Veteran Bat-writer and editor Dennis line of paperback originals (notably Joe R. or affectation. The former quality is valu- O’Neil goes to considerable lengths, in his Lansdale’s Captured By the Engines, re- able in itself, but combined with the sec- afterword to this novel, to explain that viewed some time ago in this space) or ond it’s entirely too rare. Readers only can Batman’s character has evolved and Geary Gravel’s well-expanded treatments hope that the next Lyra adventure isn’t as changed over time. But unless one of the of episodes from the Fox Network ani- long in coming. phases of the Dark Knight’s persona was mated series, available from Bantam. intended to be “terminally stupid,” this THE GODMOTHER prose rendering of the Knightfall storyline THE RAVEN RING Elizabeth Ann Scarborough must be regarded as a very strange aber- Patricia C. Wrede Ace 0-441-00096-7 $19.95 ration in Batman’s history. Tor 0-312-85040-9 $21.95 The latest novel from Elizabeth Scarbo- As the novel tells it, the fall of Batman I didn’t realize how much I’ve missed rough exhibits a fascinating schizophrenia. begins when a drug-enhanced assassin Patricia Wrede’s tales of Lyra until The Its tone is part comic and part sharply called Bane comes to Gotham City and Raven Ring arrived in the mail. While the incisive, with echoes both of her early begins to stalk the Dark Knight. Bane is supply of fantasy novels on bookstore humorous fantasy novels and her more intelligent; he takes pains to observe Bat- shelves is never-ending, very few of them recent, award-winning tales of the Far man in action before approaching his fit the comfortable niche that the Lyra East. And while The Godmother’s source target, and he wears down his adversary stories occupy. The catch is that the niche material is taken straight from the familiar by setting other villains in Batman’s path. in question is singularly difficult to label. fairy tales of the Brothers Grimm, Scarbo- Batman, by contrast, displays a remark- If one defines “high fantasy” purely in rough stitches it together with an un- able lack of judgment as the crisis de- terms of stories set in wholly invented wieldy Gothic , as the plot velops. Though rapidly succumbing to worlds as opposed to our own past or resembles nothing so much as Dr. Frank- fatigue from dealing with Bane’s obstacles, present, the Lyra books technically quali- enstein’s monster animated by the split- he refuses to rest or summon super- fy. But practically speaking, the term is too brained souls of Jekyll and Hyde. assistance. (This being a prose novel, we general to be useful. A phrase sufficiently The narrative opens in modern metro- apparently are required to assume that broad to include Tad Williams’ Osten Ard politan Seattle, which Scarborough por- there are no other superheroes on the novels, Terry Brooks’ Shannara series, and trays with authentically waterlogged planet, and never mind the comic books.) The Raven Ring is not nearly descriptive enthusiasm, introducing us to one Rose After this leads to Bruce Wayne’s back enough to serve the purpose. Samson, an overworked social worker being broken, the world’s finest detective “Light fantasy” is closer but still insuffi- with the proverbial heart of gold. The title then cleverly passes the Bat-cowl to one cient. There’s no shortage of wit in notwithstanding, Rose is the book’s nomi- Jean Paul Valley: mistake number two, as Wrede’s present tale, which sends no- nal centerpiece, and only when one of Valley proves to be even more dangerously nonsense Cilhar traveler Eleret Salven Rose’s friends drags a wish out of her does unstable than Bruce at his most obsessive. from her family’s remote mountain home Felicity Fortune, card-carrying godmother Mistake number three is arguable. Dr. to claim a legacy in the city of Ciaron, at large, appear on the scene. Shondra Kinsolving is clearly meant to be where protocol can be an art form. But We then bounce headlong into a loosely love interest as well as physician to the the humor is incidental rather than inte- linked set of refurbished Grimm yarns: disabled Bruce Wayne, and his refusal to gral, and “light” is more suggestive of Snow White, featuring a wicked psychic trust her with his secret identity (curiously comedy-driven material such as Terry super-model and seven Vietnam vets; inconsistent, since he’s already spilled the Pratchett’s Discworld novels or the works Hansel and Gretel, in which two enterpris- beans to Valley) severely hampers her of Craig Shaw Gardner. ing urchins fall into the hands of a child treatment. But the prose establishes no There’s also a faint aura of disparage- molester; Cinderella, in which a young real chemistry between Shondra and ment about “light” that implies a lack of horsewoman’s step-family is doing its best Bruce, which clouds the issue. Mistake quality, and the aura brightens when the to get its hands on her trust fund; and number four, however, is a no-brainer. phrase “popcorn fantasy” comes up. “It’s Puss in Boots, in which the talking cat’s When faithful Bat-butler Alfred finally popcorn” is often read to mean “it has no charge is to rescue a young black orphan loses his patience and threatens to resign redeeming social value, but I like it any- and a Vietnamese street gang from mutual if Bruce doesn’t allow himself time to way,” and that does books as well- disaster. All four cases fall under Rose’s recover, Bruce calls the bluff and Alfred constructed as Wrede’s a serious injustice. and Felicity’s attention, with assistance walks out. When the plot of a Batman Eleret’s adventures in Ciaron are well-told from genial police detective Fred Moran. story calls for Alfred to be smarter than and suspenseful; though the reader is apt Individually, each of these is amiably and

