<<

SPECIAL ATTRACTIONS Issue #168 Vol. XV, No. 11 But seriously, folks . . . April 1991 9 Our annual catch of the wacky and perverse. Thomas Schlosser Publisher How to Role-play in One Easy Lesson — James M. Ward 10 All the secrets of role-playing, with none of the calories. Merty’s Manual of Magical Merchandise Editor 14 — Robin C. Ashmore and Michele Batter Roger E. Moore Breathe flame and surprise your friends with these great treasures. Fiction editor Bazaar of the Bizarre — William Wilson Goodson, Jr. Barbara G. Young 18 Another half-dozen treasures that Dungeon Masters will love.

Assistant editor OTHER FEATURES Dale A. Donovan Official Ballot for the ORIGINS™ Awards 1990 Art director 21 The race is on to find the best game products of all — VOTE NOW! Larry W. Smith Role-playing Reviews — Ken Rolston Production staff 32 When the DM’s away, these board games you’ll play (and enjoy). Gaye O’Keefe Angelika Lokotz The Voyage of the Princess Ark — Bruce A. Heard Tracey Zamagne 41 Destroyed and reborn: the all-new Princess Ark! Subscriptions The Role of Computers — Hartley, Patricia, and Kirk Lesser Janet L. Winters 47 Bane of the Cosmic Forge vs. The Secret of Monkey Island.

U.S. advertising Thor Goes Fishing — fiction by Lois Tilton Roseann Schnering 58 A completely serious and authentic tale of life in Asgard. You bet.

Novel Ideas — Marlys Heeszel U.K. correspondent 66 A trilogy and a sextet are on the way from the world of Krynn. and U.K. advertising Bronwen Livermore The MARVEL®-Phile — 71 The MARVEL UNIVERSE™, where change is the only constant.

Look Sharp! — Raymond C. Young 76 A bonus for gamers: an AD&D® game crossword puzzle.

Treasures More Real — Scott Williams 79 Do away with boring treasure hoards, and make the players think!

Harpers Bold — 84 Two heroes of note in the lands of the .

Why Spy? — Michael L. McDaniel 86 Espionage RPGs: The odds are you won’t live to see tomorrow.

Through the Looking Glass — Robert Bigelow 103 Dwarven kings, elves, and . . . Grox Blox?

DEPARTMENTS

5 Letters 26 Convention Calendar 94 Dragonmirth 6 Editorial 56 Sage Advice 96 Twilight Empire 23 Forum 64 TSR Previews 100 Gamers Guide COVER

Curiously enough, Michael Weaver began painting this issue’s cover on the day the Persian Gulf started—and he finished it on the day the war ended. The red dragon and its rider wanted to use the rocky perch for their own, but the perch was better defended than they’d thought. Odd how reality and fantasy come together sometimes, isn’t it?

4 APRIL 1991 DRAGON® Magazine (ISSN 0279-6848) is published monthly by TSR, Inc., P.O. Box 756 (201 Sheridan Springs Road), Lake Geneva WI 53147, of America. The postal address for all materials from the United States and Canada except subscription orders is: DRAGON Magazine, P.O. Box 111 (201 Sheridan Springs Road), Lake Geneva WI 53147, U.S.A.; telephone. (414) 248-3625. The postal address for all materials from Europe is: DRAGON Magazine, TSR Ltd, 120 Church End, Cherry Hinton, Cambridge CB1 3LB, ; telephone: (0223) 212517 (U.K.), 44-223- 212517 (international), telex: 818761; fax: (0223) 248066 (U.K.), 44-223-248066 (international). Distribution: DRAGON Magazine is available from game and hobby shops throughout the United States, What did you think of this issue? Do you have Dear Dragon, Canada, the United Kingdom, and through a limited a question about an article or have an idea for a My party of adventurers has just slain a gold number of other overseas outlets. Distribution to the book new feature you’d like to see? In the United dragon. We asked the DM what we could do trade in the United States is by Random House, Inc., and in Canada by Random House of Canada, Ltd. Distributed States and Canada, write to: Letters, DRAGON® with it. All he knew was to take it to a taxider- to the book trade in the United Kingdom by Random Magazine, P.O. Box 111, Lake Geneva WI 53147, mist and get it stuffed. Isn’t there anything we Century Group and TSR Ltd. Send orders to: Random U.S.A. In Europe, write to: Letters, DRAGON can do to make something? All we got from it House, Inc., Order Entry Department, Westminster MD was 50,000 gold pieces, and that had to be 21157, U.S.A. Newsstand distribution throughout the Magazine, TSR Ltd., 120 Church End, Cherry United Kingdom is by Seymour Press Ltd., 334 Brixton Hinton, Cambridge CB1 3LB, United Kingdom. divided into seven portions. It seems that all that Road, London SW9 7AG, United Kingdom; telephone: hard work was for nothing, because when we 01-733-4444. got back into town the gold got stolen. Isn’t Subscriptions: Subscription rates via second-class mail are as follows: $30 in U.S. funds for 12 issues sent That time again there anything we can do with the organs and to an address in the U.S. or Canada; £16 for 12 issues guts? sent to an address within the United Kingdom; £24 for 12 issues sent to an address in Europe; $50 in US funds The following letters were actually received A cookbook should solve the problem with the for 12 issues sent by surface mail to any other address, Magazine by the editors of DRAGON and, except internal organs. Cooked dragon tastes just like or $90 in US. funds for 12 issues sent airmail to any for minor editing, appear as they were written. other address Payment in full must accompany all chicken, so use any appropriate recipe. If you subscription orders. In the U.S. and Canada, methods of invite a party of paladins, rangers, priests, and payment include checks or money orders made payable Dear Dragon, dragon lovers over to share the meal, you to TSR, Inc., or charges to valid MasterCard or VISA One of my characters is in love with a chaotic- credit cards; send subscription orders with payments to: should tactfully avoid discussing where you evil . What are the chances of him loving TSR, Inc., P.O. Box 5695, Boston MA 02206, U.S.A. In her back? I read your article on alignments, but shop. You might wish to debone the meat, too, the United Kingdom, methods of payment include as even the least astute warrior knows there is cheques and money orders made payable to TSR Ltd, or I am still wondering. Please write back soon. no entry in the for charges to a valid ACCESS or VISA credit card; send subscription orders with payments to TSR Ltd, as per that Chaotic-evil wizards make disappointing “Chicken, giant.” address above. Prices are subject to change without prior boyfriends, as any article on alignments should notice. The issue of expiration of each subscription is Dear Dragon, printed on the mailing label of each subscriber’s copy of make clear. Sit down with your character and the magazine. Changes of address for the delivery of explain the hopelessness of her situation in Please pass the enclosed copies on to any experimenters who might be interested. I have subscription copies must be received at least six weeks calm, reasonable terms. If she refuses to listen, prior to the effective date of the change in order to assure erase her. sent copies to 12 SciFi conventions mentioned uninterrupted delivery. on the next to last page in “Analog SciFi.” You Back issues: A limited quantity of back issues is available from either the TSR Mail Order Hobby Shop Dear Dragon, are welcome to use any information that might (P.O. Box 756, Lake Geneva WI 53147, U.S.A.) or from In a campaign I am now running, there is a stimulate further experiments. TSR Ltd. For a free copy of the current catalog that lists battle going on. But this is no ordinary kind of P.S. Your experimenters, if they use this available back issues, write to either of the above method, will find that the mentally guided addresses. battle. It’s a custody battle! I’ll give you the facts: Submissions: All material published in DRAGON The whole custody battle is over an baby psychic photography effect will enable them to Magazine becomes the exclusive property of the pub- found in its lair by our fun-loving party. The see close up a space academy existing in a space lisher unless special arrangements to the contrary are of the party decided he would bring up empire controlling 20,000 solar systems. The made prior to publication. DRAGON Magazine welcomes time distortion effect can enable the users to unsolicited submissions of written material and artwork; this baby in an upright manner so that this orc however, no responsibility for such submissions can be would be civilized and good when it grew up, experience the effect of apparently attending assumed by the publisher in any event. Any submission instead of savage and chaotic. the academy as students, for one to five years, accompanied by a self-addressed, stamped envelope of in an actual time of only half an hour. We could sufficient size will be returned if it cannot be published. But when the party visited the city of Ilbon, We strongly recommend that prospective authors write where they split up, Sir Ronis the paladin left learn much about advanced space-propulsion for our writers’ guidelines before sending an article to us. the baby in the care of Andre Owganhowban, engines. In the United States and Canada, send a self-addressed, our neutral-good fighter. While Sir Ronis was [Extensive notes enclosed with letter, showing stamped envelope (9½” long preferred) to: Writers’ Guidelines, c/o DRAGON Magazine, as per the above away, Andre decided since he spent more time diagram of broomstick with loops attached address; include sufficient American postage or Interna- with the orc baby, it would grow to know him, allowing four people to hold it and generate tional Reply Coupons with the return envelope. In and he would essentially be its father. During “psycho-kinetic force.”] Europe, write to: Writers’ Guidelines, c/o DRAGON Magazine, TSR Ltd; include sufficient return postage or the many months Sir Ronis was away, Andre Mmm-hmm. IRCs with your SASE. heard the orc’s first words: “Me want sea gull!” Advertising: For information on placing advertise- ments in DRAGON Magazine, ask for our rate card. In Also, Andre named the baby Norb. Now Sir Dear Dragon, Ronis wants the baby back. the United States and Canada, contact: Advertising My dad doesn’t know much about D and D. Coordinator, TSR, Inc., P.O. Box 756, 201 Sheridan Both Andre and Sir Ronis make 200 iron He won 1 D and D adventure and says he is the Springs Road, Lake Geneva WI 53147, U.S.A. In Europe, pieces (my standard coinage) per year from highest , the champion of all D and D, and contact: Advertising Coordinators, TSR Ltd. their ambassadorial jobs for the city of Kulash, DRAGON is a registered trademark of TSR, Inc. needs no proof to prove it. Could this be cor- Registration applied for in the United Kingdom. All rights plus any loot they get while adventuring. Sir rect? I say no but my dad says yes. I know a lot to the contents of this publication are reserved, and Ronis is unmarried, while Andre is married to more about D and D than he does. I’m 12th nothing may be reproduced from it in whole or in part the priestess of the party, Gwendolyn. There is level, he’s 1st. My dad thinks 2 is great hitpoints. without first obtaining permission in writing from the also the small fact that Sir Ronis is under the publisher. My dad thinks he owns TSR, and he also thinks ® designates registered trademarks owned by TSR, protection of a guardian angel of sorts and TSR owns the tooth fairy. Inc. ™ designates trademarks owned by TSR, Inc. Most belongs to the most prestigious order of knights, other product names are trademarks owned by the the Knights of the Moon. Your dad is right do companies publishing those products. Use of the name of on one point: We own the any product without mention of trademark status should I am hoping that these are enough of the facts tooth fairy. not be construed as a challenge to such status. for you to give me a decision. ©1991 TSR, Inc. All Rights Reserved. Second-class postage paid at Lake Geneva, Wis., By the time you resolve this entanglement, the U.S.A., and additional mailing offices. Postmaster: Send orc will be old enough to vote in major elec- address changes to DRAGON Magazine, TSR, Inc., P.O. Box 111, Lake Geneva WI 53147, U.S.A. USPS 318-790, tions. Just advance the campaign by 16 years No joke! Turn to page 21 and ISSN 0279-6848. and have Norb start adventuring while every- VOTE! one else is still tied up in court.

DRAGON 5 This is only a test

This is a test. For the next 20 questions, your magazine editors will challenge you to try your skills at editing fantasy-game material—the very sort of thing that we do all the time. You are allowed to consult any dictionary or TSR game product during the test if you cannot answer a question otherwise. The answers will be provided at the end of this editorial. You may find that there is more than one correct answer to some questions, with some answers being more correct than others. Traps are included for the unwary. If you have your paper and red editor’s pencil ready, you may begin. Remember, this is only a test.

1. Give the plural forms of the following AD&D® game words: a. Allosaurus h. portcullis 5. You are reviewing a module submission. b. Hivebrood hivemind that has devoured b. ballista i. samurai In a 20’ X 20’ stone room, the door is a nine mages, eight clerics, seven fight- c. cyclops j. shadowperson killer mimic, a trapper is on the ceiling, ers, six thieves, five elves, four half- d. jermlaine k. shaman yellow mold is on the floor, and the lings, and three dwarves, all of levels e. ninja l. son of Kyuss walls are covered with gray ooze. You 1-10 (D&D® game) f. Ornitholestes m. svirfneblin reject the module. Why? c. Dual-classed 17th-level monk/18th-level g. phlogiston n. violet fungi a. Two of the monsters will eat each other. wu jen human using spells and statis- b. Two of the monsters cannot be placed tics from , convert- 2. You get an article that describes the in their locations. ed to AD&D 2nd Edition rules original Greek versions of fantasy mon- c. Two of the monsters dissolve stone. d. 18th-level minoi tinker in full battle sters from the AD&D game. The author d. Two many monsters have been placed in armor, using ® Adven- writes that the original Gorgon was one a room that small. tures, with corrections from The Rule of three sisters, each a medusa, and Book to Taladas ( was slain by Perseus. You reject the 6. Which species names are correctly boxed set) and the “Gnome, Tinker article. Why? spelled? (Minoi)” entry in the Monstrous Com- a. Medusa was the name of the monster a. bullette e. kopoacinth pendium, DRAGONLANCE appendix, all Perseus killed. b. coatl f. oblivax converted to AD&D 2nd Edition rules. b. The original Gorgon was a , not a c. kaolinth g. thesselhydra medusa. d. kuo-tua h. yuanti 9. Which of the following monsters does c. The three sisters were known as the not appear in an appendix of the Gorgons. 7. Which idea for a module for DRAGON® AD&D Monstrous Compendium? d. The original Gorgon was slain by Magazine or DUNGEON® Adventures a. behemoth d. Theseus. has not yet been published? b. gargantua e. goliath a. Dungeon in the shape of a mobius strip c. greater titan f. leviathan 3. Which spelling of this undead monster’s b. House built around a tesseract name is the accepted form for AD&D c. Dungeon built around a klein bottle 10. Which racial name from Oriental 2nd Edition games? d. Dungeon using time-travel paradoxes AD&D games is correctly spelled? a. hecuva c. heucuva e. Completely non-Euclidean dungeon a. hengyokai d. korobukuru b. huecuva d. heuecuva f. Dungeon composed solely of illusions b. doc cu’oc e. shen sao g. Dungeon based upon Lewis Carroll’s c. shirokanukatsukami 4. The best answer to the question “What Alice in Wonderland is a Bohemian ear-spoon?” may be 11. Which of the following words cannot found in: 8. Which NPC is the most difficult to detail be found in any standard dictionary? a. 1st Edition Players Handbook using the appropriate game rules? a. ninja d. psionics b. 2nd Edition Player’s Handbook a. Multiclassed 16th-level necromancer/ b. orc e. sorceror c. 1st Edition ’s Guide 18th-level cleric female drow with 19 c. scry f. magus d. 2nd Edition Dungeon Master’s Guide intelligence and wisdom, a ring of e. wizardry, and a pearl of wisdom 12. You receive a module that features an f. The Complete Fighter’s Handbook (AD&D 2nd Edition game) NPC who is a 9th-level spellfire wielder.

6 APRIL 1991 The reference you need when editing that a. chainmail d. greatsword and comprehensive, and would take up NPC’s statistics is: b. demihuman e. freelancer about 25 magazine pages. You reject it. a. FORGOTTEN REALMS® Adventures c. spellcaster f. roleplay Why? b. FR7 Hall of Heroes a. Because it contradicts the official AD&D c. Spellfire, the novel by Ed Greenwood 16. The AD&D 2nd Edition statistics for game system. d. The Complete Wizard’s Handbook derro are described in which of the b. Because it would take up too much following references? space in the magazine. 13. An author has submitted an idea to a. Monstrous Compendium, ® c. Because most gamers don’t use any you for an AD&D 2nd Edition module appendix psionics system in their campaigns. in which the adventurers must fight an b. II d. Because spell-casting and psionics alliance between a solar aasimon, a c. WGR1 Greyhawk Ruins should not be connected in any “univer- krakentua, Asmodeus, and Godzilla. d. Monstrous Compendium, sal” game mechanic. What is the most important reason why DRAGONLANCE appendix e. Because a new psionics system has you should reject the idea? e. WGA3 Flames of the Falcon already been published for the game. a. The solar aasimon would never work with an alliance of evil creatures. 17. You get a module idea that involves a 20. You get a D&D module proposal in b. Asmodeus, like all demon princes and nycadaemon. To check the revised which the characters are polymorphed arch-devils from the AD&D 1st Edition statistics for this monster, you look in into various small mammals (badgers, game, is not included in the AD&D 2nd the Monstrous Compendium, Outer , monkeys, etc.) and must break Edition game. Planes appendix, under: into the tower of the half-elven magic- c. Godzilla is trademarked and copyright- a. baatezu c. tanar’ri user who enspelled them. The author ed by a company other than TSR. b. gehreleth d. yugoloth notes that she got the idea from a book d. The player characters won’t stand a she once read, but she has changed the chance in the adventure. 18. What is the most important element specifics to avoid plagiarism. You per- you should look for in a module sonally like the module, so you: 14. Apply the appropriate trademark to proposal? a. Accept and publish the module as is. the following terms: a. plot c. accuracy b. Hold the module and ask the author for a. tome b. length d. setting the original reference on which the b. POLYHEDRON Newszine module was based, to check for poten- c. CHAINMAIL game 19. You receive an article for DRAGON tial copyright problems. d. HOLLOW WORLD boxed set Magazine that presents a revised spell- c. Return the module, noting game incon- casting and psionics system for the sistencies but allowing for a rewrite. 15. Select the word that must be AD&D game, based upon “spell points” hyphenated: The system appears carefully reasoned Continued on page 16

How many times have you gone over to a friends house to play an fantasy role- playing game and have been thrown out with the dog when the other players found out you couldn’t role-play? It’s an embarrassing situation, and this article is here to remedy that. If you read this and follow these few simple rules, you too will soon name your characters bold, mysteri- ous names and will see envy in your fel- low players’ eyes as your hero negotiates or does battle with the Dungeon Master’s nonplayer characters. Naming your character Often, a player will roll up a great char- acter but then give him an ordinary name. Joe the Fighter or Christine the Mage just won’t do it for real role-players. Plagiarism is no good, either, as it seems like the world is full of Elrics and Merlins. The best way to name your character is to use the Character Name Generation Table. Roll 1d6 for each letter of your character’s name. This will give him a truly original name, like Jhusdhui the Cleric or Enhifhupwq the Thief. Think of the endless hours of fun you can have correcting your fellow players’ pronuncia- tion of your PC’s name: Leader: “Okay, Brian the and Jusdy will examine the throne.” You: “That’s Jhusdhui!” How to Leader: “Chusdwy?” You: “Jhusdhui!” Leader: “Tchoodsway?” You: “No, you imbecile! Jhusdhui! Just like it’s spelled!” Human backgrounds Role-play This aspect of the game is fairly simple. If you have a human character, just in- crease all his statistics two to five points and give him five to ten levels of experi- ence before joining the rest of the party for his first adventure. Come up with a in One reasonable explanation for this, such as: “Well, Jhusdhui was born into a sorcerer’s family but when he was 11 some barbari- ans from the local company came to his house and killed his parents for adjust- ing their box to get premium channels without paying for them so he killed them all single-handedly and mounted their Easy Lesson horses and fled to visit the Monk of the East Wind who taught him all kinds of martial arts and made him wash his char- iot saying ‘Wax on, wax off’ and then he joined the Imperial Marines where he Lost? Confused? Need direction? specialized in lifting heavy objects and reading unattended spell books while Then why are you reading this? moonlighting as a trapeze artist with some gypsies as he was studying to be a cleric.” This only works for humans, as demi- humans already get so many racial bo- by Thomas Schlosser, Adalind Adventures nuses that only a complete idiot would choose a human PC without some sort of Artwork by Steven Schwartz benefits. 10 APRIL 1991 Demihumans and you hands over his eyes as you do so, and jab able hole and force-marched into Look, the only reason you chose to be him in the ribs a couple of times with your whatever idiotic hazards the other heroes nonhuman is to get those special abilities, knees. This game is meant to be experi- have chosen as this evening’s adventure. A right? Well, there’s a price to be paid for enced, not just played! player with a character must be infravision and strength bonuses. Demi- Gnomes: When your character enters a an excellent judge of whines and have a humans cannot be played like ordinary bar, have him -ask for a highchair. At the full spate of them ready for any occasion. humans, no sir! Dwarves should be played gaming table, get out of your chair and sit Here is a short list to get you started: like short humans, gnomes like even short- on the floor, so that your eyes just barely “A dragon?!? Oh, not another dragon! I er humans, like short and hairy clear the top of the table. From this posi- just hate dragons. They make me have to humans, elves like not-so-short humans, tion, try to move your figures and roll the run, and whenever I do that then all the and half- like rude humans. Here’s dice. Knock some drinks over and keep buttons on my waistcoat come off and I’m how to apply this point: asking “What’d I roll? What’d I roll? Did I forever trying to sew them back on!” Dwarves: When placed behind some- hit it?” “We’re going down there?!? It’s smelly one taller in the party’s marching order, Halflings: Halflings hate to go adven- and I’ll get my hair dirty. You guys just keep asking “What’s going on up there?” turing. They are the ultimate couch pota- don’t appreciate what it takes to get my and “What’d you see?” Also, get up from toes. Just going to the post office is a feet clean!” your chair at the gaming table and stand traumatic experience for them, so you can “No tea? How could we have run out of behind the guy whose character is in front imagine what they would be like on a tea? I just can’t digest these rations, either! of your . Jump up and down as if journey to slay the evil high priest Glorak Oh, how I wish I’d never come here.” trying to see over him. Put your hands on in the swamps of Mushtarga. If you have a “All of her gold pieces are bigger than his shoulders and try climbing onto his halfling character, emphasize his displeas- mine! You guys never give me anything back as if to ride piggy-back. Put your ure at being dragged out of his comfort- good when we divide the treasure!”

DRAGON 11 “Oh, this swamp is so muddy and icky! I party of low-level characters who have giant is just creaming me!” had no idea the lizard-man king would live just encountered 83 frost giants, having You: “Do you really think I should? I in a place like this.” your character just drop dead on the spot mean, what if I need to heal someone “This riding is giving me bruises. Don’t is an excellent alternative to pointlessly later? Should I waste that spell now?” they make softer saddles?” rolling dice for the 11.3 seconds it would Fighter’s player: “Jusdy, you’ve got over “The rations are gone! I wanna go take the giants to grind you into fertilizer. five first-level spells left! Hurry up!” home!” Whatever you do, take the opportunity DM: “The frost giant hits Joe for eight Elves: With an elven character, you to let combat help you define your charac- more points of damage. Joe’s swing have to focus on motivation. Unlike hu- ter’s motivations. If you have an elf, let the misses.” mans, elves want magical items. (To a others go first and then take their magical Fighter’s player: “Jusdy! Help! I’m down lesser extent, this is true of other races, items from their lifeless bodies. If you to five points!” too. Unlike humans, dwarves want gold, have a dwarf, let them go first and then You: “Five? Why that’s more than I start- gnomes want gems, halflings want food, strip all the gold from the dead and dying. ed out with! I remember when I was just a and half-orcs want it all. It is unknown If you have a half-orc, wait until there’s first-level cleric. How long ago that seems. what humans want, but it is suspected just one party member and one monster I would have done anything to have five that they want all the other races to take a left alive, then stab them both in the back hit points.” long walk off a short pier.) Have your elf and take everything. If you have a human, Fighter’s player: “Jusdy!” try to acquire every magical item your encourage the others to go first by prais- DM: “The frost giant gets initiative and companions find. If they won’t give it to ing their racial abilities, like so: hits again for 18 points. Joe’s dead.” you outright, promise them outlandish You [playing human fighter]: “Look, a Fighter’s player [in a dying gasp]: “Jus- things, such as 20 years of personal slav- frost giant! I sure wish I had infravision dy!” ery in exchange. (Don’t tell them that the like you, Christine the Elven Mage! Then You [kicking the fighter’s lifeless body]: 20 years will start 500 years from now. I’d really be able to fight him.” “That’s Jhusdhui to you.” [To the DM:] “I Since you live forever, or practically for- Christine’s player: “Infravision?!? What fire my phaser and disintegrate the giant.” ever, they’ll all be dead when it’s time to are you talking about?!? It’s daylight!” Your character’s goals and objectives collect!) You: “And you have all that magic resist- should be in accordance with his chosen Half-orcs: Rudeness, abuse, and suspi- ance! Oooh, I suddenly feel weak! The alignment. If he’s good, he should try to cion are the watchwords for players with giant must be casting a spell that demi- acquire everything he can so that some half-orc characters. The other characters humans are immune to! You must save me, time in the very distant future, maybe on are all out to belittle your half-orc, steal Christine!” [To the DM:] “I fall faint behind his deathbed, he can give it to the poor. If his glory, and deprive him of his rightful the mighty Christine.” he’s evil, he wants to keep it for himself, share of the treasure. If they haven’t done Christine’s player: “What the—” and if he’s neutral, he wants to keep it it yet, then their kind words and courte- DM: “THWACK!!! The frost giant hits until the time when he can figure out ous gestures are all deceptions hiding Christine with his club. It’s a critical hit! whether he wants to give it to the poor or something really nasty. Disagree with She takes 3,478 points of damage.” [To keep it for himself. everything they say in an insulting fash- you:] “His momentum carries him over The law- aspect of the game is also ion, and heap abuse on them at every Christine’s body and past you.” a good source for role-playing material. If opportunity. If this fails to bait them into You: “I get up and stab him in the back your character is lawful, you will want to revealing their true intentions, you must with my +5 two-handed sword! Don’t come up with sound, reasonable justifica- have your character strike first before forget my 18/96 strength bonuses!” tions for his actions, particularly when he they have a chance to strike him! When stabs the rest of the party in the back. If placed on watch out in the wilderness, Goals and objectives he’s neutral, act confused and claim you have your half-orc give each sleeper a For some players, it seems like the only don’t know why he did all those nasty good bash on the head and ride off with objective is to acquire wealth. Others want things, or blame it on “maintaining the all the loot and food. Insist on having him magical items, and still others experience balance.” If he happens to be chaotic, tell be last in the marching order to avoid points. This fixation on the numerical the other players that their cars are being being attacked from behind by his treach- aspects of the game is a poor way to role- towed away, then change all their charac- erous comrades. Under no conditions play. Your character shouldn’t always be ters’ statistics when they run outside to should your character ever, ever sleep. At interested in getting just one thing or check. the gaming table, back your chair into a another. He should be interested in getting corner so you can watch everyone at everything! (Ignore the motivations por- Summary once. Always have your 1d20 in hand; if tion of this article noted previously. I Look, I can’t tell you how to role-play when you see anyone make a quick move- hadn’t thought of this part when I wrote every little detail of the game. I can’t even ment near his dice, shout out, “I’m attack- the other stuff.) Also, remember that keep the promises I made in the first para- ing him first!” and roll your attack die. experience points and loot will be divided graph of this article. In fact, the only thing up among the survivors. If you’re a cleric, I can do is promise you that if you follow Role-playing combat try the following tactic the next time the the guidelines set down in this article, Look, let’s not beat around the bush. party is engaged in combat: your FRPGs will never be the same. The DM is out to kill your hero, and that’s Fighter’s player: “I’m down to 13 hit that. You shouldn’t let this get in the way points, Jusdy! Heal me quick! This frost of your role-playing, though. Whether you have a brave warrior who just got some- thing in his eye and wants the other char- Character Name Generation Table acters to go first, or you have a daring thief who unfortunately faints at the sight 1d6 Result of blood and wants the others to go first, 1-2 Vowel: roll 1d6 to determine which one (1= a, 2=e, 3=i, 4=o, 5=u, 6=y) role-play combat to the hilt! It’s not who 3-5 Consonant: roll 1d20 to determine which one (1=b, 2=c, 3=d, . . .20=z) wins or loses, it’s how you stay alive! 6 Name ends Too often, combat devolves into a my- turn-your-turn dice-rolling exercise. This is unfortunate, as combat offers many ways to role-play. For example, if you have a