100 NOVEMBER 1994 neatly updated; it’s in integrating the plots gives its dragon a unique perspective on notwithstanding, this series continues to that Scarborough runs into trouble. By the life and its human heroes a cheerful grasp mature as each new volume appears. time she’s added villains and supporting of unconventional combat strategy. The same can’t be said for At Sword’s players to an already extensive cast, and Most of the remaining tales match leg- Point, Scott MacMillan’s second entry in given most of them a viewpoint scene or endary dragons with real-world history in the “Knights of the Blood” series for which two, there are enough characters so that one form or another. The two standouts in he shares cover credit with Katherine nobody—including Rose and Felicity— this group are “Birdie,” in which Mike Kurtz. The prose is marginally smoother, really winds up with star billing, and some Resnick and Nicholas DiChario concoct a but the emphasis is drifting away from the of the subplots end up fizzling badly as a tale of Charles Darwin, a dragon, and very elements that made the first book result. Cindy Ellis, for instance, ends up human imagination, and Roland J. Green’s marginally interesting. As with the first being forcibly shoehorned into Snohomish “Call Him Meier,” a clever recap of certain volume, the plotting relies on shadowy, “Sno” Quantrill’s adventure, her wicked World War II episodes omitted from the unexplained conspiracies and exotic leaps stepsisters relegated to offstage sweeping- history books. William Forstchen’s tale of of logic, and once again the climax leaves aside. And Scarborough keeps yanking her Napoleon’s dealings with wyrm-kind is more questions than answers on the table. talking cat out of its own story to help distinctive for its draconian statecraft, Shadow of a Dark Queen (Morrow, $22) Felicity untangle other dangling plot- while Bill Fawcett’s tale of a Templar begins a new cycle in Raymond E. Feist’s threads. The result is a Frankenstein- knight and a dragon is well-told if rather tales of Midkemia. Most of the heroes are monster of a story, built from parts that predictable. Less memorable are contribu- new, but there are familiar faces as well— are individually strong but unevenly tions from S. N. Lewitt and Stasheff him- notably the eccentric magician Nakor and matched and fitted together. self, both of which involve overplayed the supremely dangerous Pantathian The mix of tones likewise ends up add- images of dragons as nation-souls. serpent-warriors, who are making new ing to the mismatched character of the The two oddest stories in the book come plans for ultimate conquest and destruc- novel. Scarborough has considerable fun from Mickey Zucker Reichert and Diane tion. A side trip through the Hall of Worlds updating the classic stories, and she makes Duane. Reichert’s is an unusual Biblical adds a slightly science-fictional dimension Rose and Felicity (along with most of the tale which deals with Joshua’s victory at to this installment, and Feist remains one secondary leads) relentlessly upbeat per- Jericho in a distinctive context, and is of the most reliable of the genre’s top- sonalities. At the same time, some of her intense enough that some readers will selling authors. villains—notably the pedophile and Sno probably find it unsettling. “The Back Change of pace is also the rule in the Quantrill’s psychic stepmother—are genu- Door,” by contrast, is a modern caper yarn Star Trek universe, as ably demonstrated inely nasty, dangerous characters. The that provides good reason for thinking by Warchild (Pocket, $5.50), the seventh difficulty is that, given the crowded nature twice before trying to raid certain Swiss novel in the Deep Space Nine sequence. of the book, Scarborough’s protagonists bank vaults, and is a welcome change of Esther Friesner’s chronicle of a deadly end up winning the day mostly by spectac- pace from the versatile Duane. plague and the hunt for a child who fig- ular good luck rather than active pursuit If there’s a serious criticism to be leveled ures in a key Bajoran prophecy is her of justice. That severely undercuts the at Dragon’s Eye, it’s that it’s oddly hardest-edged novel to date, and a star- villains’ credibility, and flattens the novel’s expensive—at $5.99 for just eleven stories tlingly wise treatment of DS9’s Dr. Julian socially conscious elements into a one- and a bit of blank verse, it’s a dollar more Bashir. Anyone who’s thought of Friesner dimensional idealism that rings false than many recent theme anthologies fea- only as one of fantasy’s foremost humor- against the colorfully accurate Seattle turing two or three times as many contrib- ists will find this book a major and very backdrop. utors. But as complaints go, that’s a minor welcome surprise. The Godmother, finally, is a novel in which annoyance rather than a major flaw, and Equally surprising, if less successful, is illusion counts for more than substance. Like one that dragon aficionados shouldn’t find Crossroad (Pocket, $5.50), which marks the wicked queen’s poisoned apple, its difficult to overlook. Barbara Hambly’s return to the Star Trek brightly polished appearance hides an ill- fold with a story that pits Kirk and his made heart. Scarborough is capable of much Recurring roles crew against a small band of renegades better work, and this latest solo novel is a While we’re on the subject of antholo- from a future Federation gone horribly serious disappointment. gies, Sword & Sorceress XI (DAW, $4.99) wrong. The atmosphere is deliberately and Bruce Coville’s Book of Ghosts (Scho- dark, partially owing to an alien race DRAGON’S EYE lastic, $2.95) merit particular attention. modeled strongly on Lovecraftian Christopher Stasheff, ed. Marion Zimmer Bradley’s eleventh entry nightmare-creatures, and it takes our Baen 0-671-87609-0 $5.99 in her long-running series is as diverse and heroes rather too long to figure out what’s “A book of stories about dragons” is proba- engrossing as ever, with perhaps a bit going on. Psychological horror has never bly one of the safest concepts in fantasy more emphasis on humorous tales this been one of Star Trek’s strong suits, and publishing. Assemble a set of tales about one time out. Coville, meanwhile, continues to the rule holds true here even under of the genre’s most universally popular publish story-collections marketed for Hambly’s usually skilled hand. creatures, and readers are bound to trail children but clearly compiled with readers eagerly after it like St. George in pursuit of of all ages in mind. These well-illustrated his traditional foe. The only question is and produced volumes are the best anthol- * indicates a product produced by a company other whether a particular hoard is full of copper ogy bargains in the business; wise readers than TSR, Inc. or brimming with gold—and Christopher will buy two copies, one to share and one Stasheff’s selections are an intriguing group to keep on the nightstand for reading that follows dragonkind on a fascinating under the covers with a flashlight. tour of history and legend. Reaction elsewhere to Field of Dishonor We begin with tales inspired by Norse (Baen, $5.99), the fourth entry in David and Celtic folklore. S. M. Stirling’s contri- Weber’s series about space-captain Honor bution weaves a dark saga of confronta- Harrington, has been sharply mixed. In tion between a Viking warrior and a Saxon part, it’s doubtless because Weber shifts dragon, while Teresa Patterson spins a his focus to the political arena this time lighter tale of Druidry, romance, and out, with scarcely any deep-space action. swordplay. Next comes Jody Lynn Nye’s But the suspense and strategy are as intri- “The Stuff of Legends,” the volume’s one cate as ever, and Harrington’s choices just traditional fantasy, a clever entry that as compelling. Thwarted expectations