12 APRIL 1991

A magnificent menagerie of mischievous magic

by Robin C. Ashmore and Michele Batter

Artwork by David O. Miller

Are you weak and powerless? Do big while you pick up 1,000 marbles. The bag thieves and murderers? Does worry about monsters kick you around every time you magically weighs only 1 lb. A must for any wandering monsters keep you awake on enter a dungeon? Do you need . . . magical adventurer who is often pursued! (Manu- long dungeon expeditions? Well, no more! items? facturer’s note: There is a 5% chance per Just sit or lie on this comfortable 3’×7’ Well, look no farther! You now hold in day that the marbles will spring free of mattress with new COMFY-FILL® padding, your hands your ticket to fortune and the bag and roll about under the feet of and you will gently enter the land of Nod fame! With Merty’s Manual of Magical the user. Use all appropriate caution with through the effects of a sleep spell (saving Merchandise, you are just an order form this item!) throws are applicable; roll once every away from having all the power you need! Your Price: 3,000 gp round). When someone rolls you off the Whether you are an evil lord looking for a mat, you get up, roll it up, and carry it few things to stock your dungeon, or a Merty’s mystic mustard off-it weighs only 10 lbs. Pleasant low-level adventurer who needs that extra Besides being a spicy zest for any meal, dreams! (Caution: Do not operate any siege edge, Merty’s Magical Merchandise has one serving of this condiment enables you machinery, weapons, or magic while un- everything for you! to actually BREATHE FLAME! Yes, once per der the influence of this item. All restric- round for three rounds after partaking of tions of the sleep spell apply.) Merty’s marvelous marbles this mustard, you are able to breathe a 40’ Your Price: 3,500 gp These colorful spheres of polished stone long jet of flame that does 3-18 hp damage come in their own leather bag, with an to anything it hits (save vs. breath weapon Merty’s multiplanar mushrooms advanced STRING-TECH® closure system for half damage). Each clay jar contains After dining on one of these fresh and at the top. Just dump the marbles onto enough for eight servings and comes in tasty treats, you will find yourself instant- any dungeon floor over a 100-square-foot one of two flavors: Regular or Extra Tangy. ly transported to the Ethereal plane! You area, and watch as your enemies slip and (Warning: You must be careful to inhale can stay as long as you like; you need only slide into helplessness! Anyone who tries slowly during this time, requiring a consti- pop another mushroom in your mouth to to walk across the marbles must make a tution check at the start of each round, or return safely to the Prime Material. Mer- successful dexterity check against 4d6 or else you will toast yourself for 18 hp dam- ty’s mushrooms come in sets of three, stumble and fall. Anyone running must age with no saving throw.) packaged in their own PAISLEY-TECH® save at -2, and anyone trying to attack Your Price: 3,000 gp decorated jade box. It’s a great conversa- must save at -4. And with your very own tion starter at parties! (Warning: Encount- Personalized Recall Word, all the marbles Merty’s magnificent mattress ers in the Ethereal plane are doubled will instantly return to the bag! No more Do you have trouble falling asleep in when these mushrooms are used.) will party members have to wait around musty, roach-infested inns frequented by Your Price: 11,250 gp per set.

DRAGON 15 Merty’s mysterious mug the sounds of sirens, harpies, annoying you looking just the way you want to in no A great practical joke for all occasions! bards, and even the pestering of a spouse time. Simply cover your face with the This item appears to be an ordinary tan- or loved one. Simply put them on, and no contents of the jar, and in five rounds your kard. However, when you fill the mug, sound will reach your ears until you take face will take on the shape of any visage give it to a friend or foe, then speak the them off. (They come in stylish red, blue, you desire, straight from your own mind. magic word that only you know, one of brown, or black. Please specify color when Imitate ruling lords, famous mages, or the following things will happen: ordering.) even your own friends. Merty’s mud 1. The liquid inside turns into a vapor Your Price: 2,000 gp masque will even alter hair color and ear that will choke the drinker for two rounds shape, for those occasions when you need (a save vs. spells negates). Merty’s munificent matches to look like an elf. A perfect gift for that 2. The liquid becomes intoxicating, caus- These items appear to be nothing more special thief in your life. (Warning: The ing all the effects of a confusion spell for than small wooden sticks. When they are effects last for only 20 rounds and do not 3-36 hours (no saving throw). struck against the FLAME-O-MATIC® strip affect voice, body shape, or clothing.) One 3. The liquid turns so sour that the on the side, however, they begin to burn. application per bottle. drinker cannot speak nor cast spells with Quickly throw one at an attacking oppo- Your Price: 800 gp verbal components for 2-24 hours (a save nent within 20’ (a dexterity check on 3d6 vs. spells is allowed). is required to hit the ground at the feet of Merty’s masculine macho-musk 4. The liquid secretly dyes the mouth the target; otherwise, the thrower drops A healthy application of this rugged, and tongue of the drinker black. A guaran- the match at his own feet). On impact, the manly scent will turn any weakling adven- teed party starter! stick produces a 10’-diameter cloud of turer into a hulking monstrosity with Your Price: 800 gp flame and smoke. Anyone caught in the 18/00 strength. Furthermore, the scent cloud takes 1-6 hp damage and begins to acts as a friends spell on anyone within Merty’s masterful mufflers choke and cough for the remainder of the 20’. Not a scent to be used lightly! Twelve These color-safe, WEAR & WASH® ear- round, attacking and defending at -2 on applications per vial. (Manufacturer’s note: muffs are guaranteed to protect you from all rolls (a save vs. spells negates damage For some reason, female beings are re- and choking). This device also makes a pelled by this odor and will attack the great practical joke to pull on your wearer with intent to kill him if they fail henchmen. saving throws vs. spells. The strength- SUPPORT YOUR LOCAL Your Price: 2,500 gp per box. enhancement effect lasts 2-5 rounds; the GAME CONVENTION! enragement effect lasts 5-20 rounds.) A game convention is the perfect Merty’s mmm-mmm! muskmelons Your Price: 1,200 gp place to make new friends who en- Each of these large fruits provides a joy the same hobbies you do — nutritious meal for one person. Each is Merty’s musical menagerie whether you like board games, also imbued with special magic that allows Buried inside this magical leather bag role-playing games, miniature war them to stay fresh and delicious indefi- weighing only 5 lbs. are all the instru- games, or just shopping around. If nitely. Furthermore, if you plant the seeds ments that any bard could ever need! you’ve never attended a game con- of one melon and give them sufficient Simply by reaching in, you can produce water, each will sprout into a new melon any of the following (roll 1d10): a lute, a vention before, please check out plant in only six hours (no sunlight need- harp, a mandolin, a harmonica, a horn, a the Convention Calendar feature in ed). Each plant will sprout 1-2 melons just drum, a tuba, bagpipes, a fiddle, or an this issue for the game convention like the original (75% chance for one, 25% angry giant (4 hp). While none of the nearest you. Take some of your own chance for two). Up to six generations can instruments are specially powered, the gaming friends along, too — and be grown, not including the original mel- musical menagerie allows the minstrel to make it an experience to remember. on. These beige melons come in cantaloupe, have the proper sound for every occasion. watermelon, and banana flavors; specify Your Price: 2,000 gp when ordering, please. (Warning: There is a 5% chance that any one melon will un- Merty’s magical markers fortunately cause some internal discom- Do you constantly get lost in endless Editorial fort for 1-4 hours with no saving throw, dungeon corridors? Do you hate trying to Continued from page 7 during which time the eater’s constitution read maps by flickering torchlight? If so, drops to 1.) then Merty’s magical markers are for you! d. Reject the module (with a nice note) to Your Price: 500 gp each. These colorful metal chips will save time avoid copyright infringement. and effort fruitlessly spent on trying to e. Reject the module with a nice note Merty’s miraculous mistmaker read a faintly penned map in the dark. because most gamers will find it too This item appears to be a hand-held These chips stick to any solid surface, and silly. crystal vial with a decorative triple “M” they can be seen only with the use of f. Reject the module with a nice note be- design on the front. When the crystal Merty’s magical membrane, which we cause the characters cannot avoid the stopper is removed, the vial produces a provide with every set. (The markers glow polymorph and are thus railroaded into 30’radius cloud of thick mist that no sight up to 120’ away when seen through the the adventure. or infravision can penetrate. The effect membrane—no illumination necessary!) A lasts for 3-18 rounds but can be dispelled perfect gift for the illiterate barbarian in Oops! We’ve run out of room. The an- instantly with a gust of wind spell. To your group! swers will be printed next month in the recharge the item, simply fill the vial with Your Price: 1,500 gp per set of 12. editorial. Promise. No fooling. Really. normal drinking water and allow it to sit Until then, good luck on the test. And for 24 hours. (Warning: Do not allow crys- Join the team! Send in your checks, maybe you’ll get an idea of what we go tal vial to break, or else bearer will be money orders, and gold pieces now! through every month. Cheers! immersed in his own cloud. The vial makes all saving throws as glass.) None of the above items come with any experience points whatso- ever. Prices may vary wildly from world to world. The manufacturer Your Price: 1,800 gp assumes no responsibility for any defects found in its products or for any damages or losses resulting from their use or from prolonged exposure to such products. All of the trademarks are fake, too, as if Merty’s mud masque you couldn’t guess. Caveat emptor (that’s Latin for “Credit cards accepted”). One jar of this pasty cosmetic will have

16 APRIL 1991 DRAGON 17 One of the obvious pleasures of the AD&D® game is the acquisition of trea- sures. Every player dreams of filling his character’s pockets with pearls and plati- num coins. Even more exciting is the idea of finding a magical tool or weapon, some- thing that will make your hero a power in the world. Of course, it is also an estab- lished part of the game system to put a few dangerous or confusing items in each dungeon. Just to keep everyone on their toes, I thought I’d mention a few of the booby prizes my friends and I have placed in our campaign’s treasure troves. Each is an object of great worth to the correct person. But there might be serious prob- lems if you take them at face value.

Mirror of sophistication This wall mirror was the product of years of effort on the part of the arch- mage Hoovilian. He created it as a gift for his lover, Earthcul, and placed the follow- ing message on the back in the Common tongue: “Any woman who views herself in this mirror shall have her hair arranged for her best appearance.” What is no long- er widely known is that Earthcul was a dwarven princess. Any female human, demihuman, or humanoid who looks directly into the mirror will, in a single round, grow a thick luxurious dwarven beard, ready to be braided and decorated. After this first spurt of growth, the beard will grow at a rate normal for a female dwarf. If the woman chooses to shave, as Bazaar of an elven or human woman almost certain- ly will, the beard will grow back normally. The effects of the mirror will wear off in 1d6 × 100 days. It may be removed by a dispel magic spell as if the mirror’s effect were a spell cast by a 7th-level mage. The mirror of sophistication is considered an almost priceless treasure among dwarven women who are unhappy with their the Bizarre beards’ growth; they might pay up to 2,000 gp for it. XP Value: 50 (dwarves only)

Ring of ice Hervmister was a famous archmage devoted to the cause of Good. When he had to enter the plane of elemental Fire to rescue a dear friend, he created a special Booby prizes! Oh, you already have one? ring of ice. It was designed to be used by any class and was activated simply by That’s a shame. putting it on. This ring, however, was designed to protect against heat and flame never experienced on the Prime Material plane. If an adventurer activates the ring anywhere except on the elemental plane of Fire, he is protected from any form of by William Wilson Goodson, Jr. flame or heat, but he also receives 1-3 hp frost damage for every round he wears the ring. The only way known to stop the ring from producing cold (unless one owns a cube of frost resistance) is to take it off. However, the cold produced by the ring is so intense that the wearer must make a dexterity check every round in order to remove the ring himself. Artwork by Jim Holloway XP Value: 2,500 18 APRIL 1991 Elixir of additional weaponry Every flask of this rare elixir carries this announcement in the Common tongue: “Whoever drinks this elixir will be able to use twice as many weapons as normal.” What it does not say is that this elixir was created by drow worshipers of Lolth, the Spider Goddess. An individual of any race who drinks this elixir immediately grows a second pair of arms from the sides of his chest. These arms, if they appear on an elf, are fully functional and allow the elf to use twice as many weapons as he could with one pair of arms. If the arms appear on a character of any other race, they act in a hostile manner, taking off the charac- ter’s armor, striking the character with his own weapons, or the like. Worse yet, the arms won’t go away! A remove curse spell from a cleric of 12th level or greater will eliminate the extra arms on any character. Any armor or clothing worn on the trunk of the body will be ruined when the extra arms appear, an effect that also causes 1-10 hp damage to the user if ar- mor is strapped on. Any armor worn at a later time must be especially designed or modified. With the exception of the drow, the dark elves who worship Lolth, any being who sees a character with this de- formity reacts with horror and loathing; surface elves know the origin of this po- tion and will attack on sight any elf pos- sessing four arms. An adventurer who grows these arms loses half his charisma (never dropping below three, however.) The drow will do anything in order to obtain a sample of this potion. A drow who gains the extra arms also gains great respect among other drow, but no other race. If an individual of any other race is found by the drow to bear this mark of Lolth, he will be put to death with the most painful tortures for insulting the goddess. Single doses of this potion have been sold to drow for 1,000 gp—if they don’t decide to obtain the potions by more violent means. XP Value: 500 (elves only)

Elixir of reduction This mysterious potion’s origins have never been determined. However, every sample found by adventurers has been a single dose in a small crystal flask. On each flask is engraved, in the Common language: “This potion makes my enemies nothing before me.” Several adventurers have drunk the potion, assuming it would give them the power to defeat their ene- mies. However, it seems the potion was actually de-signed to be given to one’s enemies. Anyone who drinks the potion is, in two rounds, reduced to one-tenth his normal height, with a corresponding re- duction in weight (one-thousandth normal) and strength (now negligible). Only living matter is affected, not material items like armor, rings, etc. The potion’s effects are permanent unless counteracted with a remove curse spell from a cleric of 12th level or greater. A potion designed to DRAGON 19 cause growth has a 20% chance to restore Scroll of transmutation scroll is read by a druid, it will have no a victim to his natural size; rings, spells, This scroll was written by the great effect on any substance but gold or silver. and other objects designed to magically spell-caster Otspatun. Mystics and scholars For 20’ around the reader, all gold will be cause growth have the same chance. have known for many centuries that Ot- converted to mistletoe, an important ele- XP Value: nil spatun insisted he knew how to create ment in many druidic spells, and all silver valuable treasure from dross. What has will become good, nutritious bread. The been forgotten is that Otspatun was a spells effects are permanent and unalter- druid and did not personally consider gold able. Any gold or silver magical objects or silver valuable. When the spell on the automatically lose their special abilities. If the spell is read by anyone but a druid, nothing happens. XP Value: 100 (druids only)

Orb of distant viewing This is a small crystal that may be held in one hand. It was created by the mysteri- ous dimensional traveler called Herman. All one has to do is warm the crystal in one’s hands (paws, tentacles, teeth, etc.), and it will (or so Herman bragged) allow you to view his mysterious home- world. Many scholars and mages seek the orb to study it and its fabled view. Her- man, however, was homesick for his favor- ite entertainment when he created the orb. All the orb can actually “tune in” is the dwelling of a Cuban minstrel married to a red-headed woman with a talent for humorous misadventures. Anyone viewing this scene will immediately be struck by Tasha’s uncontrollable hideous laughter for 10d10 rounds. XP Value: nil

20 APRIL 1991 DRAGON 21 22 APRIL 1991 “Forum” welcomes your comments and opinions opposed to demons and Chaos to the extent that player of the AD&D game and that I have stuck on role-playing games. In the United States and its followers turn against magic, nonhumans of to playing low-level fighter or thief types. All Canada, write to: Forum, DRAGON® Magazine, all kinds, and other religions, persecuting them this means is that I am not familiar with the P.O. Box 111, Lake Geneva WI 53147, U.S.A. In all. But the religion and the god are false; the AD&D . I have, however, played Europe, write to: Forum, DRAGON Magazine, real power comes from demons and the leaders and refereed other systems and some high-level TSR Ltd, 120 Church End, Cherry Hinton, of the cult who are possessed by or are servants characters. I am quite familiar with the magic Cambridge CB1 3LB, United Kingdom. We ask of those same demons. Through their fanatical systems of GW’s WARHAMMER FANTASY ROLE- that material submitted to “Forum” be either persecution, these fanatics will alienate demi- PLAY* game and the PALLADIUM* RPG. neatly written by hand or typed with a fresh human races from humanity and split humans Taking into account the slightly different ribbon and clean keys so we can read and among opposing religions, making the demons’ perspective that I have, compared to a more understand your comments. attempts to take over the world that much frequent AD&D game player, I think that a easier. From the point of view of the PCs, it is fantasy city in a world with extensive and As I read through the letters in “Forum” in obvious that the fanatic religion is corrupt, but widespread magic would be better off with DRAGON issue #161, I came across the remark by it still attracts large numbers of followers. “trace Itialienne” or Vauban-type walls. The Lenny Valure that “A D&D® game is more like a Again, there is a lesson in this: Beware of reli- damage inflicted by magic is at least comparable fairy tale than some evil satanic toy? This is a very gions that demand unconditional loyalty and to and usually exceeds that caused by gunpow- valid point, although it could have been expressed obedience from their members or make unrea- der artillery. In the systems that I am familiar more directly: The D&D game is definitely not a sonable demands. with, the range of artillery greatly exceeds that satanic toy and, when played to its full potential, is Another thing that Dan Pryor and others of most magic, but I do not believe that this is a perfect extension of a fairy tale. seem to consider questionable is the use of evil true in the AD&D game. At short range, magic Long ago, before their meanings were lost characters, but even these, if handled properly, is much more effective than musketry. All this, I through time, fairy tales were used to teach can be useful. Of all my characters, just under believe, points to the Vauban-style fort as a moral values to the vast majority of illiterates, half are evil, but there is not a single one of more effective design. much as parables were used by Jesus. Each tale them who does not have the capacity for good. In this type of fort, the high-level mages was a depiction of one value or another, teach- As these characters develop, they slowly be- would be in the ravelin-fronted bastions along ing us how to make the most of life. come less evil out of necessity. They are forced with the direct-fire artillery. Indirect-fire artil- When I am DMing, I like to try to run my to cooperate in order for the group, and hence lery could be placed in covered casemates to adventures in a fairy-tale-like way. The people themselves, to survive. They develop loyalties, protect them against aerial attack. The glacis the group meets, the things they must do, the too. The DM can also help things by allowing a plate protects the curtain wall and bastions way things happen around them-all combine to slow change from evil to good without any from direct-fire missiles (magical or mundane). form a story. Within each story, certain lessons penalties and perhaps by allowing an initially Anyone storming up the glacis will come under may be found that teach the value, both inside evil character to obtain his goals only when he archery and wand fire from the curtain wall, as the game and outside of it, of the traditional has changed, slowly, to a good guy. After all, well as fire from the bastions. Attackers at- morals to be found in myth and legend: bravery, which is a better example to the group: a char- tempting to climb the curtain wall will be under honesty, intelligence, tolerance, kindness, and, acter who is lawful good and is expected to be a fire as heavy as anything achieved by artillery. most of all, love. paragon of virtue from day one, or one who Variations include chambers with loopholes in Unlike Dan Pryor (also in issue #161), I don’t has, through years of hard times, seen fit to the inner face of the covered way allowing fire consider demon lords and false gods as “ques- change under the influence of the group until into the moat on the glacis. All this would force tionable” subjects for RPGs. Rather, they can be he ends up fighting against the very forces he the besiegers to adopt the tactics of the used very effectively to widen the viewpoints of once served? That is what made Moorcock’s gunpowder-era siege warfare-parallels and players and characters alike. Elric and C. J. Cherryh’s Morgaine heroes rather saps. Consider this: One problem with the AD&D® than traitors to their respective peoples, and As a final note, the Romans, when building game is that it contains a very strong “game this goes for countless others. their wayforts, usually placed three ditches racism,” in that orcs, , and similar mon- In this age of microcomputers and advanced around each fort. Between the second and third sters are seen as evil, period. They exist only to technology, we have forgotten how to dream ditch, they placed a rampart with a gentle outer be killed by the “good guys.” In my campaign and, through dreams, how to live, learn and face and a vertical drop into the last ditch. This world, the main evil powers are the demons and love. This is the essence of a good RPG, as it is made it easier to carry an assault to the main forces of Chaos, powerful beings who are not a with a good book, poem, painting, or fairy tale. wall, but since the outer rampart was over- natural part of the world and who want nothing To those of us who are fortunate enough to play looked, the assault was under missile fire the less than complete control of the world and its RPGs, this long-lost ability is returned to us, a whole time. The ditches broke the assault subsequent return to Chaos. Goblinoids are gift that we should not waste. troops’ formation, making it easier to deal with often encountered as henchmen of evil wizards I would like to end with a quotation I heard anyone who reached the palisade on the inner during the early stages of the campaign. But, as recently. I think it is from Nietzsche, but I can’t wall, while the vertical wall on the outer face of the demons increase their power and encroach be sure: “Be careful, lest in casting out your the last trench made it impossible for any de- upon the world, the emphasis shifts and the PCs devil you cast out the best thing that’s in you:’ It feated assault force to retire to its own lines. find themselves fighting alongside orcs and bears thinking about. Joseph Dineen goblins. The goblinoids then change from being Andrew Cairns Tralee, County Kerry, Ireland dangerous, evil enemies to ferocious allies. The Lancashire, U.K. PCs learn about these creatures’ cultures and A couple of issues back, someone wrote in personalities rather than how many hit dice While I enjoy reading your magazine, nothing about the virtues of casting polymorph other on they have. The PCs can even end up forming in it has tempted me to write to you before a charmed victim, thereby serving as better friendships with these formerly faceless foes. now. The article in question was the one by cannon fodder for the party; however, a few There are lessons to be seen in this, usable in James Collier in DRAGON issue #160, on the things were overlooked: the game and transferable to real life. problems associated with the defense of cities in 1. The creature is not an automaton under the False gods are similarly useful. Also in my a fantasy environment. Before I go any further, I control of the caster. campaign world is a fanatical religion, totally think I should point out that I am an occasional 2. As specified in the spell, polymorph other,

DRAGON 23 no creature (charmed or otherwise) wishes to your friends and learn a little about your favor- But more to the point, my question to Sherri is have its form changed and will construe such an ite game. If all of our parents could sit in on just this: What do you do when players go bad? attempt as an attack. one evening of play, they could see that the What do you do about the player who contests Following these guidelines, all a caster will game is not in any way condoning devil worship every decision made by the DM who is trying to succeed in doing is dispelling the charm and or evil, and that our friends are not murderous create a memorable, smooth-running campaign? creating a stronger monster in the process. psychopathic miscreants. What about the player who constantly cheats or Moving onto the AD&D Oriental Adventures Another DM friend of mine constantly picks flagrantly disobeys alignment codes even after book, it was surprising to see the lack of materi- on one of his players. While the rest of the being penalized repeatedly? Can a character al on Oriental demihumans which, while ade- party is spoiling itself in the Fat District just actually die from excessive loss of experience quate, did not try to flesh them out like so: south of Healthy Street, this poor soul is trying points (negative levels) due to alignment Hengeyokai (Carp): When in bipedal form, it to sleep on a bamboo roof in the rain. If he is changes? will appear as a humanoid fish-man; however, extremely fortunate, he may be allowed to don I have several players who used to refuse to its relatively human shape means it cannot gaudy clothing stolen from a freshly slain peas- play any but the most perfect characters. One swim except using the normal swimming rules. ant with body odor and fleas, or to land himself low score and they would cry for an hour. If it In spite of this, it still retains gills, so this charac- in jail for vagrancy. Despite repeated attempts at was up to these guys, they would (and usually ter will have no problem breathing underwater. playing several different characters intelligently, did) have all 18s or higher! This is particularly useful for DMs interested in the player has nearly always found them stifled I began creating characters with little prob- Oriental underwater campaigns. into lives of poverty, eating only scraps that the lems. No missing limbs or eyes or anything, just Hengeyokai (Monkey): In animal form, its dogs have missed on the muddied streets or in minor difficulties, like a near-sighted dwarf or a shape is still humanlike, and most importantly, it sickening slums. cleric with a case of the sniffles. I usually made retains opposable thumbs. There is no reason When I was the DM, the same player played a the problems temporary or at least curable. I why such a character cannot employ a weapon paladin whose motivation rallied the entire have found that most fun-loving players don’t appropriate to its size (e.g., dagger, hand axe, party into adventures that have achieved near- bother to repair minor difficulties as long as the blowgun, or even weapons employed by ato- legendary status. He has played the character affectations contributed to the game. It helped mies, sprites, etc.). Of course, if the hengeyokai with inspiration. This good character is pres- the player to identify with their characters, and is not proficient in the weapon, he suffers the ently residing in the jailhouse of Pontswain, it has made for more memorable gaming ses- appropriate penalties. Such a character can Gwennyth—, on a ground floor cell sions. I also experimented with several ways of climb and swing through trees at a movement with his friend, a 2nd-level ranger. They are coaxing players into portraying their characters rate of 6”. awaiting trial for poaching in the northern more realistically according to alignment, race, Hengeyokai (Crane): Maneuverability class C. regions of the Llyrath forest. (The charges have family history, and past experiences. Hengeyokai (Cat): Unaffected by confusion been trumped up. No offense, Donald.) I have, in effect, eliminated many of the forms spells. The Royal Magistrate of Pontswain has al- of cheating that at one time threatened to put Hengeyokai (Duck): Maneuverability class B. ready informed them that they will both be an end to our games. It has taken a bit of time, Hengeyokai (Racoon Dog): This character can given a fair trial before they are hung. The bars but I have even convinced some of our former climb and move through trees at 6”. are easily bent outward, accommodating escape super-character players that playing an under- Hengeyokai (Rat): When in animal form, its for any creature smaller than Leviathan. Two dog character is much more interesting, chal- bite has a 5% chance of transmitting a serious halfling thieves previously escaped from the lenging, and rewarding. disease unless a save vs. poison is made by the same cell and have given the paladin the keys to I must admit that a few of the more bull- victim. In the western world, these hengeyokai his cell. So here he sits, dangling a ring of keys headed players have gone their own ways will probably be mistaken for (and be attacked on his first finger, while all of both character’s because of my attempts to create more interest- as) wererats. In either of their rat forms, these equipment sits enticingly in an unlocked crate ing scenarios, sometimes at the expense of their beings will receive a favorable reaction when less than 5’ from them. (Pontswain’s legal sys- superhuman (and superdemihuman) characters’ encountering xvarts or jermlaine. tem is rather outdated, even by Moonshae precious . To these people I say: “Good Hengeyokai (Sparrow): Maneuverability class A. standards, and the authorities are hoping the riddance! You have disrupted my game far too The lack of any multiclass possibilities is characters will escape, thus saving the time and long with your 1st-level, all 18s, immune to disappointing, as this would add diversity to the expense of a trial and hanging.) everything, drow elven ranger/paladin/ninja- game. All hengeyokai can be multiclassed as wu- Ask the paladin any question, and all he has to master of Shenanju karate, double-specialized in jen/shukenja or kensai/shukenja. Single-classed say is: “I am a Knight of the Thorndyke Thir- any weapon he chooses to pick up today. Good- wu-jen or shukenja can rise two levels higher teen, and I demand to see my lawyer!” (He is bye to you, and when you leave, please take than listed in the OA book. Other types of thoroughly convinced that a knight with his your followers and familiars with you!’ The hengeyokai, such as the tiger, might also exist. unstained credentials is quite above the laws of latter we will not even discuss. Finally, a few things that should be clarified. this, or any, tiny community. The authorities Once we get the players interested, they begin The movement rate of the korobokuru is 9”. have even denied him his one letter.) creating more personalized characters worthy White sohei do cast shukenja spells; they are This example is just one of the many hilarious of the beautiful worlds that we as Dungeon clerics in their own right, albeit militant ones. scenarios that we have experienced in our Masters have created, rather than point- They can wear any armor while spell-casting recent gaming. I can’t even begin to tell you mongering and creating characters by combin- and gain the spell bonuses for high wisdom just about the only bard in my game. His name was ing all of the best statistics from the AD&D 1st as shukenja do. Chitaron Vipmore “The Great,” until an incredi- Edition game, Unearthed Arcana, Oriental Jules Jones bly embarrassing incident. He now answers to Adventures, DRAGON Magazine, and the AD&D London, U.K. Chitaron “The Good.” The stories, songs, and 2nd Edition game. poetry that he relates have been banned in all Scott M. McDowell I know it’s ancient history (DRAGON issue but three regions of Moonshae, and people West Branch MI #135), but I would still like to comment on generally pay him large sums of gold or set Sherri Gilbert’s wonderful work in “When Game great feasts out for his dining pleasure. (They I am writing about a problem that has been a Masters Go Bad.” This was a work of pure give him coin only if he agrees to leave immedi- difficult question for a lot of people. (Some of genius. The examples given were entirely exhila- ately, and they bring him food only after he the things I have heard are really amusing.) It rating. Many evenings have been ruined by promises to eat in silence!) concerns the danger involved in fighting a occurrences such as the following. On a recent adventure, Chitaron fell down a dragon and the capabilities of dragons. One of my fellow DMs actually killed off an flight of steps (i.e., was pushed), and all his It has been stated before that dragons should entire group of adventurers because another breakable items were forced to make saving be a lot tougher to defeat. This may be true, but player’s mom was there, and the DM just didn’t throws. To the dismay of all but six of the char- making them tougher involves the way they are feel comfortable with her participating. From acters, his wooden flute did not survive the played, not how powerful they are. Dragons are what I understand, they were not even allowed tumble. (Seven characters were participating.) already powerful enough. The only thing that I a saving throw! It is so much more enjoyable playing the would suggest a change in is their mobility. This Many people would love for their parents to AD&D game when the DM is there to have as is explained later. take an interest in their AD&D games. What much fun as the players. Many of the games Some dragons will have informants working better way to wash away any doubts caused by that I have refereed don’t even require combat for them. A dragon would not use these inform- misinformation about the AD&D game or even rolls! We start having so much fun, I forget to ants if they were of no use to him. They insure about your friends who play the game? This put monsters in. I use them only when the story him against ever being caught asleep or off would allow your parents the chance to meet line drags or a great relic is involved. guard and also help whittle the intruders down

24 APRIL 1991 to easy prey before they reach the dragon. dragon is astoundingly mobile in whatever warmer areas. They all avoided swampland.” Many dragons will obviously be loners, stay- terrain he is in. While attacking, a dragon would With this redefinition, we can now proceed to ing away from civilization and contact with soar to great heights. When his actual attack change other dinosaur stats. intelligent creatures. These will not need spies came, he would bullet toward his prey at in- Intelligence: Large herbivores should have at to alert them. They will be alerted to the pres- credible speeds, twisting and rolling to avoid least animal intelligence, whereas all predatory ence of intruders long before there is any much of the projectile fire he would draw. With dinosaurs should fall somewhere between semi- threat. Think how hard it is for a group of his prey dead ahead, he would cut loose a and low intelligence. No dinosaurs were nonin- people to actually surprise a bear or elk. Yes, it barrage of claws, teeth, spines, and spells. He telligent! can be done; I’ve done it. It usually doesn’t would pack in as many of these attacks as Color: Dinosaurs were rainbow-hued animals happen though, and you have to remember that possible, and at the last second cut away. This and had incredible territorial and mating dis- dragons are very intelligent. might be followed by more strikes immediately plays. Dinosaurs smaller than or equal to man Most dragons that are encountered in a fanta- or by a breakaway to reconsider his strategy. size will be feathered, with the smallest dino- sy campaign are found in the most inaccessible A creature such as a dragon would never fight saurs having the brightest feathers. and dangerous terrain. A dragon should be to the death unless he absolutely had to or Here are some specific suggestions on changes found in all types of terrain, including the most knew it would be the best he could do for a of specific dinosaurs: accommodating—especially the most accommo- cause he was fighting for. If a dragon was se- Duck-billed dinosaurs and sauropods: These dating. Dragons are very large and have very verely wounded, he might even wait long peri- dinosaurs were not aquatic and lived instead in large appetites. They have to live close enough ods of time to lull the PCs into security before dry, upland areas where they grazed on pine to good hunting ground to survive. attacking. Then his attacks would be a confus- trees and the like. No sauropod ever submerged Many people would say that terrain such as a ing mixture of bold fury and cunning subtlety. itself in a swamp or lake, and neither did the flat, temperate forest would not give a dragon Remember, time means much less to a long-lived duck-bills. enough protection. These people would be dragon, and he has many other treacherous Tyrannosaurs: These large predators were wrong. There are dozens of ways to camouflage ways to gain what he wants: feigning death, quick and agile, and worked together in groups a very large hole in such a woods. Even finding attacking in an alternate form, terrorizing to bring down large prey such as Triceratops. the place would be difficult if there are no surprise, plagues of “accidents,” poisoning, and I hope that these suggested changes can make landmarks. Even if the party did not get lost, it even a host of other interesting irritations such dinosaurs more of a challenge and a more would certainly be confused as to the locations as charms and quests. interesting opponent in all D&D games. Some of areas in the woods. Dragons are very powerful and interesting suggested reading material on dinosaurs are: The dragon’s lair doesn’t even need to be creatures; they should be defeated only through Predatory Dinosaurs of the World, by Gregory hidden. The presence of several miners’ cabins a great deal of cunning and skill. A strong show S. Paul; The Dinosaur Heresies by Robert T. around it would tell people that the lair was of ability is very helpful, but it shouldn’t take a Bakker; and Archosauria: A New Look at the simply a mine tunnel. There could even be an tremendously powerful group of characters to Old Dinosaur, by John C. McLaughlin. All have ancient road leading right up to it. If this was defeat them, nor should it be impossible for excellent artwork and are very interesting. the case, the dragon would simply spread the low-level characters to succeed. This should be Long live dinosaurs! idea that the mine was unsafe and contained done only through a constant play of techniques Matt Bonnan nothing of value. to disable the dragon and force him to fight to Roselle IL If a group was perceptive enough, it would his worst possible disadvantage. instantly recognize tell-tale signs of a lair. There Jasen Cooper would be trampled grass, bloodstains, perhaps Bozeman MT even carcasses and a few items of value that were overlooked by the dragon. These, how- Dinosaur-The very name conjures up ever, would be few, since an intelligent dragon swamp-bound, overgrown, stupid, doomed-to- would keep a very deceptive exterior. He might extinction, cold-blooded lizards. I am writing to even stay in polymorphed form when right DRAGON Magazine to change this view of the outside the lair. dinosaur. I enjoy role-playing and DMing AD&D Once at the entrance to a lair, if the party was games and have been doing so for the past eight skillful or lucky enough to get that far, the years. It still makes my blood boil, however, to opening would probably drop away in a sheer look at the dinosaurs so horribly depicted in and smooth cliff face. It would spread out both AD&D 1st Edition Monster Manuals. In rapidly as it dropped to the floor far below. This recent years, new studies on these ancient prevents characters from easily gaining access animals have enlightened scientists with a to the lair. It would be ideal for the dragon, wealth of extraordinary information on these however, because he is a creature of the air. I’m unique animals. I suggest a major rules change not even going to cover the perils inside the lair, for all dinosaurs so as update them and to make but they should surpass even the predictions of a much more exciting campaign or adventure the worst pessimist. using these wonderful animals. The modes of a dragon’s attacks and defense My first suggestion is to redefine the word are where most game referees fail the most. A “dinosaur.” The Monster Manual states: “Dino- dragon never considers fighting a land battle saurs are reptiles. . . . It must be born in mind unless he is so crippled he can’t fly. He is a that these reptiles are extremely stupid. Their creature of the air. The land is his enemies’ turf, motivation is primarily hunger. . . .” This defini- and he would be playing to their advantage to tion is not only outdated but also wrong. In light stay on the ground. This is not to say that a of new theories on dinosaurs, scientists have dragon couldn’t maneuver like a large powerful found them to be warm-blooded, intelligent, snake with wings. He is probably very hard gregarious, parental, flashy, and (most surpris- even to catch. After all, his back legs could ing of all) the ancestors of birds. With all due propel him fantastic distances as if jumping. He respect to these unique animals, I suggest scrap- has used them for leaping to the air all of his ping the old definition and changing it to this: life. “Dinosaurs were a group of animals that be- Regardless of a dragon’s mobility on the earth, longed to none of the modern animal groups. he is an undisputed king in the air. His wing They were colorful, warm-blooded animals, structures are very similar to a bat's. This leads ranged in size from tiny (sparrow-sized) to to a powerful combination of speed and ability. incredibly large (around the size of the blue Yes, dragons are large, the largest creatures in whale). Many small dinosaurs were feathered, the world, but a dragon’s size should not matter and many cared for their young. The large if he is proportioned right. This would only herbivores herded together in dry, upland matter if the dragon flies into a tight area, and forests. Packs of large and small flesh-eating dragons are too smart to do this very often. varieties followed these great herds in search of Dragons, while very large, are not bulky. prey. Most dinosaurs lived in subtropical or Their forms are sleek and snakelike. Thus, a temperate climates, but some lived in colder or

DRAGON 25 Write to: CONDUIT, c/o David Lee Powell, 2566 Blaine Ave., Salt Lake City UT 84108-3359; or CONVENTION call: (801) 467-9517. GAME FAIRE '91, April 19-21 This convention will be held at the Student CALENDAR Union at Spokane Falls Community College in Spokane, Wa. All proceeds will be donated to the Wishing Star Foundation. Events include RPGs, tournaments, microarmor, naval and historical miniatures, SF and fantasy miniatures, * indicates a product produced by a company other than TSR, board games, a video room, a dealers’ area, a Inc. Most product names are trademarks owned by the used-game auction, and SCA events. Registra- Convention Calendar Policies companies publishing those products. The use of the name of any product without mention of its trademark status should not tion: $12/weekend before April 10th; $15/ This column is a service to our readers be construed as a challenge to such status. weekend, $6 for Friday or Sunday, and $7 for Saturday at the door. Write to; Merlyn’s—Game worldwide. Anyone may place a free listing SPRING OFFENSIVE II, April 12-14 for a game convention here, but the follow- Faire '91, North 1 Browne, Spokane WA 99201; Formerly GAME FAIR, this Central or FAX: (509) 624-0957. ing guidelines must be observed. College convention will be held in East Peoria, In order to ensure that all convention Ill. Events include Napoleonics, ADEPTUS I-CON X, April 19-21 listings contain accurate and timely infor- TITANICUS*, American Civil War miniatures, mation, all material should be either typed This convention will once again be held at the CHILL*, and other role-playing, miniatures, and State University of New York, Stony Brook double-spaced or printed legibly on stand- board games. Registration: $5/weekend or $3/ ard manuscript paper. The contents of campus. Guests include Ken Rolston, Gary day, plus $1 per game. Write to: Tri-County Gygax, Steve Jackson, and Tom Baker. Activities each listing must be short and succinct. Gaming Assoc., 116 Walnut St., Washington IL include RPGA™ and standard game tourna- The information given in the listing must 61751; or call: (309) 444-4640. include the following, in this order: ments, a writer’s workshop, autograph sessions, a “meet the pros” party, dozens of dealers and 1. Convention title and dates held; TECHNICON 8, April 12-14 2. Site and location; more. Registration: $25/weekend at the door, This SF/fantasy convention will be held at the less in advance. One-day passes are also availa- 3. Guests of honor (if applicable); Donaldson Brown Center on the Virginia Tech 4. Special events offered; ble. Write to: I-CON X, P.O. Box 550, Stony Brook campus in Blacksburg, Va. Guests include Diane NY 11790. 5. Registration fees or attendance re- Carey, Greg Brodeur, , Ruth quirements; and, Thompson, Don Sakers, and John “Fuzzface” SFERACON '91, April 19-21 ❁ 6. Address(es) and telephone number(s) McMahon. Activities include SF Jeopardy, live where additional information and confirma- The oldest Yugoslavian SF/F convention will be RPGs, panels, a play, an art show, films, and held at the Community Centre Pescenica in tion can be obtained. dealers. Write to: TECHNICON 8, c/o VTSFFC, Convention flyers, newsletters, and other , Yugoslavia. Guests include Radovan P.O. Box 256, Blacksburg VA 24063-0256; or call: Devlic, Igor Kordej, and Predrag Raos. Events mass-mailed announcements will not be (703) 953-1214. considered for use in this column; we include AD&D®, BATTLETECH*, CALL OF prefer to see a cover letter with the an- CTHULHU*, MERP*, DIPLOMACY*, POLE- BAMACON V, April 19-21 CONOMY*, and other role-playing and board nouncement as well. No call-in listings are This convention will be held at the Ferguson accepted. Unless stated otherwise, all games. Other activities include two video rooms, Center on the University of Alabama campus in an art show, story and book contests, an auc- dollar values given for U.S. and Canadian Tuscaloosa, Ala. Guests include Mercedes Lack- conventions are in U.S. currency. tion, and network computer gaming. Registra- ey, Brad Strickland, , Larry tion: 200 YUD for nonSFERA members, less for WARNING: We are not responsible for Elmore, Larry Dixon, , Allen incorrect information sent to us by conven- members, and free for those who bring their Hammack, and Thomas Fuller. A $1,000 cash own computer (preferably Commodore ). tion staff members. Please check your prize goes to the best AD&D® game team at this convention listing carefully! Our wide Write to: SFERACON, Drustveni dom Pescenica, convention. Many other prizes will also be Ivanicgradska BB, 41000 Zagreb, YUGOSLAVIA. circulation ensures that over a quarter of a awarded. Activities include an art show/auction, million readers worldwide see each issue. a banquet, dances, movies, and dealers. Regis- PENTECON '91, April 19-21 Accurate information is your responsibility. tration: $25. One-day memberships and dealer Copy deadlines are the last Monday of The Cornell Society will passes are also available. Write to: BAMACON V, hold this convention at the Goldwin Smith Hall each month, two months prior to the on- University of Alabama, P.O. Box 6542 Tuscaloosa on the Cornell University campus in Ithaca, N.Y. sale date of an issue. Thus, the copy dead- AL 35486; or call: (205) 758-4577 or 348-3127. line for the December issue is the last Events include AD&D®, TRAVELLER*, PARA- NOIA*, DIPLOMACY*, CAR WARS*, AXIS & Monday of October. Announcements for CAPCON XIV, April 19-21 North American and Pacific conventions ALLIES*, ASL*, and CIVILIZATION* games. The Ohio State University Miniatures and Other activities include miniatures painting and must be mailed to: Convention Calendar, Gaming Assoc. (OSUMGA) will hold this conven- DRAGON® Magazine, P.O. Box 111, Lake trivia contests. Write to: PENTECON '91, c/o tion in the Ohio Union on the OSU Columbus Peace Studies Program, 180 Uris Hall, Cornell Geneva WI 53147, U.S.A. Announcements campus in Columbus, Ohio. Activities include for Europe must be posted an additional University, Ithaca NY 14853; or call Shelley at: miniatures, board, and role-playing games (607) 272-1339. month before the deadline to: Convention covering all time periods and genres. Admission: Calendar, DRAGON® Magazine, TSR $3/day. Write to: OSUMGA/CAPCON, Box 21, the Limited, 120 Church End, Cherry Hinton, UBCON, April 19-21 Ohio Union, 1739 N. High St., Columbus OH Sponsored by the UB Strategists’ and Role- Cambridge CB1 3LB, United Kingdom. 43210; or call Jill Moody at: (614) 267-2649. If a convention listing must be changed players’ Assoc., this convention will be held on because the convention has been can- the State University of New York at Buffalo, CONDUIT, April 19-21 Amherst (North) campus. Events include a 2nd celled, the dates have changed, or incor- Located at the Quality Inn in Salt Lake City, rect information has been printed, please Ed. AD&D® tournament and many other popu- Utah, this SF/fantasy/gaming convention will lar strategy and role-playing games, as well as a contact us immediately. Most questions or feature such guests as Barbara Hambly, Erick changes should be directed to the maga- movie room, combat demos, and dealers. Regis- Wujcik, and Derek Fegestad. Events include tration: about $8, plus fees for tournaments zine editors at TSR, Inc., (414) 246-3625 tournaments in AD&D® 2nd Ed., ROLE- (U.S.A.). Questions or changes concerning with cash prizes. Write to: Martin Szinger, UB/ MASTER*, TMN TURTLES*, RIFTS*, ROBO- SaRPA Pres., 210 Curtis Parkway, Buffalo NY European conventions should be directed TECH*, BATTLETECH*, WARHAMMER 40,000*, 14223; or call: (716) 833-4610. to TSR Limited, (0223) 212517 (U.K.). SPACE *, *, CYBERPUNK*, and STAR FLEET BATTLES* games. Other THE UNTITLED GAME CON, April 19-21 ❖ indicates an Australian convention. activities include films, Japanese animation, an ❉ indicates a Canadian convention. Sponsored by Rutgers University Gamers, this art show, a masquerade, panels, dealers, and convention will be held in Scott and Harden- ❁ indicates a European convention. open gaming. Registration: $22 at the door. 26 APRIL 1991 burgh Halls on the College Ave. campus of Knaak. Activities include RPG tournaments, a members. There are event fees. Judges and Rutgers University. Events include AD&D® and silent auction, films and videos, autograph players are needed. There will be a judge’s CHAMPIONS* elimination tournaments, a very signings, a trivia contest, and a vendor’s room. discount and a large dealers’ area. Write to: bizarre AD&D® Mage Duel, SHADOWRUN* Registration: $2. Write to: Sandra Price, OPRF Robert Bigelow, c/o Friends Hobby Shop, 1411 games, playtesting on a new game system, and SF/F Club, Oak River Park High School, 201 N. Washington St., Waukegan IL 60085; or call: voting to name the convention itself! Registra- Scoville Ave., Oak Park IL 60302. (708) 336-0790. tion: $16/weekend or $8/day preregistered; $20/ weekend or $10/day at the door; plus event U-CON ’91, April 20 AGOG IV, April 27-28 fees. Rutgers students receive 50% discount on The University of Connecticut SF Society will The University Of Arizona Historical Games all registration and event fee costs. Write to: hold this convention at the UConn campus Society will hold this convention at the Student Student Activities Center, Rutgers University, Student Union in Storrs, Conn. Activities include Union Main Hall on the University of Arizona Box 19, 613 George St., New Brunswick NJ a dealers’ room, an amateur art show, panels on campus in Tucson, Arizona. Tournaments in- 08903 (include SASE); or call: (908) 745-0454. SF, comics, films, videos, and gaming. Registra- clude AD&D®, CHAMPIONS*, GURPS*, BATTLE- tion: $5 until April 14; $7 at the door. Send an TECH*, and WARHAMMER 40,000* games. IMPACT 0.6, April 20 SASE to: U-CON, c/o Vivian Norwood, Wheeler Other activities include open gaming, a game This convention will be held at the Holiday A, 202, Box 330, University of Connecticut, auction, and a miniatures-painting contest. Inn Central in Omaha, Nebraska. Activities Storrs CT 06269. Write to: AGOG IV, 3150 E. Monte Vista #A, include table-top and role-playing games from 8 Tucson AZ 85716; or call: (602) 327-3517. A.M. until midnight. Registration: $5. Write to: DEMICON II, April 26-28 IMPACT, P.O. Box 4486, Omaha NE 68104. This convention will be held at the Des Moines BOISE FANTASY ARTS CONVENTION IV Howard Johnson’s in Des Moines, Iowa. Guests April 27-28 LAGACON 10, April 20 include Joe and Gay Haldeman, Lucy Synk, and This convention will be held at the Holiday This convention will be held at Kaspar’s Arc, Rusty Hevelin. Events include panels, readings, Inn in Boise, Idaho. Activities include work- north of Lebanon, Pa. Events include AD&D® costume contests, a dealers’ room, and an art shops, contests, dealers, gaming, movies, demos, and BATTLETECH* tournaments, plus AD&D®, show, plus open gaming, a live-action role- and an art show. Registration: $23 at the door. ASL*, BATTLETECH*, SHADOWRUN*, and AXIS playing tournament, and a networked Supporting memberships and one-day costs are & ALLIES* games. There will also be dealers, computer-game tournament. Registration: $20/ available. Write to: BFAC, P.O. Box 8602, Boise ID and food will be available. Registration: $5 weekend or $12/day at the door. Write to: P.O. 83702; or call: (208) 454-2835. preregistered, $7.50 at the door. Write to: Leba- Box 7572, Des Moines IA 50322-7572; or call: non Area Gamers, 806 Cumberland St., Lebanon (515) 270-1312. PLATTECON DELTA, April 27-28 PA 17042; or call: (717) 274-8706. Make checks This gaming convention will be held at the payable to Keith Roth. LITTLE WARS ’91, April 26-28 Student Center on the UW-Platteville campus in This miniatures-oriented convention, spon- Platteville, Wis. Events include AD&D® games, OPCON ’91, April 20 sored by the Historical Miniatures Gaming miniatures games, dealers, door prizes, and This convention, sponsored by the OPRF SF/F Society (HMGS), will be held at the Zion Leisure numerous games. Registration: $4/day or $5/ Club, will be held at the Oak Park River Forest Center in Zion, Ill. Miniatures events will span weekend in advance; $5/day and $7/weekend at High School in Oak Park, Ill. Guests include historical times and beyond. Registration: $8/day the door. Write to: Platteville Gaming Assoc., Phyllis Eisenstein, Robert Shea, and Richard or $12/weekend, with a $2 discount for HMGS Student Center, 1 University Plaza, UW-

28 APRIL 1991 Platteville, Platteville WI 53818. Johnson Plaza Hotel in Albuquerque, N.M. Our DIPLOMACY*, ASL*, WORLD IN FLAMES*, guest of honor is Tracy W. Shurtleff, RPGA™ EMPIRES IN ARMS*, TALISMAN*, and GURPS* WIZARD’S CHALLENGE IX, May 3-5 ❉ Regional Director. Events include two-round games, and various historical and modern This convention will be held at the Sands RPGA™ AD&D® and PARANOIA* tournaments, miniatures games. Other activities include a Motor hotel in Saskatoon, Saskatchewan, Cana- with ROLEMASTER*, ASL*, and WARHAMMER World Wide DIPLOMACY* game, plus live- da. Events include an AD&D® tournament, with 40,000* tournaments, plus more board and action AD&D®, AWFUL GREEN THINGS FROM ROLEMASTER*, STAR FLEET BATTLES*, RISK*, miniatures games. Other activities include open OUTER SPACE*, and ALIENS* games. Registra- SUPREMACY*, *, and WAR- gaming and a dealers’ room. Registration: $10 tion: $15 preregistered or $20 at the door. HAMMER FANTASY BATTLES* games and a preregistered; and $15 at the door, plus event Prizes will be awarded to tournament winners. miniatures-painting contest. Write to: The fees. Daily prices are also available. Write to: Write to: Trigaming Associates, P.O. Box 4867, Wizards Corner, #103-626 Broadway Ave., The Weregamer’s Guild, Student Activities Walnut Creek CA 94596-0867; or call Larry or Saskatoon, Saskatchewan, CANADA S7N 1A7; or Center, Box 28, Student Union Bldg., UNM, Mike at: (415) 686-9319 after 6 P.M. PST. No call (306) 934-4777. Albuquerque NM 87131; or call: (505) 277-3083. collect calls, please. No collect calls, please. MISCON 6, May 10-12 GAMEX ’91, May 24-27 This SF/fantasy/gaming convention will be SUMMERCON ’91, May 18-19 This convention will be held at the Los held at the Best Western Executive Motor Inn in The Gamers’ Alliance of Miniatures Enthusi- Angeles Airport Hyatt Hotel in Los Angeles, Ca. Missoula, Mont. Guests include Barbara Hambly, asts (G.A.M.E.) and the Midwest Masters RPGA™ Activities include all types of family, strategy, William Warren Jr., and Jerry Oltion. Events Network will host this FREE convention in the and adventure board, role-playing, miniatures, include AD&D®, BATTLETECH*, and DIPLOMA- Reunion Food Court Bldg., on the campus of the and computer gaming. Catch the bargains at the CY* games, with videos, a masquerade, an art University of Nebraska in Lincoln, Nebr. Events flea markets, auctions, and the dealers’ area. show, and panels. Registration: $16 until April include three RPGA™ tournaments, an RPGA™ Other activities include seminars, demos, and 15; $20 thereafter. Write to: WMSFC/MISCON 6, Masters tournament, and a benefit tournament. guests. Write to: STRATEGICON, P.O. Box 8399, PO. Box 9363, Missoula MT 59807. Other activities include WARHAMMER 40,000* Long Beach CA 90808; or call: (213) 326-9440. role-playing and miniatures events, historical KETTERING GAME CONVENTION IV miniatures, a figure-painting contest, and other ONCE UPON A CON ’91, May 24-26 May 11-12 role-playing, board, and miniatures games. This convention will be held at the Radisson This convention will be held at the Charles I. Everyone is welcome! Write to: Hobbies, Etc., N. Hotel South in Englewood, Colo. Guests include Lathrem Senior Center in Kettering, Ohio. 16th St., Lincoln NE 68508, Attn: Rufus; or call: Larry Niven, Steven Barnes, Jennifer Roberson, Events include FRPGs, an RPGA™ tournament, a (402) 477-7006. , and Joe Dever. Activities include MONOPOLY* tournament, and board, computer, live-action role-playing games, panels, seminars, and miniatures games, plus a tournament based GAMECAUCUS II, May 24-27 a costume ball and contest, a dealers’ room, on Double Exposure, by Piers Anthony. Write Sponsored by Trigaming Associates, this author readings, an art show, and a con suite. to: Bob Van Gruenigen, 2013 Gay Dr., Kettering convention will be held at the Oakland Airport Registration: $19/weekend until April 15; $24/ OH 45420; or call: (513) 252-9948. Hilton in Oakland, Calif. Events include an weekend thereafter; or $13/day. Write to: IFGS/ RPGA™ AD&D® tournament, with BATTLE- ONCE UPON A CON, P.O. Box 3577, Boulder CO CONWEST III, May 17-19 TECH*, WARHAMMER 40,000*, STAR FLEET 80307-3577; or call: (303) 494-4302, or out-of- This convention will be held at the HowardBATTLES*, TOP SECRET/S.I.™, *, state call: (303) 786-9727.