DRAGON 101

DRAGON 103 104 NOVEMBER 1994 DRAGON 105 106 NOVEMBER 1994 DRAGON 107 108 NOVEMBER 1994 DRAGON 109 110 NOVEMBER 1994

©1994 by Robert Bigelow

Photographs by Mike Bethke

Gren #1826 War Dragon * * * * ½ The War Dragon is a 15-mm multi-piece Luminite* kit, belonging to the Warlords series. The finished model is of a dragon and an armored warrior. The warrior is a one-piece casting dressed in a combination of plate and chain, with the separations in plate pieces and chain mail areas clearly visible. His helmet has a clear separation around the visor, and a deeply engraved vision slot. There is a hair tassel at the helmet peak that hints at individual hairs while still presenting itself as a full tail. He is armed with a spear and kite shield. The only flash was on the boot bottoms, and the mold lines needed only slight cleaning. You probably will want to prime the figure in black and then drybrush the armor and chain, since some of the separations are shallow and may not hold a wash or an inking. The body of the dragon is over 98 mm long and is a combination of the head piece and the main body. These two pieces are joined at the shoulders in a well- concealed socket joint that required no cleaning and little filling and is camou- flaged by the saddle. The body is sculpted in an overlapping scale pattern interrupt- Browse for holiday gifts ed only by belly plates, extremities, and a line of sharp spinal ridges. The head fea- tures facial plates, horns, eye sockets, and Reviews an open mouth full of sharp teeth and a This month marks the beginning of the small tongue. Overall the body has little Holiday shopping season. In this column Grenadier Models, Inc. flash, but some cleanup is required along I’m going to review some products that P.O. Box 305 the mold lines and in the wing holder you may have missed this year. I’ve tried Springfield PA 19064 slots. The two wings have a combined to pick but items that will serve several span of over 100 mm and have excellent different settings or game genres. Grenadier Models, UK, Ltd. top and bottom detail. The leathery ap- I want to thank Chris Foster for his 25 Babbage Road pearance, wing cartilage detail, pin claws, excellent job on the painting of the Grena- Deeside, Clwyd, Wales and the slightly puffed appearance of an dier figures. I further would like to extend CH5 2QB United Kingdom air-filled space all overcome the disadvan- thanks to all those companies without tage of the wings being slightly thick. whose help this column would not have Miniatures' product ratings There is very little flash between the wing been possible all these years. Sometimes claws and wing body. Some filling may be we forget there are others behind us, and * Poor required at the wing base if a gap remains the Holiday season is a time to enjoy and ** Below average after mounting the wings. celebrate our friendships. To all my read- *** Average The dragon is supported by a clear base, ers I offer the very best that all the holi- **** Above average and with the left rear leg tucked against days can bring and a peaceful and ***** Excellent its body, it is clearly in flight. If you wish enjoyable season. to show the dragon grounded, simply

112 NOVEMBER 1994

in his left hand and aimed at a target to his left. His right arm is a separate piece that will require a little work to set correctly. Seat the figure on the bike and position the arm so that the hand is on the right handlebar. Tack the arm on with super glue. Allow the figure to dry and then fill the gap with super glue gap filler or epoxy. The face is bland, and the hair is slicked back in stereotypical biker fashion with individual strands visible. This piece has lots of value. It can be used in any present-time RPG such as a TOP SECRET® game or ICE’s HERO SYSTEM* or any near-future or dark future games. The retail price per blister pack is $4.00, and I recommend getting this set if you play any of these types of games.