DRAGON 29 SODACON II, May 25-26 MOBI-CON ’91, June 7-9 This convention will be held at the Howard This convention will be held at the Days Inn in Johnson’s Hotel and Convention Center in Rapid Mobile, Ala. Activities include 24-hour gaming, a City, S.D. Events include AD&D®, BATTLE- movie room, a retailers’ room, an art show and TECH*, TWILIGHT: 2000*, CHAMPIONS*, and sale, a writing contest, an auction, a galactic feud, MORROW PROJECT* games. Registration: $10 games, tournaments, miniatures, demos. Pro- preregistered, or $12 at the door. Write to: ceeds will benefit the Mobile Area March of Black Hills Society of Gamers, 2416 Cameron Dimes. Registration: $12.50 until May 20; $15/ Dr., Rapid City SD 57702; or call Steven at: (605) weekend or $6/day thereafter. Send an SASE to: 642-3316. MOBI-CON Inc., P.O. Box 161275, Mobile AL 36608. TWINCON ’91, May 25-27 This convention will be held at the Thunder- GLATHRICON ’91, June 21-23 bird Hotel and Convention Center in Sponsored by the Evansville Gaming Guild, Bloomington, Minn. (ask about special room this convention will be held at the Executive Inn rates). Guests include Julie Guthrie, Ken Rolston in Evansville, Ind. The guests include Ed Green- , Craig Taylor, and Greg Scott. wood, Alan Clark, Don Bingle, and . Events include role-playing, board, and minia- RPGA™ tournaments include AD&D® Feature, tures games, with miniatures-painting and Masters, Grandmasters, and the Joe Martin costume contests, a vendors’ room, seminars, Cancer Benefit; MARVEL SUPER HEROES™ discussions, and open gaming. Registration: $20/ Feature and Masters, JAMES BOND 007*, PARA- weekend until May 5; $30 thereafter. One- and NOIA*, PARANOIA* Masters, CHILL*, DC two-day passes are available at the door. Make HEROES*, and CHAMPIONS* games. Other checks payable to Donald Prust. Write to: activities include a dealers’ room, a large art TWINCON ’91, P.O. Box 8010, Lake St. Station, show and print shop, an art auction, a masquer- Minneapolis MN 55408; or call: (612) 888-5759. ade, a miniatures-painting contest, seminars, panels, and additional gaming. Registration: $15 NASHCON ’91, May 31-June 2 until April 15; $20 thereafter. Write to: Evans- This gaming convention will be held at the ville Gaming Guild, P.O. Box 15414, Evansville IN Music City Rodeway Inn in Nashville, Tenn. 47716; or call: (812) 421-1010. Events include miniatures tournaments, alterna- tive gaming, a dealers’ room, and an auction. MICHICON GAMEFEST ’91, June 21-23 FigFair will also be held here. Registration: $15. This gaming convention will be held in the Preregistrants receive a free NASHCON T-shirt. Southfield Civic Center in Southfield, Mich. Write to: Games Extraordinaire, 2713 Lebanon Events include 60 , 60 miniatures Pike, Nashville TN 37214; or call: (615) 883-4800. game, and 40 role-playing game events. Other activities include dealers, three used-game OPTICON ’91, May 31-June 2 auctions, open gaming, and food. Registration: This convention will be held at the Gardiner $12/weekend or $7/day. Preregistrations are Student Center on the campus of the University accepted. Write to: Metro Detroit Gamers, P.O. of Akron in Akron, Ohio. Events include RPGA™ Box 656, Wyandotte MI 48192; or call Barry tournaments and other individual and tourna- (daytime) at: (313) 953-2125. ment games. Other activities include a large exhibitors’ area, an auction, an art show, semi- NEW ORLEANS SF/F FESTIVAL ’91 nars and panels, a painting contest, and 24-hour June 21-23 gaming. Registration: $15/weekend preregis- This convention will be held at the Clarion tered. Dorm rooms are available; ask about Hotel in New Orleans, La. Guests include Fre- rates and availability. Write to: OPTICON ’91, derick Pohl, Pat Cadigan, John Slade, Ellen P.O. Box 4876, Akron OH 44310; or call: (216) Datlow, George Alec Effinger, George R.R. 972-7713. Martin, Richard Pini, and Walter Jon Williams. Activities include 24-hour gaming, a costume ZIACON ’91, May 31-June 2 contest, programming, an art show and auction, This SF/F convention will be held at the a dance, a 24-hour hospitality suite, a meet-the- Roswell campus of Eastern New Mexico Univer- guests party, a large dealers’ room, and a special sity in Roswell, N.M. Guests include Gerald charity event benefiting the New Orleans Brom, , , Diana Gallagher, Metropolitan Battered Women’s Center. Registra- , Ken Widing, Michael Williams, and tion: $20 until May 26; $25 at the door. Write to: Robin Wood. Gaming events include AD&D®, New Orleans SF/F Festival, P.O. Box 791089, New TRAVELLER*, CALL OF CTHULHU*, and minia- Orleans LA 70179-1089; or call: (504) 835-4314. tures games. Other activities include a masquer- ade, interactive literature, poetry, films, a INTERPHAZE III, June 22-23 miniatures painting contest, SCA demos, panels, This live-action gaming convention will be a dealers’ room, an art show, and pinatas. held near the Folklore Village of Dodgeville, Registration: $20 until May 1; $22 thereafter. Wis. Gather rumors and treasure from a host of Write to: ZIACON, 1709 W. Walnut, Roswell NM characters, explore the countryside, and pur- 88201; or call: (505) 624-0810. chase supplies at the bazaar. There will be a medieval banquet, complete with court-dancing, GAMECON III, JUNE 7-8 musicians, jugglers, and a magic show. Cos- This convention will again be held at the tumes are recommended. A mini-adventure, auditorium of the Bergen Shopping Mall in complete with a pinata dragon, will be offered Paramus, N.J. Events include AD&D® tourna- for the kids. Dealers and crafters are welcome. ments, BATTLETECH*, *, WAR- For information, send $1 to: Doc Bradshaw, HAMMER 40,000* and FANTASY*. GMs are 7637 N. 15th St., Oakdale MN 55128. needed. Registration: $2 plus $4 preregistered event fee or $5 event fee at the door. Write to: How effective was your convention listing? GAMECON III, c/o The , Bergen Mall If you are a convention organizer, please Shopping Center, Paramus NJ 07652; or call: write to the editors and let us know if our (201) 843-3308. “Convention Calendar” served your needs. Your comments are always welcome.

Game bored? Try these adventure board games!

©1991 by Ken Rolston games to role-playing games. I have always able for role-playing gamers accustomed been a hard-core role-player and a luke- to the cooperative rather than the adversa- It’s game night, and your regular FRPG warm board gamer, however, and only a rial aspects of gaming. crowd is gathered once again around your number of emergency game-night situa- I’ve also become increasingly sensitive to table, itching for some fantastic, escapist tions introduced me to the pleasures of the tactile and visual appeal of board action. Then, disaster strikes! In walks adventure board gaming. Another reason games. Once, my adult persona might have your game master, who has had his bell for my increased interest in board games been ashamed to be so childish and super- thoroughly rung in an SCA weapons- is that I don’t have as much time to spend ficial as to respond to the cool bits inside a training mishap, and he regretfully in- on character, scenario, and campaign box, but now I’m quite comfortable about forms you that his brain is too addled to preparation as I used to. Less of my ego accepting my simple, primitive, gosh-wow permit him to perform his game-mastering and creative juices are tied up in role- pleasure in looking at and playing with the functions. Or weather, work, family crises, playing games nowadays, since the social pretty bits when I play a board game. or other common disasters force your GM aspect of gaming-just getting together Even the more modest presentations of to cancel on short notice. with friends-has become more important the games reviewed this month have Now what? One of the players could to me. After years of playing the game- charming and appealing game bits, while volunteer to run a scenario on short no- master role of Entertainment Tonight, it’s a the most splendid graphic and component tice, but rarely can it be properly linked to pleasure to shed the mantle of impresario packages-in particular, the Milton the current campaign everyone is hot for, and sit down for a casual board game. Bradley/ board games— and game mastering on short notice with Part of my personal resistance to board are almost as much fun to touch and ad- little preparation time is a difficult and games has been the feeling that the com- mire as they are to play. unrewarding chore. And no one wants to petitive aspect of traditional board games In selecting games for this review, I go home without his action-adventure is incompatible with the cooperative style looked for games suitable for four or more game fix. of gaming practiced by most role-playing players that featured settings and thematic In this situation, our local game group gamers. But each of the games reviewed flavor familiar to fantasy and science- pulls down an adventure board game from here deemphasizes the competitive ele- fiction role-players. I avoided games with Rolston’s shelves of barely holding and lets ment of board gaming to some degree, traditional war-gaming and diplomatic the board-game designers bear the burden either by focusing on the conflict of the elements that might inspire the urge to of scenario design and game mastering for player versus the game environment or by dominate more than the urge to socialize. I the evening. integrating some features of the FRPG also looked for games I could play with I’m sure there are many folks who play game master into the traditional board- kids and non-role-players, so I could intro- adventure board games for their own game environment. In either case, the sake, and they may even prefer board result is a game experience more comfort-

32 APRIL 1991 duce them to the themes and settings of Games places a greater emphasis on diplo- The DUNGEON!® game the games I play without subjecting them macy, shrewd betrayal, and hatchet jobs Fantasy board game to the intense and sometimes intimidating than I usually find comfortable for a social TSR, Inc. $19.95 atmosphere of a role-playing session. I evening, but its bizarre, ironic tone and Boxed game with 24-page rule book, game wanted games with simple, clearly pre- style keep the atmosphere light. The Ava- board, dice, 250 playing cards, and six sented rules; strong, well-expressed narra- lon Hill Game Company’s CIVILIZATION* plastic miniatures tives, settings, and themes; and sharp, game is perhaps my all-time favorite for Design and development: David Megarry, appealing graphics and components. involving intelligent nongamers in a , , Michael Gray, I also looked for games that permitted historical-fantasy game setting. Like the solitaire play, primarily because I like to TALISMAN game, however, the beginning play a dry run of a board game by myself and middle game play are more satisfying No game could be simpler, and the to learn the rules and feel of the game than the end game; just quit when you’ve DUNGEON! game successfully models the before I present it to my pals. Though it gotten to the late Bronze Age and the civil simplest elements of classic kill-the- requires special effort, I highly recom- wars start to take the joy out of the game. monsters-and-grab-the-treasure gaming. mend this approach. It’s the old game- The JUNTA* game (West End Games), a The action is swift and suspenseful, with master/impresario impulse, of course, but charming game of banana-republic poli- lots of dice-rolling. The players do compete I know how nice it is to sit down and be tics, usually inspires a high level of wacky with one another, but a gamer is typically taught the rules rather than to have to role-playing and contagiously bad Hispanic more absorbed in avoiding the loss of trea- read them and figure them out. Among accents, despite its roots in traditional sure and being slain at the hands, mandi- my favorite examples of classic board- diplomacy gaming. Also, the TITAN* game bles, or sucking appendages of the game’s game rules writing is a passage from the (The Game Company) is an denizens than in worrying about being beginning of ’s : elaborate, flavorful fantasy board game, outplayed by his opponent. Only in the final THE *, from West End though somewhat more competitive, war minutes of the end game, when players Games: “The Easiest Way to Learn the gamish, and interminable in play than the may make low-percentage, last-ditch at- Rules: Have someone else teach them to other classics mentioned here. Two other tempts to forestall the front runner from you. Failing that, you’ll have to read them excellent board games (both lamentably winning, is there any point to attacking yourself.” now out of print) are West End Games’ another player, and resentment about being Before we get on to the reviews, let me TALES OF THE ARABIAN NIGHTS* game, savaged is short lived, mild, and mitigated recommend some classic fantasy and a unique narrative game with strong role- by the dramatic payoff of the climax. science-fiction board games that satisfy playing elements, and the KINGS & The fantasy flavor is thin and sharply many of the criteria described above. First THINGS* game (also by West End Games), focused on the D&D® game model of and foremost, I recommend Games Work- a light-hearted but war-gamish battle fantasy adventure. The character classes shop’s TALISMAN* game and its numerous involving fantasy exploration and (warrior, elf, thief, dwarf, wizard, paladin) supplements. Despite its flawed, intermi- kingdom-building by . Look for each have distinct game strengths and nable, and aggressively competitive end them at flea markets, on the dusty back weaknesses, although there’s hardly any game, the beginning and middle game play shelves of game stores, or from second- story, theme, or character in this excep- are excellent. Just don’t bother to play game merchants. tionally simple game. The treasures being end game-quit when you get tired. The sought are simple cash (for satisfying end- ILLUMINATI* game from Steve Jackson game conditions) and widgets like magical swords and crystal balls. The widgets feel useful; you’ll be grateful for their benefits and loathe to lose them. The roll of the dice and the luck of the draw are crucial factors in success. Sensi-

DRAGON 33 ble consideration of the odds of rolling a beyond that there is little role-playing previously recommended as classics, only given number on 2d6 is useful, but no flavor for players. There are lots of good three of them would be immediately iden- strategy can guarantee success. The wiz- old dungeon monsters to whack, a particu- tified with their designers by most game ard seems to possess the most promising larly pleasant and nostalgic experience for fans: the ILLUMINATI game, by Steve options for a reliable winning strategy, but veteran gamers, but the monsters are only Jackson, and the KINGS & THINGS game the game’s atmosphere and fantasy flavor modestly distinguished by personality and and THE GREAT KHAN GAME, by Tom did not attract me sufficiently to encour- ability. Wham. All of Tom Wham’s games are age exhaustive playtesting. Evaluation: As a game, the DUNGEON! instantly recognizable in graphic presenta- Presentation: The components and game is quite good. The tension, suspense, tion, play style, and tone as Tom Wham’s graphics are modest and unambitious. The and challenge of exploring for treasure, games. Other Tom Wham classics include plastic miniatures are unexceptional in discovering monsters, and gathering loot the SNIT’S REVENGE*, AWFUL GREEN detail and not a very suitable mix for while staying alive are very satisfying. THINGS FROM OUTER SPACE*, and many game sessions, since there are three Choices of strategy are meaningful, and MERTWIG’S MAZE™ games (see “Short and individual player characters for each class competition with other players maintains sweet”). Each of these games boasts Tom of character available for play. For exam- dramatic tension, but so much really de- Wham’s light touch, simple and readable ple, if six players decide to play three elves pends on dice rolls that you can’t take rules, and a vivid, imaginative fantasy and three wizards, two of the elves and success too seriously. It’s possible to die setting focusing on the personalities, vir- two of the wizards are going to look like a once or twice and still remain in the com- tues, and foibles of various creatures, warrior, thief, paladin, or dwarf on the petition, and when someone approaches heroes, and stooges. board. the victory conditions, the last-ditch at- Fantasy feel: Wars of conquest, fleet Rules: This game is for 2-6 players. tacks by one player upon another seem engagements, political coups, trade mis- With four or more players, the resources not so much vicious as desperate-a clever sions, royal processions, pirate raids, to achieve victory conditions are pretty and pleasant surprise compared to other dragons, and sea monsters sweep across lean and the competition is fierce, particu- fantasy games that encourage interplayer the map in grand Hollywood fashion, but a larly with beginning players who are back-stabbing and robbery. glance at the illustrations on the cards bound to die a few times learning reliable The DUNGEON! game has strong, sim- representing the leaders, warriors, and play strategies. Dying early is a bad thing, ple, reliable game elements. The setting is monsters of this fantasy world should as when characters die, they leave their familiar from the classic style of dungeon- make it evident that players are not to treasures under the beasts that killed delving fantasy role-playing, but the narra- take these epic events too seriously. Many them-rich rewards for surviving charac- tive, character, and theme fantasy values of the games reviewed here, particularly ters best able to handle those beasts. The are rather modest. I believe the basic the HEROQUEST, *, and rules are. short and simple, and the rules’ game elements-who survives and who DUNGEONQUEST* games, are heroic and style is lean and informal, with only a few wins-would survive numerous playings, serious, as may easily be discerned from a minor but troublesome ambiguities. For but I didn’t find the fantasy flavor charm- glance at their graphics and miniatures, example, the level a chamber is on is very ing enough to stimulate a desire to play But Tom Wham games are lovably mock- significant in game terms, but many cham- again. The DUNGEON! game is quick, easy heroic, and only half serious in epic scale. bers are not clearly marked on the board to learn, and fun to play. It could be quite Place names like Far Vandmeer, Graubun- or defined in the rules as belonging to a suitable for an adult introducing younger den, Veldergauttland, Al-Ubaid (the Walled given level. A simple note in the chamber gamers to fantasy action-adventure gam- City), and titles like the Grand Wazir Ne- or the use of the color-code scheme that ing, but it probably won’t seduce most chamin, Badmuddin the Bald, Umgook (the indicates room levels would have been experienced role-players into multiple Tusk Eater), and Andoquat the Sardar all helpful. And why not print the Monster sessions. evoke the grand scale of action-adventure Attack table (the only table you need to fantasy literature and games with a reference during the game) on the game THE GREAT KHAN GAME friendly, lightly mocking tone. board or on a reference card, so we don’t Fantasy board game I suspect this mock-epic tone works best have to look in the book each time we roll TSR, Inc. $12.95 for sophisticated gamers with a wry per- the dice? Folio boxed game with 32-page rulebook, spective on the cheesier values of the The basic game is not very appealing game map, 162 playing cards, and fantasy genre. Younger gamers may not and is not simple or fast enough to learn counters get the joke. Also, the rules and proce- compared to the expert game to justify the Design: Tom Wham, Richard Hamblen dures of THE GREAT KHAN GAME are distinction. Go straight through the expert (game map and playing cards by Jeff more involved than those in the rules, though younger gamers may be and Amanda Dee) DUNGEON!, HEROQUEST, and SPACE slow to pick up the subtle abilities of the CRUSADE games. There is also an impor- wizard and elf and may find them frus- THE GREAT KHAN GAME is a card-and- tant element of diplomacy—interplayer trating to play. Dying is likely and may be board game presenting the epic sweep of deals, conspiracies, and smiling betrayals— especially discouraging for younger politics, trade, and warfare among bud- that I would find pleasant only in the Tom gamers. Unlike the HEROQUEST* game ding fantasy empires, with a goofy, cheer- Wham light-hearted atmosphere. (see later), there is no game-master role, so ful tone and play style. Vividly charact- Presentation: THE GREAT KHAN I consider the DUNGEON! game less suit- erized fantasy peoples and rabble join GAME’s graphics are spartan and modest. able as an kids introduction to FRPG expe- under heroes and leaders to form nations But, by contrast with the DUNGEON! riences. Cooperative bonuses to joint intent on the economic, political, and game, here the modest values are part of attacks seem to be the sole feeble vestige military conquest of the known world. the charm and distinction of the game. of FRPG cooperative play style, and a not- THE GREAT KHAN GAME neatly combines The Jeff and Amanda Dee illustrations of very-persuasive vestige at that. epic scale and mock-epic tone in simulta- the major leaders of the game world in Fantasy feel: The DUNGEON! game neously exploiting and parodying the most particular are cute, lovable, and perfectly contains 36 spells cards that represent distinctive excesses of the grand-fantasy in keeping with the tone of the game. I did only fireball, lightning bolt, and teleport. genre setting. note, however, that THE GREAT KHAN In the context of the game, these spells are Tom Wham: For reasons too compli- GAME is sold unblushingly as an quite suitable and effective, but not partic- cated to discuss here, few games are in- ADVANCED DUNGEONS & DRAGONS® ularly exciting as examples of fantasy stantly identifiable as the products of a FORGOTTEN REALMS® product, despite flavor. Character classes are distinguished specific game designer. Of the six games no discernable relationship to the AD&D in the traditional D&D-game style, but reviewed here, and of the seven games game or the Realms. This lapse in market-

34 APRIL 1991 ing taste is excusable only because anyone like that of the HEROQUEST game. I’ve who looks at the game box can tell imme- The HEROQUEST game scores early and always liked West End Games’ GHOST- diately that its tone and style have nothing often in toy value and accessibility for BUSTERS* game, for example (a remark- to do with either the Realms or the FRPG. young gamers. I’ve had great fun playing ably clean and simple role-playing system), Rules: The basic idea of the game is to the game with young folks unfamiliar with but veteran role-players prefer more gather “melds” of various cards, represent- role-playing. This is a simple fantasy board elaborate game mechanics. In that sense, ing leaders and peoples, into rich and game that ingeniously incorporates the the HEROQUEST system will be of little powerful nations that vie for control of FRPG convention of the GM/referee who interest to most gamers, but as a game territories on a map. The player whose confronts a cooperative party of adventur- designer I admire how much action- nations control the most territory and ers with deadly traps, monsters, and arch- adventure gaming this system gets out of have the richest treasury at the end of the villains. The few rules are easily taught. so few and such simple game mechanics. game is the winner. There are various The scenarios are simple, one-page maps European and American editions: ways to gain gold (trade with and conquest that show the locations of all the traps, The original European edition of this game of other nations, for example) and various monsters, and treasures in the dungeon. has been available for almost two years. ways to gain control of nations and terri- The brief read-aloud introduction describ- (I’ve heard figures like 500,000 copies sold tory, usually by war (battles between ing the adventure and the sparse notes on by Milton Bradley in Europe.) A new and melds of card representing nations) and the adventure are also limited to this one- revised American edition was released at political coups (where a nation is stolen page presentation. Toy Fair this winter. In the original Euro- away from another player by playing an The game board represents rooms and pean edition, the opposition is compara- alternative meld with greater political corridors that might contain traps, trea- tively weak, and a player character power than the existing meld representing sure, or monsters, according to the sce- triumph almost assured in each scenario. a given country). As players draw cards nario maps. Doors, traps, monsters, and I’m told that the American revision of the each turn, new leaders and peoples come furniture are represented by jillions of rules will increase the hit points of the into play, and event cards signal disasters lovely plastic and plastic-and-cardboard major antagonists and give them access to (assassins, rare diseases, earthquakes, and figures and cardboard counters. Detaching more spells. For my purposes of introduc- peasant revolts) and windfalls (trade cara- the plastic bits from the sprues and assem- ing young folk to role-playing-style fantasy vans, fleets, and philanthropists) for the bling the dungeon furniture is a time- adventure, I liked the relatively easy win competing nations. consuming but pleasurable activity in better than I liked watching my eight-year- Tom Wham games feature rules that are itself, like model-building on a very modest old niece deal with her dead dwarf charac- usually sprawling, incoherent, rather scale. Just setting up the scenarios on the ter. On the other hand, once my nieces clever, imaginative, well played, well board with all the lovely toys is loads of and nephews start playing the game on tested, and cheerfully amended to deal fun for youths and arrested-development their own, I imagine they’ll want some- with potential problems and to permit types like myself. thing more challenging as they progress minor decorations and chrome. The basic Play consists of four hero player through the scenarios. With that in mind, concepts are usually fairly simple, but so characters-a barbarian, a dwarf, an elf, owners of the American version who many cute little bits are glued on to the and a wizard-who move through the introduce their offspring, nephews, or basic design that the interaction of certain corridors and rooms of a dungeon, look neighborhood urchins to the game might elements may not be anticipated by the for traps and secret doors, fight monsters limit monsters to one hit point each ini- rules. I was confused and needed to care- when they find them, and loot the inevita- tially, then shift to larger hit-point values fully reread the rules and examples from ble treasure chest. After all the player once the beginners get their bearings. time to time. Nonetheless, his games seem characters have moved and attacked, the Fantasy feel: During play, my niece to have been well play-tested, as is testified Evil Wizard (i.e., the GM) may move and and nephew neophytes displayed the basic by various sensible observations on play attack with any creatures he has on the elements I associate with my first D&D included in the rules. Finally, the informal board. The creatures he has are deter- game experience: greed for advancement, tone and style of rules writing invites you mined by reference to the scenario map; tactical caution and planning, and a not to take the rules too seriously. Only he usually has little choice in how they are healthy respect of unknown monsters. My someone who misunderstood the intent of deployed. young nieces and nephews readily com- a Tom Wham game could get involved in a The systems are fast, simple, and easy to prehended the limited fantasy stereotypi- rules squabble. learn. Each player rolls two six-sided dice cal roles of barbarian, dwarf, elf, and Evaluation: THE GREAT KHAN GAME and moves his figure that many squares. wizard and played them with great relish, is a pleasant, light-hearted fantasy game Combat uses a simple set of special dice with the stupid but tough barbarian cheer- with an excellent flavor and an enjoyable, marked with skulls and shields; the at- fully charging into melees without hesita- pleasing play style. Its competitive, diplo- tacker tries to roll skulls to score a wound, tion while the wizard and the elf minced matic elements are nicely balanced by a while the defender tries to roll shields to around carefully in the background. mock-epic tone, and the epic conflicts of defend. The better the fighter, the more The dungeon and its traps, secret doors, fantasy kingdoms play out like a grand, dice he rolls on attack or defense. Fighters monsters, and treasures were as vivid as profoundly cheesy fantasy novel can outfit themselves with new weapons, any dungeons I crawled in during my armor, and other equipment as they gain early D&D game days, if not more so, HEROQUEST game gold coins. Wizards get a variety of 12 though the roles, role-playing, and story- Fantasy adventure board game fairly nifty spells, three associated with telling of the player characters and mon- Milton Bradley Ltd. and Games each of the elements earth, air, fire, and sters are necessarily more limited in the Workshop £24.99/$39.95 water. Each spell is printed on a card for HEROQUEST game. However, while Boxed game with 16-page rulebook, 36- easy reference and fast bookkeeping. gamers are invited to design their own page quest book, game board, GM Characters do not advance in abilities as dungeons and scenarios, this game pro- screen, 15 pieces of furniture and 21 they progress through adventures, but vides none of the broad creative and im- doors in cardboard and plastic, door they do gain money to purchase more provisational impulses that the D&D game and trap tiles, 64 playing cards, dice, effective arms and armor, and success in provides, In a developmental sense, I sus- four character references, a pad of scenarios may provide them with power- pect that this is a good thing. Young’uns character sheets, and 35 plastic ful magical treasures. not yet ready to grapple with role-playing miniatures Experienced, dedicated gamers (e.g., adventure design and refereeing will be Design: Milton Bradley and Games Work- DRAGON® Magazine readers) are not perfectly comfortable and happy with this shop staff likely to appreciate simple game systems more modest but action-adventure-thrill-