Gren #3008 Lizardmen Lair * * * * ½ The eight Luminite lizardmen in this set are scaled to the larger 28-mm scale. These Lost Lands figures are set on rough oval bases with rock piles as prominent points. The bases are otherwise flat and presumed to be swampy terrain, and are just big enough to keep the figure upright. The lizardmen all have bony spinal ridges on the back of the head and from the lower section of the shoulders to the lower back. Otherwise, each figure has different characteristics, as follows. Figure #1 has the smaller head usually equated with a snake. His clothes consist of a ragged hide loincloth and a ragged cape that is split in the back to accommo- date his ridges. The cape halves are joined in front by a pearl and skull clasp. The body has very visible ribs and bone struc- ture with muscles layered and tight-fitting. The skin has a pebbly surface and the feet are bare with sharp claws topping the toes. The tail is covered in chain mail and capped with a mace-type head. This lizard is smaller than the rest, measuring just under 25 mm squatting and would be under 38 mm standing. He is armed with a sling and a bag of rocks and is preparing remove the flight base and the dragon will tires and a rear tread pattern that is slight- to fire a projectile with his right hand. His stand upright on the ground, although it ly out of synch. A disk brake is visible in armor consists of a round metal shield on will look a bit clumsy. I encourage Grena- the front, and the rear wheel has a disk his left arm and small shields on each dier and other companies to produce more and sprocket. Wheel spokes are solid, knee. There was no flash on this figure, large creatures and other dragons in the front and rear, as are the seat and gas and the mold lines were hidden. 15-mm scale. This dragon is recommended tanks. This molding will require the sepa- Figure #2 has a blunt face with a dull to anyone who plays war games in this ration between parts to be created by expression, but his bony jaws are open scale. The War Dragon retails for $6.50 careful painting. The exhaust system is wide. This body is gaunt and his clothing per blister-pack kit. rear-mounted and includes an air inductor consists of feathers under a hide shoulder and enclosed guard. The front has a faring protector and a leather breechcloth. His Gren #1526 Street Bike complete with added weaponry and tail is bare. He is armed with a square club w/Uzi Rider **** gauges. There was flash between the studded with a number of sharp, toothlike This 28-mm Luminite set is part of the engine and frame, engine and seat, and on spikes. Protection is afforded by a tortoise- Future Warriors line. The set contains a the rear spokes. However, all of the flash shell shield strapped to his left arm and one-piece motorcycle and a two-piece cleaned up easily. The mold line on the knee plates. His breechcloth is held on by rider. The base top is undetailed except for tank and seat was removed by simply a bead-and-tooth belt that also supports a one pair of indented lines that run wheel- running the edge of a knife over it. Last sheathed machete-type knife with a wood- to-wheel and could be painted to resemble but not least, there is a buckle-down sad- en handle. There are no other bags or the center-line marker of a road. The dlebag on the right side of the cycle. accoutrements, and he is definitely in an motorcycle is of the trail bike variety, The rider is dressed in riding boots with advancing position. probably in the 500 cc range, with a clear- extra front padding and side buckles, a Figure #3 has more feathers around the ly observable engine and cylinder head pair of jeans with a narrow belt, and a tee- neck crest than figure #2, no shield pro- detail that is fair. The wheels have three- shirt. A standard leather jacket is tection, and a long toothed halberd that spoke aluminum centers, traction-tread stretched tight as he fires the Uzi clutched shows a lot of use. He is also in a charging