DRAGON 35 packed game experience. From a glance at the box, you might thereafter, the Space Marine Players’ pri- I can’t see myself playing the HERO- mistake the SPACE CRUSADE game for a mary choices involve tactical movement QUEST game with other adults, particu- reworked HEROQUEST game transplanted and combat maneuvers. larly with FRPG or board-game veterans, to a futuristic man-vs.-aliens setting. Actu- The Alien Player, on the other hand, has unless everyone’s tongue is firmly planted ally, the SPACE CRUSADE game is a simple almost no choice in the outfitting of his in cheek. The first time I played, we ig- but challenging and sophisticated game troops. He does, however, have great nored the included scenarios and invented that has much more in common with latitude in how and when he deploys our own scenario: Furniture Quest, in Games Workshop’s SPACE HULK* board them. When a Space Marine enters any of which the Knights Who Say Nee sent the game than with the HEROQUEST game. the four subboards that represent the Heroes down in a dungeon to fetch a The SPACE CRUSADE game takes place entire playing field, the Alien Player must couple of huge oak bookcases. A good time in Game’s Workshop’s WARHAMMER place down cardboard counters called was had by all, but I couldn’t make a regu- 40,000* universe. The actual setting of the “blips”; these represent life-sign traces on lar diet of it. game is a space hulk-one of untold num- the Space Marines’ bioscanners. The Alien Evaluation: The HEROQUEST game is bers of huge, mysterious, derelict space- Player may place all, some, or none of the an excellent starter game and an excellent ships that drift through Warp Space, blips allotted to a scenario on any of these value, with buckets of nifty bits and fast- occasionally emerging into normal space. four boards. action bang for the buck. Other designers These are often infested with vari- When blips are placed on a board, the I’ve spoken with have noted wistfully that ous aliens, enemies of the galaxy-spanning Space Marine Players immediately know they’ve wanted to do this sort of thing for Empire, a society ruled by the Emperor of the location of all alien creatures on that years, but only Games Workshop and Human Space. The Legiones Astartes, the board, but he does not know what each Milton Bradley could provide the combina- Space Marines, is the military arm of the blip represents. A blip may represent tion of distinctive graphic and model de- Empire. Among their many responsibilities anything from the relatively weedy, sign with large-scale production efficiency in maintaining the peace and security of shotgun-armed, unarmored gretchin to and marketing muscle necessary to pro- the Empire, the Space Marines must enter the many-armed, heavily armored Dread- duce a game-and-toy package on this scale these derelict space hulks and cleanse nought, so the Alien player has ample at such a modest price. The simple rules them of their alien infestations. opportunity for feint and misdirection in presentation is clear and effective, play In the SPACE CRUSADE game, the GM’s the initial stages of the game. When a itself is fast and action-packed, the role is that of an adversary-opponent, the Space Marine moves within line of sight of dungeon furniture and the WAR- Alien Player. The Alien Player controls all a blip, the blip is turned over, revealing HAMMER* miniatures are lovely, and the the alien forces on the game board, which the silhouette of the creature it repre- graphic appeal is first class. represents a section of a space hulk. Each sents; a plastic miniature of the alien is Is this the first mass-market action- scenario places limits on the alien troops then set down in the counter’s place. Once adventure fantasy game that has the kind he has at his disposal, but he may deploy most blips are replaced with miniatures, of impact that can compete effectively them as he chooses. the battle becomes a more straightforward with cartridge and computer games? The The Alien Player is pitted against one-to- slugfest. latter are superior in immediacy, suspense, three Space Marine Players, who are as- Effective strategies are not immediately tension, and graphics, but at much less signed various missions according to the apparent. After studying the rules and cost the HEROQUEST game offers some of scenario being played. In the first sce- comparative resources of the Space Ma- the same excitement as well as the social nario, the Space Marine squads are to rines and aliens, it’s not easy to guess what context and toy payoff missing in cartridge search out and destroy an awesome tactics will be most effective. In early play, and computer games. Dreadnought combat robot; the alien the one-hit-point Space Marines are dis- I doubt, however, that the HEROQUEST forces attempt to prevent the Marines tressingly vulnerable to sudden, appalling game has much to offer experienced from completing their mission. losses. Also, though Space Marine Players gamers except as a dungeon-dressings and Each scenario may be played as a game are united in their desire to butcher ali- miniatures package. For the price, you within itself, but the SPACE CRUSADE ens, they are also competing with one may want a copy just to play with the cool game may also be played as a campaign another to gain the most Mission Points, bits. More sophisticated, mature gamers game. In the campaign game, a player may adding a minor but unpredictable diplo- immune to the temptation of heavy boxes be promoted in rank according to his matic element to play. filled with plastic miniatures and performance in previous scenarios. With Further confusing the issue, the SPACE assemble-your-own dungeon fireplaces promotion comes modest but significant CRUSADE game has a unique and coun- and torture racks should pass it up. additional game resources. terintuitive method of balancing scenarios. This game is available from Games The tactical and strategic resources and For example, the first scenario may be Workshop, 3431 Benson Avenue, Baltimore choices of the Space Marine and Alien played with one, two, or three Space Ma- MD 21227, U.S.A., or Games Workshop, Players are quite different. The Space rine squads against the alien , Chewton Street, Hilltop, Eastwood, Not- Marine unit begins with a single leader yet there are no alterations in the number tingham NG16 3HY, UNITED KINGDOM. with six hit points and a squad of four of troops or mission-point conditions, other marines with one hit point apiece. whether there are one, two, or three SPACE CRUSADE game The Marine Player has a selection of weap- Space Marine units going after the aliens. Science-fiction board game ons for outfitting his men, from small Clearly, you’d expect three squads of five Milton Bradley Ltd. and Games arms effective in close actions to heavy Marines would be a lot harder on the Workshop £24.99/$49.95 weapons that limit mobility but offer aliens than one squad of Space Marines. Boxed game with 24-page rulebook, 24- greater firepower. The Space Marine Every time I’ve played with one squad in page mission book, four-piece game Player may select for his leader from one Mission One, the Space Marines got board with walls and assembly clips, to four Order Cards. These cards may be slaughtered before they accomplished three docking boards, 27 doors, three played only once each and permit special their mission. In fact, they weren’t even Marine player scanners, one Alien actions like double move or double fire. close. control panel, counters, 64 playing Equipment Cards represent outfitting But game performance is not judged by cards, dice, and 50 plastic miniatures choices; for example, targetters increase mission accomplishment or by body count, Design: Milton Bradley and Games Work- the accuracy of weapons, while force but by Mission Points. Given the way shop staff fields increase armor resistance. When the Mission Points are awarded, a single Space game begins, the scenario determines Marine unit that gets chewed up in Mis- where the Space Marines enter the board; sion One and fails its mission objectives

36 APRIL 1991 may still rate an “Acceptable” or even SF militaristic space-opera settings like rules. With the SPACE CRUSADE game’s “Commendable” performance. Only with FASA’s BATTLETECH* and RENEGADE wider range of troop and weapon types considerable game experience have I de- LEGION* games, and West End Games’ and with the added mechanical devices of veloped a clearer sense of optimal strate- STAR WARS*: the RPG, which are closer to Event Cards, Order Cards, and Equipment gies, and my play is still evolving. For a traditional SF war games. If orcs-in-space Cards, it provides a remarkably exciting game with such simple rules, I am pleas- rubs you the wrong way, you may find the game with a surprisingly clean and eco- antly surprised by the depth and subtlety SPACE CRUSADE game’s setting unpalata- nomical design. of play. ble. (Note that the SPACE HULK game, Evaluation: The SPACE CRUSADE The pace of the game is remarkably fast, another GW game in the 40K universe that game is a colorful, exciting, fast-paced, in spite of the large number of pieces in does not contain orcs or goblins, has most easy-to-learn but hard-to-master game play at one time. The small Space Marine of the same trappings of the SPACE CRU- with solid, action-adventure, heroic SF units are probably the key to this rapid SADE game without the fantasy elements.) appeal. The miniatures and graphic pre- pace; the Alien Player must spend most of Presentation: The graphics and com- sentation start to satisfy the moment you his time reacting to the Marines, while the ponents are a knockout, even more grati- pop the shrink wrap and dig into all the number of models each Space Marine fying in charm and toy value than the swell toys in the box, while the game itself Player moves is small. The hidden move- HEROQUEST game. Separating counters achieves surprising tactical subtlety with ment is one of the game’s best features, a and plastic miniatures from their sprues, simple game systems. Though more ag- mechanic lifted from the SPACE HULK then assembling all the game bits, seems to gressive and competitive than the game. The blip counters add a element of take forever, but again it’s a bit like model- DUNGEON! or HEROQUEST games, the great suspense and tension, and are satis- building, and the results are impressive. SPACE CRUSADE game is still light-hearted fyingly flexible tools for improvisation. The rules are still fairly simple, compared enough to suit casual SF-adventure High-tech-shootout feel: First off, the to board games closer to the war-game gamers. Though simple enough to be an board, miniatures, and cards are excellent. tradition like the BATTLETECH game and entry-level, mass-market game, the combi- The beat-up, derelict feel of the space I.C.E.’s SILENT DEATH* game (see later). nation of cool toy value, space-opera set- hulks decks is well presented, and the Actually, at this level of complexity, I begin ting, and dramatic play make this game labyrinth of corridors and rooms presents to long for the rules-writing rigor of war plenty of fun for more sophisticated board a challenging maze for maneuver and line- games. Sometimes I’ve had a hard time gamers. of-sight firefights. The miniatures are using the rules as a reference to resolve As of this writing, the SPACE CRUSADE detailed and richly imagined, with bulky rules disputes. I also stumbled across some game is not available for sale in the U.S.A. but heroically clean lines on the Space minor rules glitches that undermined my It is available from Games Workshop, Marines’ armor vs. the spiky, bio-Art-Deco faith in the testing and error-trapping Chewton Street, Hilltop, Eastwood, Not- decorations of the Alien Player’s Traitor systems. For example, one Alien Event tingham NG16 3HY, UNITED KINGDOM. Marines. The real joy is the Dreadnought, card refers to a weapon called a Devasta- a heavily armored, towering monster with tor. The Devastator’s abilities are not de- DUNGEONQUEST game a four-square base size, chassis-mounted scribed on the card, and there is no Fantasy board game bolter guns, and two separately targetable mention elsewhere in the rules of such a Games Workshop £14.99/$34.95 heavy-weapon arms. (Remember the nice weapon. Presumably it’s an early-draft Boxed game with 20-page rulebook, six- security robot that shoots up the board atmospheric name for one of the heavy piece gameboard, 115 room tiles, room in Robocop? The Dreadnought looks weapons, but I naively had hopes of error- counters and tokens, 174 playing cards, like that, only nastier.) And the heavy free rules where the rules were so rela- dice, and four plastic miniatures weapons used by both sides fit the proper tively simple. I also naively imagined that a Design: Dan Glimne, Jakob Bonds (English- SF warfare genre to a T: a hand-held auto- huge game company like Milton Bradley, language rules by and cannon like the one the marines in the which sells zillions of copies of its games, Graeme Davis) movie Aliens use, a missile launcher that would have developed a superbly efficient delivers explosive death into a distant area system of testing and error-trapping. The DUNGEONQUEST game is Games of effect, and a plasma gun that inciner- Perhaps it is silly, even with my years of Workshop’s English-language version of ates anything along its line of sight. game-design experience, that I might still the Swedish DRAKBORGEN* game. Stand- As a high-tech shootout, this game’s harbor such illusions. ard fantasy hero types (a knight, a barbar- simple basic systems and components give Those who know and love the SPACE ian, an adventurer, and a ranger) journey much of the same feel as found in movies HULK games should not make the mistake into the ruins of a castle to steal gold from like Aliens and Robocop. Little bits of SF of looking at the more juvenile game vir- the treasure trove of a sleeping dragon. setting chrome are introduced on the tues of the HEROQUEST game and pre- The heroes enter at dawn and must be out Alien Events cards that are played one at a judging the SPACE CRUSADE game to have by dark; a counter tracks the movement of time at the beginning of the Alien Player’s similar values. Such a judgment would the sun from rising to setting, giving the turn. For example, one Alien Event card, seem to be logical, since both the HERO- heroes a limited number of turns to enter, “Auto-Defense,” represents automatic QUEST and SPACE CRUSADE games ap- plunder, and escape. This clever end-game corridor defenses by permitting one pear to be on the box surface to be a pair mechanic uses time pressure to give this heavy-weapons attack on a Space Marine of entry-level, mass-market, action- game a reliably short playing time and a in a room anywhere on the board; another adventure games by Milton Bradley. The steady build of tension to a dramatic card, “Psychic Attack,” representing a SPACE CRUSADE game in fact has much climax-a feature missing in otherwise psychic blast generated by a Psyker more in common with the SPACE HULK entertaining games like the TALISMAN, aboard the Space Marines’ Mothership, game, and in my opinion compares very CIVILIZATION, and ILLUMINATI games. robs certain alien creatures of the ability favorably with the latter. The SPACE The dungeon setting changes each time, to move or attack for a turn. HULK game is excellent but narrowly since room tiles representing the dungeon The narrative and setting of this game, defined in many ways. The SPACE CRU- interior are drawn randomly and revealed placed in the WARHAMMER 40,000 uni- SADE game, even with its simpler rules, as heroes proceed into the dungeon. Thus, verse, is an elaborate, energetic, and inco- seems to present richer and more complex it is impossible to predict what kinds of herently expansive militaristic space-opera tactical and strategic problems and re- obstacles you may encounter and difficult campaign. The setting incorporates sources than the SPACE HULK game. As a to judge when to give up and start the run science-fantasy elements like psychic game designer, I’m always impressed when back to the outside before the sun sets. abilities, space-faring orcs, and warp a design manages to offer greater chal- Cards drawn when you enter a room tile daemons. As such, it contrasts with other lenge and complexity of play with simpler determine the type of adventure challenge

DRAGON 37 you face: monster encounters, chasms, encounters tables references, game prises, Box 1605, Charlottesville VA 22902, corpses, blown-out torches, crypts, traps, map, eight investigator cards, pawns, U.S.A. [See the comments in “Through the secret doors-a comprehensive parade of and markers Looking Glass,” in DRAGON issue #165.] dungeon adventuring features. As an Design: Richard Launius, Lynn Willis, evocation of the atmosphere and excite- Charlie Krank SPACE HULK, DEATHWING, AND ment of a classic D&D-game dungeon GENESTEALER games, by Richard Halli- crawl in a board game, the DUNGEON- The ARKHAM HORROR game is my first well, Jervis Johnson, , and QUEST game is excellent and clearly supe- choice for a board game with FRPG feel. It the Games Workshop staff. £19.95/$47.95, rior to the DUNGEON! or HEROQUEST has everything I want in this respect: the £12.95/$29.95, and £12.95/$29.95, respec- games in that respect. lovably eldritch, fantasy-horror Lovecraf- tively. Expensive and elegant components, It is tough enough to get out alive with tian setting; eight-player cooperative team lovely alien Genestealer and Space Marine any treasure at all, much less to be suc- play against the opening of Gates to Awful models, simple systems, and exceptionally cessful in snatching gold from the dragon’s Places in quaint little Arkham; lots of clear rules with lots of helpful diagrams treasure chamber before he awakes and charming chart-driven encounters; a are presented with a fast pace of play and bakes you. If you are playing socially and clever game system that sends a veritable lots of action and mayhem. By itself, the are more interested in getting out alive cornucopia of Cthulhoid monsters scooting SPACE HULK game is excellent. The than in winning by grabbing the most loot, along the game paths after the intrepid DEATHWING set contains some useful a conservative player can generally get his Investigators, and plenty of cool powers supplemental material and more scenarios, character out in one piece. But hard-nosed for Investigators to use against the rising but the GENESTEALER set introduces a adventurers aiming for a big haul from the tide of horrors. The game’s rules presenta- charming “space magic,” card-driven, dragon’s hoard will die like flies. I suppose tion, tone, and feel are perfect for FRPG- psychic-powers system that adds lots of the one time you win big makes up for the bred gamers, and the components, while flavor while completely altering the bal- other times your character dies a horrible modest by Games Workshop and Milton ance of game elements-a good thing if death, but my FRPG background makes it Bradley standards, are perfectly charming you’ve played the SPACE HULK game to tough for me to be cavalier about the life and appropriate. The ARKHAM HORROR death and worked out all the basic tactics. of my hero, even in a board game. game even passes the dreaded Wife Test; The use of room tiles and cards to create my nongaming wife and I stayed up until WIZ-WAR game. Jolly Games, price not a new dungeon every time gives this game four in the morning with a bottle of Ma- available. A simple, cheap-and-cheerful, good replay value in terms of varying the deira trying to plug the gates to the other dungeon-fantasy board game in which challenges and settings, but play more worlds. wizards sneak around in a dungeon bush- resembles the experience of a deadly Tragically, ironically, the ARKHAM HOR- whacking one another and trying to thriller film than a tactical challenge. Luck ROR game has just gone out of print at gather up treasures. This one offers fairly of the draw plays a greater role in success . I’m told, however, that there primitive components and fast, interesting than tactical shrewdness or experience, are still some copies out there in the play with lots of action and entertainment. which is a positive feature for an FRPG- stores. If you ever see a copy of this gem, It’s an ideal game for killing an idle hour. style social evening of board gaming. Fur- buy it. Period. This is available from Jolly Games, Box ther, the four heroes are actually playing 695, Arroyo Grande CA 93420. [Editor’s parallel solitaire games, so there is little Short and sweet note: This game might not be available scope for player interaction and no issues KELLAR’S KEEP and RETURN OF THE now; write to Jolly Games or check with of backstabbing or compulsive competi- WITCH LORD games, by Milton Bradley your local hobby shop.] tiveness. (In fact, the DUNGEONQUEST and Games Workshop staff. £6.99/$16.95 game is quite effective when played soli- each. These present more sprues of plastic * indicates a product produced by a company other taire, which is probably the best way to figures from the original HEROQUEST than TSR, Inc. Most product names are trademarks familiarize yourself with the rules before game, new cardboard bits, and new sce- owned by the companies publishing those products. The use of the name of any product without mention introducing the game to your pals.) One narios for the HEROQUEST game. If the of its trademark status should not be construed as a weakness of this game is the four-player young folks exhaust the scenarios in the challenge to such status. limit; if six or eight could play, I think this original game, get these to keep them would be the perfect emergency board playing. game substitute for an FRPG session. Evaluation: The graphic design and MERTWIG’S MAZE game, by Tom LOOKING FOR A presentation of the DUNGEONQUEST Wham. TSR, Inc., $9.95. A cards-and- GAME CONVENTION? game are brilliant, the rules are simple counters board game with the feel of a If your gaming group is too small, and quickly learned, and the game experi- light-hearted dawn-of-the-dungeons-era ence is equivalent to a flavorful, action- D&D campaign. This is a pleasurable and or if you’ve just moved into the filled, D&D-game dungeon crawl. Play is entertaining substitute for an FRP evening. neighborhood, finding friends who tense, suspenseful, and exciting, since the (See the errata and additional encounter in are also gamers can be a problem. objectives are extremely difficult, and the RPGA™ Network’s POLYHEDRON™ However, your local hobbies and death is swift. The importance of good Newszine, issue #57.) games shop may have a bulletin luck and the distraction of the vivid board where gamers can advertise dungeon setting help suppress competitive SILENT DEATH* game, by Kevin Barrett. their groups and meeting times. impulses, making the DUNGEONQUEST I.C.E., $40.00. A simple, science-fiction, The hobby store may also know of game quite comfortable for social play. dogfights-in-space game in the war-gaming local game conventions where you tradition. Clear, readable rules are pre- ARKHAM HORROR* game sented, with an excellent two-page intro- can meet dozens of other gamers Horror board game ductory scenario that gets you playing with the same interests. The Con- Chaosium, Inc. $24.95 immediately. The nice star-fighter lead vention Calendar in this issue may Boxed game with 99 playing cards, 50 miniatures provide an appealing game also be of help. Don’t sit at home monster counters, play money, four- display. The systems wisely ignore physics and wish you knew more gamers. page rules sheet, two four-page investi- and concentrate on zooming and shooting. Go out and find them today. gator rules sheets, two four-page This is available from Iron Crown Enter-