114 NOVEMBER 1994

slightly curled tail. street mage in FASA’s SHADOWRUN* Figure #7 is the lizard champion. Metal game or a “companion” in the GAMMA bracers support straining wrists as both WORLD® game. There were only a few hands clutch a huge two-edged sword. His air-hole flash pieces and no problem mold hide cape is decorated with a skull on the lines. I highly recommend this figure at left shoulder and joined by a rope fasten- the $2.15 price tag. er. A skull-buckle belt supports his breech- cloth, which also supports the chain mail SZR-3 Veteran Mercenary * * * * protecting a usable tail mace. This figure This 25-mm lead-free figure is walking has more spines on the back than the across a ground-textured oval base in others and could be used as a leader; padded combat boots. A pair of thickly simply paint him a bit brighter. padded, wrinkled pants are protected by Figure #8 has a mass of feathers under hinged protector plates. The upper torso is his skin cape and sports a large skull clasp covered by a short-sleeved flak vest with on thongs just under his chest. A thin belt extra shoulder plates over a tee-shirt. The supports a sheathed knife, a skull buckle, t-shirt subtly shows off muscle detail, and a breechcloth, and chain mail for the tail. a really nice touch is the pair of dogtags Both knees have shields, and both wrists on a bead chain hanging down to mid- have bracers. An oversized axe is clenched chest. A thin belt holds up his pants and a in both hands. If you want to use the multitude of cartridge holders, other other figure as a leader, this would make containers, and a knife that is hiding on an outstanding champion. the left side. A rifle is slung across the These figures had very little flash and no figure’s back, but there is no sign of any problem with mold lines. The figures holding straps. His arms are covered by would normally be too big for use with modern bracers, which will be needed AD&D® game figures, but they are only when he fires the heavy gun. A strap for slightly larger then the Ral Partha lizard- the gun supports a line of grenades and a men featured in issue #209. With this in cartridge belt or energy packs snake mind, they could either be used as Tren across the left side to the gun. His head is (see the ® protected by a Kevlar-type helmet secured accessory) or giant lizardmen. By the same by a chin strap. Eye protection is afforded token, the Ral Partha lizardmen could be by a pair of simple goggles. The face re- used as skirmishers for this unit. I recom- minds me of a lightly bearded Santa, espe- mend this boxed set, even at the $18.99 cially with the puffed-out cheeks and price. button nose, but I’ve rarely seen pictures of Santa with a cigar stub hanging from Simtac, Inc. the corner of his mouth Sgt. Fury style! 20 Attawan Road That is a nice touch. Niantic CT 06357 This figure has a couple of problems, one of them serious. The pads on the left SZR-11 Male Streetrunner * * * * ½ leg are split by a mold line and don’t quite pose, seeming to be moving slightly faster This lead-free 25-mm figure has a blend line up correctly. The same mold line runs than figure #2. Both figures are just over of past and present clothing. The basic up the arm and across the head and must 40 mm tall. clothing consists of a one-piece, full-length be removed using a file. You also will have Figure #4 is another smaller lizardman jumpsuit with an open tee-shirt type collar to figure out how to clear the space adja- clothed only in a breechcloth. His neck is and pockets on both thighs. There are no cent to the heavy gun, since this space is protected by a spiked collar, while his closures noticeable, but there is a mold filled with spillover. Even with these prob- knees have small shields. He is armed with line that could easily be turned into a lems, this is an interesting figure that can a short bow and has a rough-sewn skin zipper line if you chose not to remove it. be used with a number of game systems. It quiver of arrows at his mid-back secured Over this is a long coat with a rear “V” cut retails for $2.15. by belts. The arrows are crude in appear- that does not extend all the way through ance. The tail is lightly armored in chain the coat. The sleeves are full-length, end- Soldiers and Swords and has a small mace head. ing in a turned-back frilly cuff, and each 40 Jarvis St. Figure #5 has more feathers around his sleeve has a shoulder pocket and a patch Binghamton NY 13901 neck and sports a fur cape with gold but- at the elbow. Wide lapels exhibit no clo- ton clasps. His breechcloth is secured by a sures, nor does the body of the coat give a 155002 Ladies * * * *½ bead belt, and a leather strap drops from clue to closures, except for a piece of This lead-free 28-mm set contains three the belt at the figure’s front. He is charg- metal that could either be a clasp or a women in late 1890s to early 1900s attire. ing with a halberd, and his mace-capped necklace. His right gloved hand clenches a The first woman is encouraging someone tail is swung back to deliver a second gun with sight and his left hand holds a into a “dead” sleep. She is dressed in bed- attack. courier bag or pouch that is also secured clothes, a long nightdress covered by a laced Figure #6 is in a defensive position with by straps across the chest. The face is corset-type bedjacket designed to enhance his shield-covered left arm extended to middle-aged, with a look of concern that is the bosom. The jacket’s frilly half-sleeves deflect a blow and his bracer-supported accented by great bushy eyebrows. Facial balloon over the nightdress’s regular long right hand clutching a broken halberd detail is very good. His hair is swept back sleeves. Her upper chest is bare and framed pointed toward the ground. The majority and falls to mid-neck. Close inspection by her long hair. Her left hand rests on her of his neck feathers are to the rear with reveals that there is a good-sized rat on his hip, while her right hand clenches a dagger. only two facing forward. A belt with a right shoulder that is looking at him! There is an expression of distaste on her skull buckle supports a breechcloth with This is a well-done, generic, dark future face as if she is faced with a mundane chore. spikes in the rear half and chain mail to figure that could be used in a number of Only the flash between the arm and body protect the tail. The lizard's second weap- games besides West End’s SHATTERZONE* mars the figure. on is a heavy mace-head at the end of a system. The rat could be a familiar for a Lady number two is dressed in a formal

116 NOVEMBER 1994

Lady number three is dressed for travel- ing. A long coat ruffles in the evening breeze as a lightly tied hood protects her head. A gown and blouse are visible through the front opening of the coat, and her right hand is clutching a revolver. Her face is almost cherubic, with a big smile prominent as she plans her mayhem. There was no flash or visible mold line on this figure—even the bow securing her hood was flash-free. This would be a good set of ladies for GDW’s SPACE 1889*, Chaosium’s Cthulhu by Gaslight, R. Talsorian’s CASTLE FALKENSTEIN*, or any other RPG set during this general time period. This set provides an excellent value at $4.95 per pack of three.

For questions and comments, call me at (708) 336-0790 MWThFr 2-10 P.M. or SaSu 10 A.M.-5 P.M. or write me c/o Friends Hob- by Shop, 2411 Washington, Waukegan IL 60085.

Having a convention? evening gown that stretches from neck to mid-back. She has a stern expression on floor. A laced top accents the bosom, while her face, and the wrinkles in her dress If you’re having a gaming convention, a single-jewel pendant helps draw atten- indicate that she is standing still. There why not tell the world about it? Check tion to that locale. Her hair is combed off was flash between her right arm and our address in this issue’s “Convention to each side and brushed back, falling to body, but it was easily removed. Calendar” and send your announce- ment to us—free of charge!