38 APRIL 1991

Tslamir 16: Talasar and Meryath have not returned; they should have been back by now. The sky wyrms are showing signs of irritability. I had to suspect foul play. I had a long talk with Meryath’s elder sene- schal, Fenroth, and we decided to return to the world where Meryath and Talasar were last seen. Tslamir 17: Dense layers of blue clouds covered Hakh; spotting any sign of either Meryath or the wreck was clearly hopeless. We dove toward that perpetually dark world and landed in a dense jungle. Strange, gnarled trees with dark blue leaves and purplish vines seemed to creep away from the magical, golden light that I invoked to show our way. Fenroth growled and hissed impatiently when his huge wings got entangled in the labyrin- thine foliage. He soon decided to revert to a rakasta’s shape, that of an old one with silver hair and two small fangs protruding slightly under his upper lip. A chilling, oily rain began to come down, turning the ground into a muddy, smelly mire. Fen- roth hissed and spat his disgust for this repugnant place. Fenroth said he had heard of hunting tribes in these woods who might help us. He did not know whether they were by Bruce A. Heard Tslamir 13,2000 AY: I’ve entered this peaceful or not. We would have to find day’s report from the back of a young sky out. We began our slow trek through the This series chronicles the adventures of wyrm. Immediately after the ship started sticky mud and the tangled vines. an Alphatian explorer and his crew as to crumble into pieces, the sky wyrms Tslamir 20: It had been raining on and they journey across the D&D® Known swooped down and picked up those crew- off every hour since our arrival. Both of us World in their skyship. The information members who did not have time to reach were soon unrecognizable, covered almost herein may be used to expand D&D cam- the escape rafts. We all watched the Prin- entirely with mud, leeches, and clouds of paigns using the Gazetteer series. cess Ark tumble down, breaking apart tiny flies. Chilled to the bones and exhaust- totally. Meryath ordered her sky wyrms to ed, we were debating on whether or not return to their fortress, while she and to leave when my dagger betrayed some Talasar followed the wreck in its fall to- danger nearby. I looked but could not see ward the small, nearby world that the sky much ahead. wyrms call Hakh. She was paying a last All of a sudden, a heavy net fell from the homage to her mother’s soul. I could not branches above, and I felt ropes tightening bear the sight of the destroyed ship. around us. A trap! Fenroth snarled and was ready to revert back to his natural dragging behind them the unconscious The Princess Ark has been altered in some form, but I bade him not to, for we would bodies of Talasar and Meryath. What they radical fashion. The result is an incredible then never find the hunters’ village. He had done to them I cannot describe in this vessel of a kind I have never seen before. hissed to me how foolish that was-and log, but the sight sent horror and pity The large wooden hull is totally different perhaps he was right, for a terrible blow through my mind-then anger. from-and bigger than-the Haaken fami- to my head left me unconscious for the The humanoids brought all four of us to ly’s Princess Ark. It is also surrounded by remainder of the day. the mound. The wokan began chanting. A a ghostlike aura shaped like a living sky Tslamir 21: It was clear these hunters throbbing glow filtered from under the wyrm. As a combat vessel, I must admit it were no friendly folk. Both Fenroth and I mound, between the wooden logs. The seems impressive. I think and the were tightly tied up, gagged, and hanging wokan’s incantations grew louder and rest of the officers will enjoy this new by our feet from a branch. Ignoring a more insistent. When a growl rose from ship. Unfortunately, the Admiral’s opinion fuming look from Fenroth, I could see that the mound, the wokan stopped. She came became clear when I helped him to his the village consisted of a number of closer, holding a garrotte that she slid new quarters. Admiral Haaken seemed to spherical huts hanging from branches, slowly around my neck. Drummers began cringe at everything he saw on his way each large enough for a small family. The to pound on their drums, imitating heart down. I thought for a second he was being hunters were tall humanoids, very similar beats. At first they grew quicker, then attacked when I shut the door behind him to our hobgoblins but with jet black skin, slowed as I lost consciousness. My last and I heard him scream, “My cabin! What long blue hair, and white eyes. They wore thought went to the Princess Ark and her have you done to my cabin?” He said many little more than leather breeches or skin soul. Dear Berylith, I wondered, where are other things that I will not copy here. cloaks that still seemed to protect them you? Perhaps all is not perfect, after all. well from the cold rain. Amazingly, their A log rolled off the mound, then three We bid our sky wyrm allies farewell and skins were covered with tattoos that others. The garrotte loosened as the wo- took off toward the magical gate in the glowed in the dark, producing a strange kan turned to watch. Suddenly, the whole sky. I was proud to command this fantastic ballet of monstrous images in the dark top of the mound blew off in a frightening ship and can only marvel at the way it distance. explosion of blinding light and crackling flies. It is truly amazing. At the far end of the village, on the bolts. The wokan screamed and fell to her To be continued . . . ground, was a huge mound where trees knees. The other tribesmen dropped to had been cut down and piled up. Closer to the ground, prostrated before the sacred The new Princess Ark us was an altar, carved out of a large rock, mound. The present-day Princess Ark is a much- on which I could see our personal effects. What seemed like the ghost of a great evolved version of Haldemar’s family ship. A very tall hunter was standing there, sky wyrm rose out of the mound. Me- Ever since the Thothian enchantment was playing with my dagger. He turned to us ryath’s strangled voice cried, “Mother?” completed, the ship’s structure became with a sadistic grin on his face. He jab- The great turned toward the fully inhabited by the life force and psyche bered some apparent insult, then asked hunters and roared in the way the Prin- of the sky wyrm, Berylith. This spirit has questions that neither of us understood. cess Ark used to. So it was Berylith! But totally reshaped the Princess Ark to suit As he became angrier, he moved closer how? The hunters screamed, dropped her own preferences. and started poking at me. Then an old their spears, shields, headdresses, and gri- General description: The ship is now wokan, a spell-caster, walked up and si- gris, and fled as fast as their legs would in three parts. One is an immaterial shape lenced him. She pulled out slime, scum, allow. Trembling, the old wokan crawled surrounding most of the ship, a magical wriggling slugs, and other disgusting mush over to us and cut us loose, revealing her aura resembling Berylith’s sky-wyrm body. from her side pouch, stuffed them into black teeth in a pathetic parody of a smile. This translucent envelope has the consist- her mouth, and began dancing. Fenroth immediately returned to his nor- ency of pipe smoke, very much like the After a while, she approached and mal shape and ripped the wokan apart. puffs of smoke some hins of the Shires use grabbed my hair, lifting my face close to So, I turn my back for a moment, and to create images in the air when telling hers as she spoke. Between her repugnant the world falls apart! echoed a voice in my their old tales. Berylith may turn this aura breath and the spit-out fragments of the mind. Look at you! Daughter, I thought invisible on Haldemar’s commands. The black, gooey spell components she had you knew better than to meddle with the aura matches the maneuvers of the Prin- been masticating, her words grew clear. Forest People of Hakh. And Haldemar! cess Ark with appropriate body motions, “Morrre strangerrrs?” she said. “Good. The Couldn’t you wait just a little longer? I like flapping its huge wings, moving its sky spirrrit will be pleased. But firrrst, you have been working very hard these past head, coiling its serpentine tail, and so on. sufferrr.” few days, and I needed some rest. You’ll The second part is the ship’s main wood- More hunters came down rope ladders see. You’ll be proud. Anyway, it’s fortunate en hull, which contains most of the crew from their hanging huts. A cold hand you called me, else I wouldn’t be able to and equipment. The outside of the hull is clutched at my heart when I saw one of show you anything at all. That was a close heavily decorated with sculptures repre- them wearing tattered parts of Talasar’s one, wasn’t it, my dear? senting cloud patterns, wavy snakes, lions, uniform. They began dancing and feasting, Berylith was using telepathy More of the and eagles. The main colors of the ship a few of them tossing stones or daggers at logs rolled off, revealing an incredible blue range from azure to night blue, while the us. Some missed; some didn’t. The wokan structure with windows and silver sculp- sculptures show a brilliant silver hue. The brought a board covered with slimy crea- tures. By the beard of Pligzy Gladz! That decks and the inside of the ship retain a tures and applied it to my bare chest. The was my skyship? In absolute horror, I more natural wood color. hunters greeted my muffled cries of pain recognized parts of my Princess Ark lost The third part is a mobile deck levitating with delight. A hunter stared at Fenroth amid the massive creation. She wouldn’t above the fore end of the main hull, with- with an insane look in his white eyes, have dared! Or had she? I heard myself in the head of the sky wyrm’s ghostly slowly licking a long, serrated blade. He scream, “My ship! What have you done to aura. This is the commander’s deck, from brandished the knife as the rain began to my ship?” which Haldemar normally controls the fall again. Tslamir 22-Xerdon: Admiral flight of the ship. This deck moves with The wokan suddenly barked an order. Haaken left me in command of our new the aura’s head, pitching to the left or As if bitten by a snake, the hunter with “ship” shortly after our departure from right when Berylith looks aside, rolling up the knife jumped back. The wokan the sky wyrms’ fortress. Commander when she looks up, and so forth. All floors snapped orders at two other hunters, and Talasar is in sick bay, suffering greatly on the mobile deck are enchanted with they ran off. The fun seemed to be over from wounds he received on Hakh, and their own gravity effect, preventing occu- for the moment. The two came back, the Admiral has retired to his quarters. pants from losing their footing when the

DRAGON 43 deck moves too rapidly. A smooth crystal vices requires a magical key made of jade -Causing damage to the structure of the dome covers the commander’s deck. The and gold. These keys have been entrusted ship (starting a fire, breaking through nacreous crystal acts like a mirror, pre- to Xerdon and to several petty officers in doors, puncturing the hull, etc.) automati- venting anyone from looking into the charge of gunnery. cally attracts Berylith’s attention. This may dome. Berylith can see only through her Berylith retained the use of her breath not be obvious to the culprit. Berylith will aura’s eyes. weapon, which originates at the mouth of inform Haldemar or will take action on The structure of the ship became a her ghostly aura (effects as per the greater her own, such as attempting to slam a material extension of Berylith’s immaterial sky wyrm’s description in DRAGON® issue door in the culprit’s face for 1-4 hp dam- body. Berylith feels whatever happens on #164, page 45). Berylith does not have the age or attempting to lock the exits. the ship. If the ship is physically damaged, other abilities of sky wyrms. The ship’s Berylith is in pain as well. Berylith may hull points are used as the basis of damage voluntarily move mobile parts of the ship, the breath weapon inflicts. The ship can Deck plans key such as doors, windows, or other items fly at a speed of 360’ per round (120 miles that are part of the ship’s structure. Pas- per day). Berylith’s aura must remain E. Elevator (levitation shaft): A sengers walking about the decks can be visible around the ship while any of the magical shaft stretches from deck 8 to sensed as well, just as someone can notice magical weapon devices or the breath deck 4, allowing quick access to a number ants on his skin. weapon are used, or during one full turn of areas in the ship. The shaft itself is It should be noted, however, that Bery- following their last use. empty but is enchanted with a levitation lith is no omnipotent genius. Although she Deck plans and key: The rooms spell. Anyone stepping in simply states is aware of many things, she has to con- shown in the deck plans for the new Prin- which deck he wishes to reach, and the centrate to pay attention to any one thing. cess Ark are numbered according to their spell does the rest. Asking for a deck that There is a limited number of things she deck location. The first digit corresponds does not exist or cannot be reached can think about or do at any particular to the deck number on which the room is through the shaft automatically attracts time. In general, Berylith is busy flying, located. Berylith’s attention. Depending on the watching what happens ahead, or dream- Unless otherwise noted, the following is situation, Berylith may attempt to freeze ing. If Berylith wants to slam a door or true for all of the ship. The lower edge of or cancel the levitation effect, or even lock a hatchway by herself, she must each stairs’ railing ends with a small con- jettison the intruder from the shaft with succeed at an intelligence check. Each tinual light. All windows and portholes are great strength up through deck 4 or out additional simultaneous action she at- covered with the mirrorlike nacre, pre- through the bottom of the ship. tempts incurs a +2 penalty to the check. venting observation by outsiders looking G. Guard turret: These small turrets Add another +5 penalty if Berylith is in. Portholes cannot be opened and are too are located in various areas of the ship. busier than usual that round (if combat or small for anyone to get through. The They are always occupied by a boltman. a difficult maneuver is in progress, for doors are unlocked. The ship is heated or Each turret has a wide view and a horn to example): cooled depending on the seasons, and can sound the alarm. Guards are changed Berylith communicates telepathically maintain breathable atmosphere beyond every four hours. with Haldemar, to whom she is attuned. the skyshield. Throughout the ship are L. Latrine: These rooms contain a She may also accept simple commands leather straps used to avoid falling during magical chamber pot that remains always from Talasar or other duly appointed emergency maneuvers; these are placed empty, a magical tub filled with warm officers on the commander’s deck. The on railings, in alleyways and personal ever-cleaning water, a small table, and ship has a total crew of 100 people, includ- quarters, on rafts and lifeboats, etc. wash cloths. Although insufficient for the ing 60 boltmen and 12 officers, and a Magical wards protect the ship from whole crew by modern standards, ship cargo capacity of 80,000 cn. The ship has outside intrusions. They include the fol- personnel get by simply by taking water in AC 7 and 200 Hull Points. lowing enchantments: pans and washing up in their quarters. Ship’s weaponry: The ship is armed —All wizard lock spells on doorways According to Alphatian Imperial Navy with three types of weapons. Despite their aboardship are cast at 32nd level (the Regulations, each crewmember must common names (ballistas and catapult), number of hit dice that a greater sky bathe at least once a week. these are, in fact, magical devices. These wyrm has). are manned by common crew, while bolt- —All outside decks and all gangways Decks 1-3—Commander’s decks men assume individual combat posts on directly accessible from the outside pro- the decks and gangways. vide the ship’s first line of security. Any- 101. Command bridge: Two wooden Light ballistas consist of triple-mounted, one or anything moving on these surfaces seats with red cushions face toward the rotating rods capable of firing bursts of and not registered at the yeoman’s office bridge’s front railing. The wood is carved magic missiles at the rate of three per on the crew’s roster will trip this first to show strange, intertwining veins. A round with a range of 200’, interspersed ward. It causes the culprit to leave bright- stand with a small crystalline ball sits with a huge number of light spells. The ly glowing footprints on these surfaces or between the two seats. Talasar or another firing of a light ballista produces spectacu- anywhere else aboard, until the footprints officer simply lays a hand on the crystal to lar, though harmless, roaring flames at the are dispelled, the culprit is caught, or one convey simple orders to Berylith. rods’ firing tips, a feature designed essen- turn has passed. 201. Lower bridge: Two boltmen tially to scare the enemy. —Turning the door knobs or rings on often stand guard in this area. The door to Heavy ballistas come with larger twin- any of the alleyways’ port and starboard area 202 is wizard locked. Port-side stairs mounted rods, each capable of casting a doors (including the ones leading to the lead up to the bridge (area 101), while the web spell up to 300’ every other round. brig) or on any of the hatchways, without starboard stairs lead down to area 204. Heavy ballista rods look like two over- first uttering the password, causes an 202. Commanders’ lounge: All supe- sized, hissing black snakes that recoil after electrical shock for 1-8 hp and activates all rior officers have a free access to this each shot. the magic mouths described later. room. Six armchairs are spread around a The catapult looks like a large, heavily -Anyone or anything invisible or using circular, glowing metal plate on the floor. sculpted wooden tube, similar to a fat, magic to conceal its identity or appearance The plate shows a magical image of either medieval bombard with three red muzzles may not use any of the stairways or the the lands underneath the Princess Ark or resembling dragon heads. The catapult levitation shaft without causing a magic the constellations above. A small cache can fire a disintegrate spell to 400’ once mouth to appear and scream “Intruder!” exists under the stairs on the port side, per turn. continuously for one turn or until the spell containing the ship’s more valuable trea- In order to function, each of these de- is dispelled. sures (usually gems and jewelry). The

44 APRIL 1991 value varies with the ship’s fortunes but doors leading to this room are locked, 512. Upper gangways: These open- often comes close to 5,000 gp. except during combat. The hatchway is air bridges allow the crew to quickly reach 203. Commander’s ballista deck: always locked. Only superior officers have their battle stations. A light ballista (see This open-air deck is normally unoccupied a key to the hatch. The hatchway leads to “Ship’s weaponry”) occupies the aft edge of except for one sentry, usually a forward room 601 underneath. each gangway. A sky-blue tent covers the watch. The deck has a light ballista (see 503. Briefing deck: This open-air area narrow portion of the gangway; the tent “Ship’s weaponry”). is often used when officers address the can be rolled back for combat. Rolls of 301. Library and cartographic crew. Ceremonial duties are performed on rope ladders are tied up to the inside of services: Crowded shelves of musty old this deck, with a honor guard standing on the railing, allowing quick escape to the books and map cases cover a large portion the stairways and the gangway above life boats below on deck 7. A hatchway of the bulkheads here. The center of the (area 402). near the gangway’s midsection leads down room is occupied by a large varnished 504. Boltmen’s quarters, men: to gangway 614. table with six leather chairs. The table is Ship’s personnel live in these quarters. often strewn with scrolls, notes, and Narrow bunks are stacked three high, Deck 6—Officers’ deck books. A secret compartment lies under allowing rest for up to 33 people. Small the starboard staircase. It contains a rope chests are located under the lower bunk, 601. Officers’ mess room: Superior ladder that can be used to exit through the while heavy cloth bags hang from the officers and occasionally petty officers secret door on the opposite side of the bulkheads. These contain the crew’s per- dine in this chamber or conduct meetings room. The ladder is long enough to reach sonal belongings. here. It is a well-decorated room, with area 503. The hatchway leads to area 401 505. Boltmen’s quarters, women: large window openings on the prow of the underneath. This room is similar to area 504. The Al- Princess Ark. A wooden ladder in the 302. Promenade deck: This rectangu- phatian Imperial Navy is an equal opportu- starboard corner leads to a locked hatch- lar gangway overlooks the atrium under- nity employer. Fraternization, however, is way overhead, opening into area 502. neath. The entire surface of the gangway not tolerated aboard ship. Another locked hatchway, hidden under and the atrium’s skylight is covered with a 506. Crew’s mess room: Inactive the carpet, leads down to area 701. Both sky-blue silk tent. personnel have their meals or spend their hatchways are locked (see area 502). A free time here. Consumption of alcoholic large wooden table and a dozen leather Deck 4—Ceremonial deck beverages is generally tightly controlled. chairs occupy the center of the room. Crew otherwise use their time here to China and silverware are located in a 401. Upper teleporter: Although at mend uniforms or equipment, to read, or chest in the port-side corner. the level of deck 4, this room is really part to play cards, dominos, dice, or darts. 602. Guest lounge: Dignitaries often of the mobile commander’s deck. It con- 507. Chapel: The chapel is nominally meet in this lounge. A large sofa faces a tains a magical circle capable of teleport- devoted to Razud; however, Talasar often crystal canopy on the port side bulkhead. ing people to area 402. Teleportation conducts more generic services to accom- Several potted plants and small wooden requires the proper password. Haldemar modate the remainder of the crew. An sculptures of famous Alphatian seamen and Talasar know several other command unusual enchantment actually causes the stand on pedestals in the corners of the words that will lead them directly to other room to be larger than it could possibly lounge. The stairs lead down to area 702 areas of the ship. be. Its scale becomes 20’ per square for underneath. 402. Lower teleporter: This open-air people inside the room. The chapel con- 603-604. Guest rooms: These opu- area contains a magical circle linked with tains rows of benches, a small wooden lently decorated, very comfortable quar- room 401. A sentry keeps guard here. altar, and small statues of Razud and his ters are reserved for important 403. Atrium: This room contains the followers carved into the bulkheads. passengers. They are currently unoccu- Myoshiman monolith that allows the Prin- 508. Crew quarters, men: This room pied. cess Ark to bend rays of light and become is similar to area 504, except that some of 605. Trophy room: This area displays invisible. The bulkheads and beams sup- the space is taken up with barrels and a variety of strange and valuable items porting the gangway above (area 301) are common deck equipment. In the tradition collected over the years of travel of the ornately carved and decorated. Small of the Alphatian Navy, sailors often sleep Princess Ark. Some are magical; others are wooden busts of previous Alphatian rulers in hammocks. These are hooked to wood- simply bizarre. Their true uses and actual are located at the corners. The top of the en beams and bulkheads almost haphaz- properties are not always clearly known monolith sticks out through a rectangular ardly in these quarters. Up to 21 people to the ship’s officers. Raman is in charge of skylight overhead. The port and starboard can fit in the room, in rather cramped studying these items, researching their doors lead to the guard turrets. The for- conditions. Passengers of the lowest status lore, and cataloging them in his library. ward doors open on the stairs to deck area may share these quarters with the crew. The stairs lead down to area 703 below. 503. The stairs next to the monolith lead 509. Crew quarters, women: This 606. Raman’s quarters: This room up the gangway area 302. room is similar to area 508. would be a disgrace to normal navy offi- 404. Midship ballista: This open deck 510. Alleyway: A sentry normally cers. It is filled with chests, wooden boxes, is the location of a heavy ballista (see guards this passageway. The door to the bulky scroll cases, and books spread about “Ship’s weaponry”). A hatchway can slide stairway is wizard locked. Only officers the room in a most disorganized fashion. A to reveal the top end of the levitation shaft and the galley personnel have free pas- few of the items from area 605 can be (see area E). The forward stairs lead up to . The stairs lead down to area 613 found on Raman’s work table, with piles of the gangway area 302. The aft stairs lead underneath. notes and sketches. Occasionally, a small down to deck area 511. 511. Aft catapult deck: This large cage with a strange creature inside may deck is the largest open area on the ship. hang near the window (see area 703). Deck 5—Crew deck A magical catapult occupies the center of 607. Xerdon’s quarters: Unlike Ra- the deck (see “Ship’s weaponry”). Riggings man’s quarters (area 606), this rather 501. Forward ballista deck: This run up to the top of the observation mast, spartan room is absolutely spotless. The open deck holds a light ballista manned behind the catapult. A watch remains on only note of uniqueness consists in a col- only during combat. The two doors lead- top of the mast, observing the Princess’s lection of weapons and shields adorning ing to area 502 are locked, except during aft arc for incoming vessels. Two doors the bulkheads. combat. lead to the guard turrets near the stern of 608-611. Petty officers’ quarters: 502. Armory: Nonmagical combat the ship. Three stern lanterns give off a equipment is stored in this room. All the reddish light during the night. Continued on page 108

DRAGON 45

PowerMonger ()

Adding wizardry to Wizardry in the Cosmic Forge

Reviews interference. New races and characters your party slow game play. Room detail is enliven this game. You can also select the lacking, and you must rely solely on text Bane of the Cosmic Forge * * * * game’s skill level. This system is the foun- descriptions to determine where you Sir-Tech Software (315-393-6451) dation of new Wizardry scenarios due to should search. There is no sound-board PC/MS-DOS version $59.95 be released by Sir-Tech and adventure support, but the digitized sounds that Bane of the Cosmic Forge is a highly author D. W. Bradley. Also, there is no disk come through your internal speaker are enjoyable fantasy role-playing game copy protection. good. However, if you have a noisy hard (FRPG). This new Wizardry adventure On the negative side, redundant mes- drive, they may be hard to hear. employs an easy-to-use player interface sages and animation when reencountering With 11 races and 14 professions, you and allows you to save the game at any permanent NPCs are evident. Animated can create characters you’ve never played point. Sir-Tech has attempted to maintain sequences showing monsters advancing on before in a software-based FRPG. For full system compatibility with the most example, Bane enables you to create a basic PC/MS-DOS system. character with fighting ability who can Computer games’ ratings What’s new with Wizardry? Much, in- concentrate the powers of his mind as an offensive weapon. Other character classes cluding full-color illustrations and modi- Not recommended X include the , bishop, lord, samurai, fiers for encumbrance, magic, ranking, * Poor monk, and ninja. There’s even an alche- and armament. Every move is dictated by ** Fair mist character in addition to the more the roll of the dice, much as our in-person *** Good FRPGs are controlled, and the aforemen- **** familiar fighter, mage, priest, thief, ranger, Excellent and bard. tioned modifiers affect the outcome of ***** Superb each roll both quickly and without screen There are some new races, as well.

DRAGON 47 Combat in Bane is similar in many re- spects to that in the original Wizardry series. Your characters appear on-screen in their marching order, and you select options as previously noted. Your adventure in Bane revolves around your six characters finding a castle that has been abandoned for nearly 120 years. A couple of rotters, a King and a Queen, once inhabited the castle and were in- volved in some bizarre rituals. Addition- ally, the King practiced magic and formed a dark alliance with a necromancer. Com- bining their dark powers, the latter two sought to rule the evil planes and were actually succeeding in their dark endeav- ors. Through their battles on the planes, they learned of the Cosmic Forge, a magi- cal pen. Whatever was written by the pen became part of the cosmic fabric and became true. They found the pen and scripted un- earthly horrors upon mankind until the day each decided the other member of this unholy alliance wasn’t needed anymore. Bane of the Cosmic Forge (Sir-Tech Software) There was a climactic battle between the King and the necromancer, and neither There’s the dracon, a creature having high The ones you’ll encounter the most in- has been heard from since. Your charac- vitality, strength, and dexterity, with resist- clude bats, different vines (some that ters’ entry into this “vacant” castle is about ance to psionic and acid-based spells, who breathe Sleep spells that can really get to change the curse on mankind wrought can also breathe acid upon his enemies. your low-level characters in trouble), and by the pen. Others include felpurrs, rawulfs, mooks, a variety of rogues. In this dread environment, you’ll need and lizardmen in addition to the familiar When encountering a locked door, your your wits about you. Bane is a learning humans, elves, dwarfs, gnomes, hobbits, thief (or other character equipped with adventure, so low-level encounters are and faeries. Each race has specific attrib- skullduggery skills) must maneuver on- suited for low-level characters. For those utes that are stronger or weaker than screen tumblers to gain entry for the unaccustomed to FRPGs, Bane is a good other races, such as the dracon mentioned party. The lower the level, the less likely way to learn how such games are played. above. We highly recommend that gamers the thief will accomplish this task on his For those with adventuring experience, thoroughly read the adventurer’s manual die roll. Traps also require players to un- this new Wizardry system is a great and consider possible characters before scramble jumbled letters to reveal any method through which you can create entering the character-creation section. potential danger. You can also Assay the characters that will gain in strength and Employ characters that have a variety of capabilities of items you find. power for future Wizardry scenarios. capabilities; it is good to remember that a All characters can increase their skills, Bane is suitable for any gamer, bearing in ranger can employ a bow, that a wizard of which there are three categories: Weap- mind future scenario releases. can employ a sling, and that many charac- onry, Physical, and Academia. Your charac- We would still like to see the message ters also possess spell capabilities, espe- ter’s statistics are always available for and animation redundancy issue resolved. cially as they gain experience levels. Review. These include your characters’ For example, in the Castle Basement, you’ll Your characters each possess individual age, number of rebirths, experience level, run into Queequeg, who buys and sells armor classes for the various parts of the professional ranking, experience points, goods. After the first encounter explaining body. A character might use protective marks (which informs you how many this NPC’s position, you don’t need to see armor for his chest, but if he’s wearing only creatures you’ve sent to their deaths), him walk onto the screen again with the cloth leggings, watch out for those low your condition (health, the effects of poi- same textual description; it holds up game blows-they can cost him his life. And no soning and disease, etc.), wealth in gold play and offers no additional value. It longer do you have to concern yourself pieces, carrying capacity, and armor class. would be a good idea to simply have the about a specific alignment. Karma rules the We found the keyboard to be the best Buy, Sell, Trade screen appear, with way you manage your character’s ethics. method of game play. You select com- Queequeg’s on-screen persona arriving Talk about increased goodies-there are mands by moving the direction keys to not simultaneously. now 77 base spells and 462 different only highlight what you wish to do, but magic combinations. Although we missed also to move your party. The adventure is seeing the previous, highly familiar Wiz- in first-person perspective. The on-screen ardry spells Mahalito and Dios, the new view is what your party sees before them. spell system is now more realistic. Spells To access the commands (using the key are derived from six elemental realms board as the input device), you depress the (fire, water, etc.) and have six power RETURN key. A list of available commands levels, each with a specific die roll needed appears in the lower left-hand corner. for doing damage against an opponent. These include Review (check out your The die roll also affects the new combat character), Search (check the immediate system, where primary and secondary area), Open (use force or lock-picking attacks, parrying, and multiple fighting are skills), and Spell, to name a few. You move balanced against other statistics for the the cursor over the command you wish to character and the opposition. use, then press RETURN again to activate Bane of the Cosmic Forge (Sir-Tech Software) There are hundreds of beasties in Bane. submenus associated with the command.