118 NOVEMBER 1994

NEW PRODUCTS FOR NEW PRODUCTS FOR Poor Wizard’s Almanac An AD&D® game ™ NOVEMBER DECEMBER accessory by ™ Campaign Expansion Tabloid! This handy, pocket-size guide offers a world AD&D® game boxed set An AMAZING ENGINE® game of events, nations, and peoples—all at a glance. by Tim Beach by David “Zeb” Cook This 240-page book summarizes geographic, histori- Based on material originally published in Aliens kidnap Bigfoot love child! Famous Dead cal, and other information on the MYSTARA DRAGON® Magazine, this set details the Savage Rock Star really hidden in Leavenworth in a from the past game year. Don’t Coast and the rare magical metal known as “red U.S. Government plot! In the Tabloid™ world, all fall behind the times—pick one up now. steel,” plus an audio CD packed with dramatic those strange, goofy, and bizarre stories you see $9.95 U.S./$11.95 CAN./£5.99 U.K. narrative, sound effects, and inspiring back- in the check-out lane papers are true. And in TSR Product No.: 2506 ground music. Also included are three poster the Tabloid game, you play the intrepid re- maps and 128- and 32-page books that detail porters who seek out and cover these honest-to- Forest of Darkness new PC races such as the rakasta and lupin plus weirdness stories. An ENDLESS QUEST® book incredible PC powers tied to an enduring curse. $12.95 U.S./$16.95 CAN./£7.99 U.K. by Michael Andrews $30.00 U.S./$4200 CAN. TSR Product No.: 2710 Rejoin the heroes of the DRAGON STRIKE® £21.50 U.K. including VAT game in this pick-a-path adventure book. You, TSR Product No.: 2504 Encyclopedia Magica, Vol. I the reader, must lead the others through the An AD&D® game accessory Forest of Darkness to reach home. Masque of the Red Death by Dale “Slade” Henson $3.95 U.S./$4.95 CAN./£3.99 U.K. and Other Tales At last: Every magical item ever created for TSR Product No.: 8093 An AD&D® game RAVENLOFT® the AD&D® game—from every game world—is Variant Campaign boxed set collected in the first of four hardcover books. The Hidden War by TSR staff This 384-page tome contains all the magical A TSR® Book Open this box and journey to GOTHIC EARTH, items from A to C. Start your collection now by Michael Armstrong a world much like our Victorian Era—until the and never be at a loss for the powers of a magi- In the far future, numerous space colonies Sun sets. In this campaign, a variant of the cal item again. have rebelled against the organized Earth RAVENLOFT® rules, PCs can experience the $25.00 U.S./$35.00 CAN./£15.99 U.K. Federation. One space ace takes aim against the classic Gothic horrors of Edgar Allan Poe and TSR Product No.: 2141 rebels until he discovers an inhuman conspiracy Bram Stoker. The set contains a 128-page book that threatens all humanity. that covers the setting, rules, and characters The Deva Spark $4.95 U.S./$5.95 CAN./£4.99 U.K. from brave cavalrymen to mysterious cabalists, An AD&D® game PLANESCAPE™ TSR Product No.: 8236 three 32-page adventures, two poster maps, and adventure a DM screen. by & J.M. Salisbury Coming next month . . . $25.00 U.S./$35.00 CAN./£15.99 U.K. In this 32-page adventure, your PLANESCAPE DRAGON® Magazine #212 TSR Product No.: 1103 PCs journey from Sigil to the Abyss to Elysium Cover art by Les Dorscheid and back. After witnessing a fierce battle be- This issue’s theme is DM’s Advice and Caravans tween a deva and a bebelith, the PCs must try to includes: An AD&D® game AL-QADIM® save the deva’s life and determine why the * An article on making adventures more source box bebelith starts behaving in a very unbebelith- like your favorite fantasy novel. by TSR staff like manner. * A piece on the consequences of Come, worthy adventurers, embark on an $9.95 U.S./$11.95 CAN./£5.99 U.K. adventures—even successful adventures. epic quest across the burning sands of Zakhara TSR Product No.: 2606 * An article on using “rerun” adventures inspired by Lawrence of Arabia and Arabian Plus all our regular columns, reviews, and folklore. Endure the sweltering heat, drink at Marco Volo: Arrival features such as “Sage Advice,” “Forum,” the lush oases, and brave the incredible dangers An AD&D® game FORGOTTEN “Convention Calendar,” and an “Ecology of” of the deep desert. REALMS® adventure $18.00 U.S./$23.00 CAN./£10.99 U.K. by TSR staff article. $3.95 U.S./$4.95 CAN./£1.95 U.K. TSR Product No.: 9459 In this thrilling finale to the “Marco Volo” trilogy, TSR Product No.: 8111-12 it turns out that the imposter pretending to be In the Abyss Volo is on the run—but from whom? That is up to an AD&D® game PLANESCAPE™ the PCs to solve in this 32-page adventure. adventure $6.95 U.S./$8.95 CAN./£4.50 U.K. Unless otherwise noted: by TSR staff TSR Product No.: 9455 ® designates registered trademarks owned by TSR, Inc. Dare your PCs enter the legendary Abyss? ™ designates trademarks owned by TSR, Inc. With the eternal Blood War between the tanar’ri ©1994 TSR, Inc. All Rights Reserved. and baatezu as the backdrop, this 32-page PLANESCAPE adventure for mid- to high-level characters takes PCs to one of the most danger- ous locales in all the planes! C’mon berks, it’ll be fun—if you survive. $9.95 U.S./$11.95 CAN./£5.99 U.K. TSR Product No.: 2605

120 NOVEMBER 1994