48 APRIL 1991 The Swag Bag is a great place to deposit one of a more passive nature will be far map. Zoom in too far, and you may won- those items you. find and may need later in more humane. Posture also affects the der where the village you were looking at the adventure. Additionally, a backup nature of invention. If a captured village went to! Just scroll in one direction or option allows you to recover your pre- possesses a workshop, you can invent another and you’ll find the missing village, vious character, should something unto- objects to help your army, such as a can- or else position the cursor on the overview ward occur during your quest. non, bows, swords, pikes, boats, or plows. map where you believe the village is lo- Bane is a fantastic adventuring environ- The more aggressive the posture of the cated and click once-you’ll be there. ment for FRPG aficionados. New and well captain, the more warlike the item your The animation is excellent, the graphics designed, Bane of the Cosmic Forge should army will build. Once you’ve determined are colorful and easily distinguishable, and not only please those gamers who have what needs to be constructed, you click on the music and sound effects are first rate. experienced the original Wizardry series, the Invent icon, then watch your minions PowerMonger is an extremely exciting but also garner new fans! For PC/MS-DOS march out of the village and begin chop- strategy game. With hundreds upon hun- computers, Bane supports EGA and CGA ping down trees to construct your bows. dreds of different worlds to conquer, graphics, with a VGA upgrade expected Birds even flee from trees being felled! you’ll be playing and enjoying Power- this year. Other versions available soon PowerMonger does take some time to Monger long after Bullfrog produces an- include Amiga and Macintosh, with sup- get used to. It was only during the writing other computer entertainment winner. port for color Mac II monitors. of this review that we realized that click- PowerMonger seems to possess enormous By the way, be certain to check all of the ing on one of the four map icons above the staying power as one of those rare enter- wall alcoves in the first hallway to obtain a overview map would help us plot our tainments that will remain in your perma- critically needed amulet. In the basement, mini-invasions. Games can be saved to a nent software library. you’ll find that Jailor’s Key in a room north disk at any time, and saved games can be and slightly east of the barracks. recalled easily. The game can also be The Secret of Monkey Island ***** played with a friend via modem. Lucasfilm Games (415-721-3300) PowerMonger ***** With the ability to zoom into and out of PC/MS-DOS version (VGA) $69.95 Electronic Arts (415-571-7171) the action, you sometimes have difficulty The Secret of Monkey Island is a highly Amiga and Atari ST versions $49.95 knowing exactly where you are on the enjoyable graphic adventure replete with This strategic conquest game system is suitable for all gamer experience levels. With versions for the Amiga and the Atari ST, PowerMonger features an original and effective user interface with an icon- driven game system. Occasionally, the difficult copy-protection system requires gamers to enter data relating to a portion of the map. Many of the miniature maps in the manual are difficult to decipher when compared to the on-screen image. Also, there is no hard disk support. For those who have enjoyed , this game brings the creative juices of Bullfrog back to your Amiga and Atari ST screens. Like Populous, PowerMonger employs the omnipresent view of your worlds. You peer down on the lands that you are about to conquer, and access a variety of icons that border your world to initiate your commands. However, instead of interacting with your worlds as a god, you are now one of three commanders questing to rule the worlds. What makes PowerMonger unique is that you can utilize both the power of arms and the power of words to conquer PowerMonger (Electronic Arts) villages, cities, and lands. The loyalty of those whom you encounter can mean the difference between success and defeat. By interesting puzzles, a fantastic Roland This game features a mouse-driven learning how to Spy and ‘Bade effectively, soundtrack, superb VGA graphics, smooth- interface that is extremely easy to use; it you can one-up your opposition. But if you scrolling animation, and some of the funni- also has an original adventure concept and take too much for granted, you may find est lines ever seen on your computer an acceptable copy-protection scheme. your support has withered away and your screen. Monkey Island is a PC/MS-DOS Unfortunately, we feel the prices of over haughty attitude leads to your grave. game with a VGA special edition (EGA $50 for the EGA version and $60 for the As you conquer territories, you also gain graphics are the standard offering for VGA version are excessive. captains, who can receive individual or- $59.95), and both Roland and AdLib sound A graphic adventure is like participating ders from you. The farther they are from boards are supported. Normally, we find in a movie, but you decide which path the you, the longer it takes an order to reach some “amusing” adventures fall flat on lead character takes, what action he em- them by carrier pigeon (you actually see their faces. Not so with Monkey Island! ploys when encountering a puzzle, and the bird flying to the captain next to his Perhaps we have warped senses of humor, how the character responds in conversa- icon in the upper portion of the screen). but we laughed uproariously on several tion. Your decisions dictate the outcome of You can also dictate the posture or aggres- occasions at the on-screen responses and various segments of the adventure. siveness of each captain. A captain with an the cut scenes employed in this graphic The hero you control is one Guybrush aggressive posture might kill all of the adventure. Gamers of any level of experi- Threepwood. The adventure starts on villagers during an attack on a town, while ence can play. Melee Island in the Caribbean (the music

DRAGON 49 Tetris or Weltris, you always had one great move for each failing piece, and even if you didn’t see it, the piece usually helped things along wherever it landed. In Faces, however, one misplaced piece can undo many carefully laid ones. And when most pieces appear, they can only hurt you or, at best, put you a notch closer to the end of the game. Playing Faces was more an exercise in damage control than a game of surprise and creativity. It’s a sequel that strains at what its predecessors accom- plished.— reviewed by Gregg Williams

Harpoon ***** Three-Sixty (408-879-9144) Macintosh version $59.95 Though one might expect a black-and- white computer game to not be as play- able as a color PC/MS-DOS version, one would have to recant on such thoughts when playing the Macintosh version of Harpoon. Not only does the game translate thoroughly and easily to black and white, but in some instances the high contrast of The Secret of Monkey Island (Lucasfilm Games) the game is enhanced by its lack of color, The outstanding Harpoon operations will have your toes tapping as you read taking care of business in the town square manual continues to be one of the best the on-screen messages). Guybrush’s goal You’ll also find more than a few references treatises on submarine warfare. Although is to become a pirate. He must earn that to Lucasfilm’s Loom while trying to un- written for PC/MS-DOS machines, a four- right by completing three miniquests: He cover the secrets. page manual revision is included for Mac- must defeat the best sword wielder on the If you enjoy a great graphic adventure intosh gamers. One simply moves the island, procure the Idol of Many Hands spiced with humor top-notch graphics, non-copy-protected files into a Harpoon from Governor Marley’s mansion, and find and a soundtrack filled with really good, folder on your Macintosh (if you have a the buried treasure. original compositions, this is a must buy hard drive), then double-click on the Har- First, you must figure out a way to buy a for you. We haven’t stopped laughing yet! poon icon. Then it’s time to decide which sword and a shovel (to complete mini- of the various scenarios you wish to en- quests one and three), then decide how to Faces *** gage in. There’s no doubt in our mind that steal the idol. We recommend you investi- Spectrum HoloByte (415-522-3584) Harpoon remains one of the better subma- gate every item you find on Melee Island, Macintosh version $44.95 rine warfare simulations, regardless of its enter every available doorway, look at Faces is the new game from Spectrum machine translation. items in each room, and talk with every Holobyte, which gave us Tetris and character you meet. The latter activity will Weltris. While playing this game, I sud- Mega Man III *** put you in stitches as you cajole informa- Capcom (408-727-0400) tion from the pirates of Melee Island. Nintendo (NES) version $54.95 There is one long-dead (and quite evil) Mega Man is back! He must obtain en- pirate named LeChuck who learns of your ergy crystals for a peace-keeping project desire to become a pirate. Since that could while battling an assortment of robots. screw up his own plans, he will attempt to Mega Man uses his arm cannon to quickly stop your quest. dispatch the unruly mechanical monsters, To move Guybrush around, you simply but he has also brought along his best move the mouse cursor in the direction friend, Rush (a dog). Rush can change into you wish him to travel, then click the left a trampoline, a submarine, or a jet to aid mouse button. There is plenty to do, so you along dangerous paths. Rush uses don’t ever feel as though you are stuck. The Secret of Monkey Island (Lucasfilm Games) energy when he transforms; if Rush runs Another great feature of this adventure out of energy, he can no longer change is that you can save 10 games in progress. denly remembered Khrushchev’s famous into a needed shape. As you attempt to figure out the various threat “We will bury you.” A lot of burying Mega Man is not invincible, either. His puzzles, you’ll want to save as often as goes on in this game. energy bar in the top right section of the possible so that you don’t lose the game As in the two previous offerings, things screen shows how much damage he can you’ve already figured out. fall from the top of the screen and you sustain before dying. Fortunately, energy You’ll eventually run into the Fetuccini must position them before they hit bot- pellets can restore Mega Man’s and Rush’s brothers for a big bang. You can aid an tom. In Faces, horizontal slices of two energy levels Also scattered about are imprisoned pirate with bad breath, only to persons’ faces fall side by side. You maneu- energy tanks that can also restore Mega learn that some figure of authority may be ver them left and right to make faces as Man’s life energy. Surprise boxes and extra not what he seems. Find Captain Smirk, they stack up in piles, preferably with all lives aid the player in these missions. talk to Carla, even talk to a dog. the pieces from the same person’s face. At the ends of the levels are Robot Mas- The Secret of Monkey Island is so well Eventually, the pieces stack up to the top ters, whose names match their powers. crafted that, while in the village, even of the screen, and the game’s over. For example, Magnet Man shoots magnets individual lights in various rooms in the Such a description makes Faces sound that follow the character. The magnets can buildings turn on and off while you’re like the other two games. However, in be avoided through dexterous use of the

50 APRIL 1991 DRAGON 51 controller until the magnets run into Zanta casts a Brothers Kringle spell. Kill something. the Brothers Kringle and advance on When defeated, a Robot Master loses his Zanta. Maintain this procedure until you special attacking power to Mega Man. are close enough to fight him. After you Mega Man, in turn, can use this newly win, the King will congratulate you. acquired power until he runs out of en- 3. To cast the Dreamspell, utter ZZGO. ergy. Then he must find an energy pellet The Dreamspell, when not in combat, to restore his lost energy. teleports the party to any of seven places These powers not only help Mega Man where pieces of the spell can be found. It with obstacles found in the various levels, teleports you directly to the staircase but they can also be used against Robot entrance. During combat, the Dreamspell Masters who have a weakness against heals all wounds of the party (including other Robot Masters’ special powers. The dead characters), casts a Mangar’s Mallet player, through trial and error, must deter- spell at your opponents, and lowers your mine which weapons are most effective party’s armor class as low as it can go. The against which Robot Master. Dreamspell costs 100 spell points to cast. Mega Man III is addicting, and we like Anonymous author the concept of gaining the powers of the enemies you defeat. One big problem was Curse of the (SSI) the disappearance of graphics when sev- 1. If Dracondras (the red wizard) still eral animated robots or objects arrived on gives you trouble, try one of these ideas: the screen simultaneously. Not only did A) Retreat behind the walls and pick his the game’s speed slow down, but the minions off one by one; or B) Hit Dracon- graphics became so chopped up it was dras with an Ice Storm. For more fun, use hard to tell one character from another. a high-level mage to cast a Dispel Magic This glitch occurred in only a few scenes, spell. The latter nullifies his Fire Shield, but it did detract from the usually clean, Minor Globe, and Invisibility spells. Always crisp graphics. We still recommend this have your mage cast Haste and Minor game. It is a good sequel for Mega Man Globe before you battle Dracondras. fans and should be enjoyable for arcaders 2. If you fight on the tower who want an original twist to their shoot- roof, make certain you have the Dragon ’em-ups. Slayer Sword from the Salamander Ca- verns. Use all the available mass-damage spells to damage the dragons at far range, The Buggies then rush them with your hasted (and preferably enlarged) fighters. This is a tough battle. Black & white version **** 3. In the town of Hap, it is possible to Color version X rest in the center of town. Just remain in SSI (Electronic Arts 415-571-7171) Search mode until no more patrols appear, On Macintosh IIx with 8 ● 24 GC color which takes approximately 10 encounters. board This also makes the fight at the “Barn” Running this conversion of the hit ad- easier. venture Curse of the Azure Bonds in two- Richard Andrews color (black & white) was a treat. Martinsville IN However, don’t expect to see the finely detailed, larger-scale graphics found in You’ll need Hillsfar from SSI to manage other versions. The character icons are this little trick. First, get all of the items extremely small. like Girdle of Giant Strength, Girdle of the Unfortunately, when we installed our Dwarves, Gauntlets of Dexterity, and so new 8 ● 24 GC color graphics board, the on. You’ll also need a pink-and-green ioun game fatally crashed and locked up when stone to reverse the loss of charisma booting. We even turned off the graphics caused by the Girdle of Dwarves. accelerator and reduced the colors to 16 Now, ready all these items, starting with in number, but the game still crashed. the Girdle of Strength first. Remove the Perhaps the board is too new for SSI engi- characters from your Curse save disk and neers to work out a fix for the game. If we transfer them to Hillsfar, then back to the receive an upgraded version that is com- Curse disk again. Now, unready those patible with the 8 ● 24 GC, we’ll certainly items and check your stats. They are now offer an updated review. permanent. You can continue with this process until your characters have the Clue corner stats you desire. However, you can’t trans- fer rangers and paladins. Bard’s Tale II (Electronic Arts) Doug Parsons 1. The Destiny Wand grants the Destiny Hampton VA Knight the power to cast a dragon breath at a group of opponents for 350 to 650 Dark Heart of Uukrul (Broderbund) points of damage. Many people have trouble starting this 2. After you assemble the Destiny Wand, game because of the difficulty in reading go to the sage’s hut. The sage is actually the copy protection folder [Lessers’ note: Lagoth Zanta, and he has with him many This includes us!]. This is because the line Baldur Guards. Once you kill these guards, pointing to the rune and its English trans-

52 APRIL 1991 lation covers part of the O. The word for has many places where you can dig for a board. Return to Julia. You can avoid this the first sanctuary starts with a Q. Also, be your own gems. process by casting Pickpocket on Selganor; certain to use the teleport stations when- Allen Soles you can also steal the rune from him. ever possible. This saves wear and tear on Parkesburg PA Nick Kesller your part, as some wandering monsters Vancouver WA (especially the undead) are tough. Ultima VI (Origin) Peter De Waters 1. In Serpent’s Hold, you’ll find a build- 1. You can obtain experience points Welaka FL ing to the far west of the city. In a secret rather easily by fighting the trolls, head- northern room, you can find a triple lesses, and cyclopes in the sewers and Secret of the Silver Blades (SSI) crossbow. returning about a day later to fight them Before defeating Tyranthraxus in Curse 2. To get into Sutek’s castle, you must again. Once you have better equipment, of the Azure Bonds, you probably cast bash down the iron door. This requires apply the same tactics to the gargoyles at preparatory spells such as Enlarge. At the numerous attacks. To lower the draw- the Shrine of Compassion. You can obtain end of the Curse game, save your charac- bridge over the Ethereal Void, cast Teleki- plenty of experience by following this ters. Don’t worry about any on-screen nesis on the crank. strategy over and over again. messages. 3. In the catacombs under Sutek’s castle, 2. To raise levels, you need twice the Next, transfer your characters to Secret you’ll find the body of the balloonist. experience required for your current of the Silver Blades. Their strength scores Search him to find instructions on how to level. For example, you need 400 XP points will be what they were when they fought make a balloon. [Perhaps the Telekinesis for Level 4 and 800 XP for Level 5. Tyranthraxus in Curse. Your fighter-type and Explosions spells will work!—Lessers] 3. The gypsies you need to find travel using the Girdle of Storm Giant Strength 4. In Buccaneers’ Den, talk to Homer. His between Britain and Trinsic. will have a 24 strength. The same applies information on Captain John’s treasure is 4. When talking to Budo (his shop and for abilities raised by items such as the vital to your quest. home in the northern part of town can be Girdle of Dwarvenkind (with respect to 5. Magic fans are important, as they reached only from a secret door in the Charisma), and so on. change the winds direction. This makes it tavern at Buccaneer’s Den), say “guild.” Visit the old man south of the mayor’s far more convenient when ballooning. Don’t you remember a certain, silver- house for some nice surprises. Buy some 6. The Storm Cloak dispels all uses of haired woman living under Britain? magic at Marcus’s house, and beware of magic when it is readied. 5. To get the guild belt, you need the the Mayor’s house. The temple is a good 7. Getting the panpie for Selganor is pickpocket spell. Rudyom in Cove can sell place to go for healing while in town (it’s difficult. First, you must go to the woods- you this spell. free); if you are down in your cash sup- man southwest of Yew. Then, go to the 6. Sandy, in Trinsic, will give you the plies, go into the mines. Level 2, especially, woodcutter with your log. He’ll cut it into information on the other pieces of the map if given a dragon egg. You will need to go to Destrard for the dragon egg. Though it’s unlikely you’ll have the 7th-level spell Mass Invisibility, you will need Invisibility spells to sneak to the fourth level of the dungeon. You should take only the dragon egg and the magical items there. Say, while you’re invisible, why not attack the drag- ons and drakes? 7. Don’t attack Sin’Vraal, as he has some useful information and isn’t quite as evil as others might think. 8. Go through Hythloth to enter the Realm of the Gargoyles, and have at least one slot open in your party to allow Beh Lem to join up. 9. Until you surrender to Draxinusom, no will talk to you. Anonymous author

Several readers have written requesting hints to aid them in their fight with the Mulmaster Beholder Corps in SSI’s Curse of the Azure Bonds adventure. Many have tried the straightforward approach and have been killed. Perhaps one of you can write with your messages of aid!

NOTE: The Lessers have moved. Their new address is: 521 Czerny Drive, Tracy CA 95376, U.S.A. Send all correspondence to their new address.

54 APRIL 1991 LOOKING FOR MORE GAMERS?

You may think you’d have to tra- vel to another planet to find a game convention. Finding friends who are also gamers can be a problem, too. Put your scoutsuit away and turn to the Convention Calendar in this magazine. There may be a game convention closer to your home than you'd think— and conventions are a great place to find friends who share your in- terests. Whether you like board- games, role-playing games, miniature , or just browsing around, a game conven- tion can be all you've hoped for. Plan to attend one soon.

This space contributed as a public service. by

If you have any questions on the games Invisibility is illusory, and no one decides Why can’t psionicists be chaotic? produced by TSR, Inc., “Sage Advice” will what a creature sees when gazing through After all, chaotic creatures tend to answer them. In the United States and an invisible creature. The recipient isn’t be self centered, and self knowledge Canada, write to: Sage Advice, DRAGON® removed; it is rendered visually undetect- is important to psionicists. Can cha- Magazine, P.O. Box 111, Lake Geneva WI able. In campaigns in Lake Geneva, most otic characters have wild talents? 53147, U.S.A. In Europe, write to: Sage people assume the spell bends light so it Can a psionicist who has lost his Advice, DRAGON Magazine, TSR Ltd., 120 passes around the recipient rather than abilities because he has become Church End, Cherry Hinton, Cambridge bouncing off the recipient or being chaotic develop a wild talent? CB1 3LD, United Kingdom. We are no blocked altogether. “Bent” light affects a It is very hard to answer this question longer able to make personal replies; creature’s eyes in exactly the same way any better than The Complete Psionics please send no SASEs with your questions unbent light does, though very intelligent Handbook already does (see page 10), but (old SASEs are being returned with writ- or powerful creatures have a chance to here it goes: A broad range of psionic ers’ guidelines for the magazine). notice the bent light and get a saving powers can be developed only through This issue, the Sage continues his look at throw against the effect (see the PHB, page long hours of patient and intense medita- spells in the AD&D® 2nd Edition game, 142). There probably are many other tion conducted according to strict rules. then turns his attention to the often sticky workable explanations of the spells me- Chaotic characters are too impatient to subject of character alignment. chanics; for example, the retinas of a meditate and too free thinking to accept viewing creature’s eyes might be rendered the rules; therefore they cannot become psionicists. Many chaotic creatures have How much weight can a wizard completely insensitive to the recipient’s carry when using a fly spell? image. In any case, the spells effect is natural psionic abilities, but these crea- tures are not psionicists per se. Only This is up to the DM. Most campaigns strictly limited to a live recipient (the spell chaotic-evil characters are terribly self allow the recipient to fly with as much description lists “creature touched” as the weight as he normally could carry. Some area of effect), and the spell has absolutely centered; chaotic neutrals tend not to care campaigns apply the standard encum- no power to change the way the subject’s about much of anything except for spread- ing chaos, and chaotic-good characters brance rules (see the PHB, page 76-79) and surroundings look. generally are concerned about other indi- cut flying speed according to the weight If you take another look at the spell viduals’ basic well being and freedom from carried. Other campaigns allow flying only description, you’ll see that items the sub- when the recipient is lightly encumbered. ject picks up do become invisible. For the oppression. In any event, to be self cen- purposes of this spell, anything the recipi- tered is not the same thing as being self ent can tuck into his clothing is considered aware or having true self knowledge. What’s all this about copying a part of the recipient. Attacks break the Any character can manifest a wild spell into a spell book from a scroll spell because the dweomer isn’t powerful talent—even a “fallen” psionicist. (from DRAGON issue #157, page 25)? enough to continue hiding the recipient According the DMG, page 41, spells from creatures under attack. The instinct The PHB says druids must be can be researched using scrolls, but for self preservation sharpens the victims’ “neutral.” Does this mean druids not just copied. perceptions, and the spell unravels. have to be true neutral, or do they Page 41 gives the specific time require- Apparently, quite a few folks think invis- ments and costs for getting a spell found ibility ought to fall into the alteration just have to have an alignment with a neutral component? on a scroll into a spell book. Technically, school; if you are one of them, by all Druids must be true neutral, as defined the wizard does not copy the spell but means go ahead and run it that way. How- in the PHB, page 47. reinvents it, using the scroll as a guide, ever, one also can argue that invisibility is then records the “invention” into his book. an enchantment because it grants the It amounts to the same thing. recipient the “power” to disappear-and to Would a true-neutral druid be obli- make objects disappear, too. Invisibility is gated to do something to balance How does the invisibility spell called as an illusion because the spells out everything his party does? If a work? Does it make the recipient primary effect is to change the way other true-neutral druid does something transparent? If so, why isn’t it an creatures perceive the recipient (i.e., they that promotes one alignment, does alteration spell? If invisibility is have no visual perception of the recipient he have to perform actions that illusory, who decides what a crea- at all). As such, the spell is more akin to promote each of the other major ture sees when looking through an other perception-altering spells such as alignments? Would a druid who invisible creature? (Since the subject phantasmal force and blindness than to finds himself in a party of lawful- is “removed” from the scene, some- any other class of spell. (One also could good characters be obligated to thing’s got to replace it.) Why does argue that blindness is an alteration, since work at cross purposes with his attacking make the subject visible? it “removes” sight, but the loss of sight is a companions? Why doesn’t the spell make objects change in the way the recipient perceives Can a thief who is lawful good the subject picks up disappear? things, so the spell is classed as an illusion.) pick pockets?

56 APRIL 1991 Could a paladin intimidate or tered at the right time and for the right harm a prisoner to get information? reason, does not make an inquisition. Does the prisoner’s own alignment I get a lot of letters from people having make a difference in this case? trouble with the druidical ethos. Druids in Why does the AD&D game have the AD&D game believe in a “natural alignments? Why can’t players just order” in which good, evil, law, and chaos decide how their characters act play equally important roles. The first two rather then trying to force them into paragraphs under the “ethos” heading on a prefabricated mold? page 37 of the PHB explain the major The people asking these questions all elements of druidical doctrine. seem to share the same misconceptions Contrary to popular belief, maintaining about alignment. If questions similar to “balance,” especially on a personal scale, is these have occurred to you, I suggest you not a druidical priority. According to the carefully reread the section on alignments druidical view, there is a universal cycle in the PHB, starting on page 46. Pay spe- that constantly shifts the cosmic balance cial attention to the second paragraph on between the eight “extreme” alignments. page 46, particularly the last sentence. Even major shifts in the balance don’t Alignments in the AD&D game are the bother druids, since any one alignment’s cornerstones of characters’ personalities. ascendancy is as temporary as fine sum- They help each player decide what a char- mer weather. Druids are, however, on the acter’s attitudes and values are, but they lookout for anything that might cause the are guidelines, not absolute rules. The balance to “stick.” In the druidical view, a game’s designers and editors do not as- universe permanently turned good or evil sume that the entire spectrum of morality, would either be unproductive, like a world ethics, and philosophy can neatly be cate- caught in eternal summer where the har- gorized into nine strict divisions, and you vest never comes, or sterile, like a world shouldn’t either. When picking an align- gripped by endless winter. However, most ment for a player character, I suggest you parties’ actions are insignificant when spend some time thinking about what the measured on a universal scale. Even he- character’s disposition, principles, and roic adventurers don’t often get the sentiments are; then choose an alignment chance the affect the whole cosmos, and that fits the character. very few mortals ever get the opportunity Alignment is not defined by a single act. to affect the balance in a way that would A good thief might indeed pick a pocket, concern a druid. and he might do so for any of many differ- Druids do not deliberately change their ent reasons. He could lift a few coppers actions to reflect first one alignment, then from an ostentatious fop to help feed a another. Such shifts would make a druid’s starving waif; he could filch the spell actions totally unpredictable, which in components from an opposing wizard turn would tend to promote chaos. Druids during a combat encounter; or he might believe that each of the eight alignments is steal something outright, temporarily equally valid, so it doesn’t much matter to succumbing to greed (any character is a druid which alignment his recent behav- entitled to commit the occasional slip). ior tends to favor; any alignment will do Note that, in the core AD&D 2nd Edition over the short run. Druids do tend to be game, there are no lawful-good thieves nonjudgemental about good, evil, law, and (see PHB, page 38). chaos; and they try to remain flexible and I occasionally see a letter from a person uncommitted to any single moral, legal, or who thinks of lawful-good characters as philosophical system. However, druids ruthless, heartless folk who relentlessly regard interalignment struggles as part of impress their own views on others, but nature, and druids serve nature. Since that’s the lawful-evil formula for living. druids regard conflict between alignments “Good” implies altruism, kindness, and the as necessary, they do not seek to prevent ability to see that serving the welfare of their parties from continuing the struggle, others can promote one’s own self inter- nor do they resent being pulled into it ests. On the other hand, I get too many themselves. Staying completely aloof or letters from people who think good char- blocking their companions involvement acters, and lawful-good characters particu- would be as “unnatural” as trying to keep larly, are doormats who’ll always allow evil the leaves from falling in the autumn. creatures take advantage of their nobler Also, druids aren’t stupid. Most parties instincts. Not so. Lawful-good characters, won’t take kindly to having their efforts especially paladins, usually have very continually stymied by a contrary druid definite ideas about what has to be done (remember, alignment does not make to promote goodness, and they are free to characters into doormats). Being non- try all manner of things to achieve their judgmental, druids tend to go along with goals. Torture usually is considered evil whatever their party chooses to do unless because helpless people are capriciously the party’s actions threaten trees, crops, harmed; however, a lawful-good creature wild plants, and other things the druid is might very well use bluff, intimidation, or pledged to protect. even stronger measures to get vital infor- mation from a captive in order to better protect the innocent or confound a great evil. One severe interrogation, adminis-

DRAGON 57

t was eternally summer in Asgard, the home of the gods. The sun shone every day without even a cloud to break the bright monotony. Outside Thor Goes Valhalla, the weapons of Odin’s dead heroes clashed as they battled one another, sharpening their appetites for the feast that would follow the day’s combat. The god Thor was bored. He wasn’t one of Odin’s Fishing warriors, and there were hardly any giants left to kill these days, for which, as his wife Sif kept reminding him, he had only himself to blame. “You would have to kill them all, bashing about with that hammer of yours. Well, just don’t think for one minute that you’re going to lie around in this hall every day, swilling mead and expecting me to mop up after you.” “You know what your problem is,” said . “You’re getting stale up here in Asgard. Some new adventure, that’s what you need. A challenge, something to get your blood running again.” By Lois Tilton Thor glared at him skeptically. The sly god was not exactly the most trustworthy companion. But Loki closed his eyes, reminiscing. “Remember when we visited the giants in Utgard? When you wrestled the old lady and the world-serpent, Jormungandr? Now that was an adventure!” Thor turned away, frowning, and missed the crafty grin on Loki’s face. The journey to Utgard hadn’t turned out well at all. The old giantess had beaten him in wrestling, and as for Jormungandr, Thor had barely been able to lift the world serpent off the ground. “Or you could go fishing,” the guileful Loki suggested. “Didn’t you go fishing a while back with the giant Hymir, just before you bashed in his skull?” Thor’s fists clenched in silent wrath as he remembered how he and the giant had rowed out to sea early one morning. Hymir had caught a nice pair of whales, just right for breakfast. But Thor baited his hook with Hymir’s favorite ox and snagged the unwary Jormungandr. Oh, how the serpent had thrashed! His tail whipped the ocean into foam, capsizing ships, raising waves that flooded the tops of mountains. But Thor kept hauling in the line. He had his hammer ready, just about to knock the serpent on the head, when that coward Hymir, afraid his boat would be swamped, had cut the line and let Jormungandr get away! A surge of reborn fury flowed through the red-bearded god. Twice-twice already the world-serpent had gotten the better of him. Now, he vowed, the third time would pay for all. As Thor strode purposefully away to the gates of Asgard, swinging his hammer in his huge fist, he heard Loki call out behind him, “Are you sure you wouldn’t like me to come with you?” But he ignored the trickster. This wasn’t the time for Loki’s sneaky ways. This was to be a confrontation of two of the most powerful forces on earth. In a short while Thor had reached the ocean, where the world-serpent Jormungandr, so large he encircled the whole world with his own tail in his mouth, lurked beneath the waves. Thor loaded up his boat, taking an ox or so for bait, Illustrations by Robin Wood plus a couple of whales and a sea-kraken that had washed

DRAGON 59 ashore, in case the serpent had had a change of appetite Suddenly, Thor’s eyes widened. “There, what’s that?” since their last encounter. Then he climbed in and unship- “What? Where?” ped the oars, rowing far out to sea until the land was lost “There. In your boat. That serpent thing.” from sight. He baited his hook and cast it out. “Oh, that. That’s nothing. Just an I caught today. All morning he waited, and then all afternoon, while Not even a very big one, no. Ought to throw it back, the sun beat down on his bare head and the wind tangled that’s what I ought to do.” his beard. But his only strike was a shark that ripped a leg “That’s no eel! That’s a sea-serpent! I ought to know! from the ox on his hook and then swam away with an How’d you catch it? What did you use for bait?” insolent flip of its tail. The dwarf scowled unhappily. It was indeed a sea- Deep beneath the waves, Jormungandr settled into a serpent in his boat, a small specimen no more than twelve deep fissure at the bottom of the ocean and fixed his cold, feet long, but the bait was an old family secret, and he malicious eyes on the bait dangling far above his head— didn’t want to reveal it to this stupid, overgrown god. The tempting, yes, but he had been caught that way once be- fact was, he didn’t much care for gods, always tramping fore and had no desire to repeat the experience. around the countryside killing giants and one thing and Thor waited until it was near sunset, then at last he another. He didn’t care for this one in particular-almost began to row back to land, hot and tired and profoundly capsizing his boat, threatening honest dwarves with his out of sorts with the results of his day’s fishing. His back hammer. Give him the secret of old grandsire Dvalin’s bent to his work, his mighty arms drove the oars into the sea-serpent bait? Never! waves, his stroke so powerful that the shafts bent with the On the other hand, there was the hammer, with the god strain and the hull was lifted almost entirely out of the tapping it against his hand, sort of meaningfully, sort of water. So vigorously did he row, with such furious, frus- impatient looking. The dwarf thought quickly. “Well, as a trated haste, that his wake almost capsized a small boat matter of fact, my grandsire Dvalin—now there was a from which a dwarf was casting a line, fishing for his mea- fisherman! —now, what he always said was, your sea- ger supper. serpent isn’t just any kind of fish. Fact is, he’s no kind of The furious dwarf shook his fist. “Hey! Watch it, you fish at all, strictly speaking. A different thing altogether, big oaf! Can’t you look where you’re going, running peo- your sea-serpent. A wily character, yes he is. Now this ple down?” little fellow, he was easy enough to catch, but of course a “What?” In his surprise, Thor raised his oars, although god like yourself, if you were to be after one of the big the momentum from his stroke nearly carried him onto ones, one of the really old ones-” the shore. “Who is it dares to speak that way to the god Thor emitted a sort of warning growl from deep within Thor?” his chest, and the dwarf choked. “Yes, well, now,” he Then he saw the boat, with its occupant angrily explained. “What you have to do is get him . . . be- bailing-a short, squat figure with powerful arms, long fuddled like.” Thor frowned, puzzled. “You know,” the beard, and mean little eyes scowling at him. A dwarf. dwarf said, “tiddly. Tipsy.” Thor didn’t much care for dwarves, especially not since “You mean, drunk?” one of the breed had the nerve to try to marry his daugh- “Exactly! Get his mental faculties impaired, that’s the ter. He didn’t care for the looks of this dwarf in particular. thing! He’ll take your bait then. It’s either that or-are Glowering, he lifted the hammer from his belt and slapped you particularly good at riddles?” it against his open palm. Thor frowned and shook his head. The dwarf immediately adopted a more conciliatory “No? Well, then. Best thing’s to get him befuddled. At tone. “Ah, your honor. Yes, sorry. I didn’t quite recognize least, that’s what my old grandsire Dvalin used to say.” you. My mistake. I should have gotten out of your way; And the dwarf stroked his beard sagely. yes, of course I should. It won’t happen again, I’m sure. Thor was still frowning. He scratched his head as if it Lovely day, isn’t it, for a little exercise out on the ocean. would stimulate the difficult process of thought. Everyone Or were you . . . yes, I see you were fishing. I should knew that dwarves were sage, carrying around all that have seen that right away. Did you have a good catch? A ancient, buried wisdom. Get him befuddled. Yes, that did whale or two, I shouldn’t wonder? Oh yes, a fine day for seem to make sense. Thor knew perfectly well that when fishing!” he had a lot to drink at a feast up in Asgard, he’d grab at Thor’s mood, not bright to begin with, darkened con- anything that walked by his bench. Why shouldn’t it be siderably. “Not so fine,” he growled curtly. “Didn’t get a the same with Jormungandr? single bite all day.” Brusquely, he thanked the dwarf and started to row “Well, now that is too bad,” the dwarf commiserated. again, down the shore a bit. It would take quite a bit of “Are you sure you were using the right bait? Fish can be drink to befuddle a serpent the size of Jormungandr, but touchy, yes they can, if you don’t treat them right. Now Thor knew exactly where to obtain it. your trout, your salmon, he likes a nice fly—” A few miles or so down the coast, he pulled his boat Thor lifted up the tentacled remains of the sea-kraken, ashore. On the top of a high bluff overlooking the sea which was looking less than its best after a hot day in the were the ruins of a large abandoned hall. This had been bottom of Thor’s boat, and smelling no better. “This is the home of the late, unlamented giant Hymir. And Hy- what I was using!” he snarled, “but it was no good.” mir, say what you will about his fishing skills or his cour- With a mighty heave, he tossed the remains overboard, age, did know how to brew mead. It took a large cauldron causing the dwarfs boat to rock again. to brew mead for a giant, and Hymir had been accus-

60 APRIL 1991 tomed to supplying regular hordes of relatives and visitors roof of Hymir’s hall standing above the swollen flood. with copious drink. It was too bad, almost, Thor reflected Thor climbed up onto the roof and looked out over the for a moment, that he’d been forced to bash in old Hy- mead-sea with a certain amount of satisfaction in his mir’s skull. But then, the giant had ruined a whole day’s night’s work. “Drink, Jormungandr, you slimy worm,” he fishing when he let Jormungandr get away. bellowed. “This ought to get him befuddled,” he added to Thor climbed the narrow, twisting path up from the himself, yawning as he spoke. He fumbled, baiting his beach. The thatched roof of the giant’s hall was sagging, hook and casting it far out onto the water. It had been a and yes, there was the broken beam where Hymir’s head long, hard night’s work. His muscles were aching with had hit. And there, next to the hearth, were his nine caul- weariness. As the sun rose higher into the sky, Thor lay drons of mead. himself down on the thatch of Hymir’s roof, shut his eyes, Thor tipped the first one, took a sniff, then a lick of his and fell asleep. finger. Yes, the mead was still good. In fact, it had a kind While fathoms deep on the ocean floor, the serpent of nice, aged taste to it. Mead rarely got a chance to age Jormungandr hissed in distaste. Was that cursed old dwarf when Thor was around. after him again? Indeed, the thought did come to his mind that a little mead would feel awfully good going down just about now, The rest of the world woke to find the oceans had risen after his long, hot, thirsty day under the sun, but Thor and turned to mead. For a few, this was cause for celebra- refused to be diverted from his purpose. He braced his tion, but otherwise it was a catastrophe. The floodwaters legs on the floor and tightened his belt of strength around had washed the ships away from their moorings, out to his waist. His arms circled the cauldron. His muscles sea. The ocean flowed through the streets of cities and strained-thighs, arms, back. There was an ominous towns, houses were swept away, fish now swam where rupturing sensation in his belly. Slowly, he lifted the caul- hearthfires had been lit only the night before. Cropland dron. Then, staggering under the weight, he started down and pasture were flooded. Forests were submerged to the the side of the bluff, down the treacherous narrow track to very crowns of the highest trees. Only the crests of the the beach. mountains rose up above the waves. And the people cried Standing at the edge of the strand, he tilted the im- aloud and prayed. mense vat and watched the mead go pouring into the Eventually, the cries and lamentations rose up to gray-green ocean where Jormungandr lurked at the Asgard, the home of the gods. Odin, as usual, was seated bottom—a golden, foaming cascade of mead. “Drink in Valhalla, watching his hosts of dead warriors do battle, that!” he muttered to the serpent his enemy, and started when Heimdall, the watchman of the gods, broke into his up the path to the clifftop for another load. sport. Again he descended the bluff, again he poured out the “Um, Allfather, there seems to be a problem down on mead, with the ocean lapping at his ankles. When he earth—some kind of flood. The mortals are praying for came down the third time, it seemed to him that the path you to do something.” to the beach was not quite so long, the distance to the Odin turned in irritation away from the war game. ocean not quite so far as it had been, but this was a relief, “Always interruptions! Am I the god of the sea? Well, am as heavy as Hymir’s cauldrons were, so full of mead. The I? Do I have to attend to every little problem personally? trip seemed even shorter the next time, and the next, Look, find somebody else to take care of this. I’m busy, when he noticed that the beach seemed to have vanished can’t you see that? We’re in training for Ragnarok around under the waves. The sea was washing up to the foot of here.” the mountain now, all black in the rising moonlight. “That’s right, Heimdall,” sneered Loki, “Odin has “Must be the tide,” Thor muttered to himself, and more important things to worry about than a little flood.” started up the bluff to bring down yet another vat. Four In the meanwhile, the noontime sun shining down on more to go. Down the track, yes, not so far to go this the roof of Hymir’s hall had awakened Thor from his time. Pour out the mead. Up again. Another cauldron. sleep. He groaned and shaded his eyes. Out there on the Down. The waves lapping up to his shins. Up again. Al- waves was his line and bait, still drifting, untouched. Thor most dawn now. Getting weary. Down. Pour. Climb. The mumbled a number of heartfelt oaths. Curse that serpent! last cauldron, the largest and heaviest of all. Getting tired. Wasn’t he befuddled enough by now? Wrap arms around the vat. Lift. Feel the strain on the The god’s throat felt like sand. He had been all day muscles. Down the path. yesterday out on the ocean, and all last night staggering Thor halted in astonishment outside the door of Hy- up and down the mountain with those huge vats of mead. mir’s hall and stared. The sea shone golden in the glow of By now his thirst was overwhelming. And just below him, the newly risen sun. The foaming waves were crashing foaming as the golden waves rose and fell, was an entire onto the rocks not a dozen feet below Hymir’s door, and ocean full of mead. the spray held the sweet odor of mead, not the salty ocean One of the discarded empty cauldrons came floating by, tang he had always known. and Thor snatched it up. He dipped it full of mead and He had filled the sea with mead. raised it to his mouth. The golden flood poured down his Just one more cauldron. Thor tipped it out, a wave of throat, a tide of it, sweet and cool to extinguish his thirst. golden liquor pouring down into the ocean. The tide He swallowed it down in a single gulp. surged out, then back in a swelling wave that rose almost “Ah! That was good! There never was a giant who to his knees. The bluff was all but submerged, only the could brew mead like old Hymir—not too many gods,

DRAGON 61 either, now that I think of it.” “What is it now? Don’t tell me the ocean is still rising? His thirst was still unquenched, and he climbed down Didn’t anyone take care of that problem?” from the roof and dipped up a second vast vat of mead. “Well, no. I mean, yes. I mean, well, the ocean’s gone That one he drained in two swallows. He wiped his mouth down, all right, but . . .” on his sleeve. No doubt about it, a little ageing did won- “But what? We’ve got a feast going on here, if you ders. This batch of mead was mellow, smooth on the can’t see for yourself.” tongue. And he was, yes he was, still somewhat thirsty. “The thing is, the ocean . . . Someone’s drained it all A third cauldron went down in three long, satisfying away!” drafts, and a fourth vat quite a bit more slowly. Thor Odin exhaled with exasperation. “Then don’t just stand exhaled, then a profound, resonant belch rose from the there, go find where it’s gone! Can’t anyone else take the depths of his belly, and he exhaled again, “Ahh!” slightest responsibility around here?” The cauldron slipped from his hand and went tumbling “It sounds like the giants, one of their dirty tricks,” and clanging down the mountainside. Crash! Thor Loki suggested helpfully. “Go see if they’ve hidden it frowned in puzzlement. CRASH! He looked down. somewhere.” CRASH! There on the beach far below, the cauldron was In the meanwhile, the night passed with Thor snoring rolling slowly into the churning surf. Strange, he thought, drunkenly among the rotting dead fish and the fermenting how far the tide had receded. So suddenly, too. dregs of the sea. When the sun rose, the light stabbed into Well, better not let the cauldron float away down there. his eyes and woke him. He groaned. His skull felt like an A little unsteady on his legs, he stumbled down the path to iron cauldron, and a whole tribe of giants was hammering the edge of the sea where the kettle lay on its side, half on it. His gut wanted to turn itself out. But most strongly filled with ocean-mead. Thor shrugged, lifted it up, and of all, where an ocean full of mead had filled his bladder, drained it off. Far out on the waves, he could still spot his there was a pressure, an urgent need for immediate relief. untouched fishing line. “Curse you, Jormungandr,” he Thor stumbled to his feet, swaying. He unfastened his muttered again, casting his hammer down on the beach in trousers. He squeezed his eyes shut tight and released the his rage. Sand sprayed up and fell into his hair and beard, flood. It was a fountain, a geyser, a foaming torrent. into his eyes and mouth. Spitting, he dipped up another “Ah!” he sighed as the pressure subsided. Then he bowl of mead to wash it away. opened his eyes. “Cursed . . . stupid, slimy stake . . . snake.” Thor The basins of the sea had been filled. The shipwrecks didn’t feel so well all of a sudden. Kind of dizzy. The hori- were once again hidden under the waves, the whales rose zon was sort of moving up and down, as was the beach from the depths, a few surviving fish darted from the scat- under his feet. He sat down abruptly and felt much better. tered shallow puddles where they had taken refuge. And “Ol’ Hymir . . . sure did brew a good mead.” in the deepest pit of the ocean floor, the serpent Jor- He dipped up another vat and started to drink. mungandr emerged from the mud and clamped his tail The rest of the world saw the oceans recede, back to the again in his mouth, encircling the world. original level of the beaches and then beyond. Their pray- Thor caught hold of a boat drifting by, took hold of the ers of thanksgiving soon turned again to laments. Before oars, and started to pull for home. He had had quite long, the sea-bed was exposed. Ships were beached far enough of fishing for a while. Jormungandr, however he from their harbors, while many of the houses that had hated to admit it, had eluded him again. earlier been washed away settled next to them. Dying fish When he opened the door of his own hall, he found his flopped and gasped, and whales were beached in the mid- wife, Sif, hastily straightening her dress. Her face was dle of the ocean and spouted helplessly. Ancient ship- flushed, and her long golden hair was disarranged. Thor wrecks were revealed after centuries below the waves, and frowned. “Who was that I just saw, around by the back the empty hollow eyes of drowned mariners stared up in door?” astonishment at the sight of the blue sky. “I didn’t see anyone.” And in the deepest fissure of the ocean, the serpent “I thought it looked like Loki.” Jormungandr hissed and thrashed in wrath as the golden Sif shook her head, then put her hands on her hips. “I waters receded, exposing his lair. Finally, with the last suppose you and Loki were out adventuring again. And foaming puddles draining away, he coiled up his immense just where have you been, I’d like to know? No, don’t tell length and wriggled down into the mud of the sea floor. me. I can smell it on you! Out swilling mead for days on “Huh?” mumbled Thor, thinking he saw something end, never giving a thought for anyone else. You were move in the distance. “Wha’?” He started to get to his supposed to be going fishing! It doesn’t look like you feet to see what it was, but instead he fell flat on his face caught anything, does it? Well, don’t expect me to put into the mud and weeds that had been the bottom of the food on your table if you can’t be bothered to bring it ocean. home!” Thor winced under the sting of his wife’s tongue. Eventually, the prayers of the people rose again to This was all Hymir’s fault. Served the old giant right, Asgard, the home of the gods. The evening feast was just after all. getting underway in Valhalla, and Odin was seated at the table with his favorite warriors, ready to celebrate the winners of the day’s battle-games. He scowled, seeing Heimdall, the watchman of the gods, enter the hall.

62 APRIL 1991

NEW PRODUCTS FOR LNA3 Prince of greatest city in Maztica lies in ruins and a AD&D® LANKHMAR™ module plague of hideous monsters has descended APRIL by Dale “Slade” Henson across the land. From the ashes of this destruc- This anthology of short adventures involves tion, a tenuous alliance forms. Legionnaires and MC9 Monstrous Compendium, the nobility of the city and its well-to-do citizens native warriors fight side by side, but their only ™ Appendix in an intricate web of intrigue, deceit, and theft, hope for victory requires aid from beyond the AD&D® SPELLJAMMER™ accessory Enjoy this module, another in the series devoted FORGOTTEN REALMS. by Lots O’People to author Fritz Leiber’s fantastic city. Suggested Retail Price: $4.95/£3.99 Monsters, monsters, monsters! This appendix Suggested Retail Price: $9.95/£6.56 Product No.: 8477 contains another batch of beasties for your Product No.: 9318 SPELLJAMMER™ campaign. If you thought the neogi, mind flayers, beholders, and giant space LC3 Nightwatch in the Living City DRAGONLANCE® Saga Meetings Sextet, hamsters were tough, you need to see this! AD&D® FORGOTTEN REALMS® module Volume One Suggested Retail Price: $10.95/£6.99 by Walter Baas and Kiera Glass by and Ellen Porath Product No.: 2119 An eerie fog rolls into Raven’s Bluff, the port The Meetings Sextet, “prequels” to the two city created and developed by the members of Preludes series, begins when the reluctant dwar- WGS1 Five Shall Be One the RPGA™ Network. In this, the third such ven hero, Flint Fireforge, is invited to the elven AD&D® GREYHAWK® module adventure to be published, your PCs join the kingdom of Qualinesti. Here he meets a young by Carl Sargent Nightwatch of the city in an attempt to keep it half-elf, Tanis, and an elf, Laurana. When Laur- When the Five Blades of Corusk are united, safe-but can your heroes respond to the perils ana declares her love for Tanis, a rival for her the great northern god will lead his barbarians both on and below the city’s streets? affections concocts a plan that will scandalize the south. Two of the blades have been found, and Suggested Retail Price: $6.95/£4.50 half-elf. Tanis and Flint embark on a mission to your PCs must travel into the lands of the Product No.: 9316 clear Tanis’s name and stop a murderer. barbarians to find the remaining blades. Don’t Suggested Retail Price: $4.95/£3.99 miss this module, the first of a new series set in Feathered Dragon Product No.: 8340 the WORLD OF GREYHAWK® campaign. The Maztica Trilogy, Book Three Suggested Retail Price: $9.95/£6.50 by Sorcerer’s Stone Product No.: 9317 In the thrilling climax to this trilogy, the TSR™ Books by L. Dean James For one thousand years, the Red Kings have guarded the magical sword, Kingslayer, so named because it once killed its royal wielder. Only by the blue light of the Sorcerer’s Stone can the mystical blade be controlled, and only one prince, the last of his line, can hope to master both in time to save his kingdom-and his life. Suggested Retail Price: $3.95/£2.99 Product No.: 8218

NEW PRODUCTS FOR MAY

DUNGEONS & DRAGONS® game Revised Basic boxed game set by The worlds best-selling role-playing game is back in a new, easy-to-learn format. The rules are the same, but with the Dragon Card Learn- ing Pack, new players can learn the game in easy steps. And by the time the novice has finished going through the Learning Pack cards, he is ready to begin his career as a fantasy role- playing gamer! This set is perfect for introduc- ing friends, relatives, and spouses to the exciting world of the DUNGEON & DRAGONS game! Suggested Retail Price: $20.00 £13.99 incl. VAT Product No.: 1070

MC10 Monstrous Compendium, ™ Appendix AD&D® RAVENLOFT™ game accessory by William W. Connors This is the first Monstrous Compendium appendix produced expressly for the

64 APRIL 1991 RAVENLOFT™ campaign setting. Within its FA2 Nightmare Keep Matrix Cubed pages, you’ll find creatures that are too horrible AD&D® FORGOTTEN REALMS® module BUCK ROGERS® Inner Planets Trilogy, to exist anywhere but in the dreaded domains by Rick Swan Volume Three of Ravenloft. Learn why the word Ravenloft is An ancient keep stands alone in the forest. by William Tracy becoming synonymous with fantasy horror. No Once the home of a mighty wizard, it is now the Affirming his loyalty to the desert dancers, RAVENLOFT™ campaign can do without this home of even stronger monsters that destroyed Mercurian prince Kemal Gavilan struggles to valuable volume of vile, villainous creatures. the keep’s inhabitants centuries ago. There is secure his home planet’s future by overcoming Suggested Retail Price: $10.96/£6.99 rumored to be much treasure (and more dan- his family’s treachery and solving his father’s Product No.: 2122 ger) to be found in Nightmare Keep. long-ago murder. In the meantime, he must also Suggested Retail Price: $9.95/£6.50 save the inner planets themselves! HR1 Vikings Product No.: 9341 Suggested Retail Price: $3.95/£3.99 AD&D® 2nd Edition game accessory Product No.: 3568 by David “Zeb” Cook DLS2 Tree Lords This volume includes everything you need to AD&D® DRAGONLANCE® Saga module Unless otherwise noted: ® designates registered trademarks owned by TSR, Inc. adventure in the world of the powerful Viking by John Terra ™ designates trademarks owned by TSR, Inc. warriors. Complete with factual information, The land of the Silvanesti elves has been ©1991 TSR, Inc. All Rights Reserved. this book tells you how to build a Norsemen- invaded! Remove the shrouds of mystery that BUCK ROGERS and XXVc are trademarks used under style campaign, including magic unique to the have surrounded the elven race for so long. license from The Dille Family Trust. genre. Adventure in a world with the power, This adventure provides an in-depth look into MARVEL SUPER HEROES, MARVEL UNIVERSE, Marvel myth, and mystery of the Vikings. the mysterious life and long-hidden culture of characters, and the distinctive names and likenesses thereof Suggested Retail Price: $15.00/£9.99 the Silvanesti high elves. are trademarks of Marvel Entertainment Group, Inc. and are used with permission. Product No.: 9322 Suggested Retail Price: $6.95/£4.50 LANKHMAR is a trademark of Fritz Leiber and is used with Product No.: 9319 permission. MARVEL SUPER HEROES™ Revised Basic Set Sojourn Boxed game set The Dark Elf Trilogy, Book Three by Jeff Grubb by R. A. Salvatore This completely revised version of the original In this dramatic conclusion to the Dark Elf MARVEL SUPER HEROES™ basic set has new Trilogy, Drizzt fights to survive the harsh ele- rules, new settings, new adventures, and a new, ments of Toril’s surface. As he journeys across easy-to-learn format. This boxed set is the this land unlike his own, he comes to under- perfect introduction to super-hero role-playing stand it and its inhabitants. Unfortunately, games, Also included are more MARVEL understanding from the surface dwellers UNIVERSE™ character updates. For people who doesn’t come so easily. enjoy , but don’t play RPGs, this Suggested Retail Price: $4.96/£3.99 game is the perfect way to begin a career as a Product No.: 8483 super hero! Suggested Retail Price: $20.00/£11.99 Product No.: 6900

DRAGON 65 The DRAGONLANCE® saga: The past unfolds

by Marlys Heeszel

Two new series are being introduced in the future of their people. Sithas believes the DRAGONLANCE® saga in 1991. The in the purity of the elven people and aligns Elven Nations Trilogy will tell the story of himself with the aristocrats of the court in the beginnings of the Silvanesti and Silvanost, whereas Kith-Kanan believes the Qualinesti elves, while the Meetings Sextet the elves. On that same night, in the Tower future of Silvanesti will be enhanced by will introduce us to how the eight compan- of the Stars, a prophecy is made that will trade with outsiders, including the hu- ions in the DRAGONLANCE Chronicles change the face of one nation and give mans of Ergoth. These differences eventu- first met. Both series backtrack to times birth to another. Those five words- “They ally result in the splitting of the elven past, before an elven nation was sundered both shall wear crowns” -can mean only nation. When Sithel dies in a hunting and strange friendships were formed. Join trouble, for there can be but one ruler of “accident,” believed to have been engi- us as we discover how time, place, and the Silvanesti. neered by humans, Sithas becomes Speak- circumstance combined to control the Time passes, and the baby boys grow to er of the Stars. Kith-Kanan must swear destinies of brothers and kings, friends adulthood, ignorant of the fate decreed for fealty to his brother, though he questions and lovers, enemies and rivals. them at their birth. Sithas, the elder, is the stand Sithas has taken against the raised as heir to the throne, indoctrinated humans. Elven Nations Trilogy at an early age into the workings of court The Kinslayer Wars, volume two in the We begin with Firstborn, volume one of and the traditions of his people. Kith- Elven Nations trilogy, will be available in the Elven Nations Trilogy, which was re- Kanan, younger by a whim of fate, is August 1991. Written by Douglas Niles, leased in February. Written by Paul allowed the freedom typically afforded a The Kinslayer Wars picks up the story of Thompson and Tonya Carter, Firstborn second son. Little is expected of him, so he the two brothers, whose differences in- takes us back to a rainy night in the an- grows up unfettered by responsibility, crease over time. Sithas declares war cient elven city of Silvanost, where two unaware that his actions will play a part in against the humans, resulting in a tragic moons share the night sky. There, high in the future of his nation. conflict that can have no clear victors, as a marble palace, twin sons are born to Although Sithas and Kith-Kanan are elves fight elves in the terrible Kinslayer Sithel, Speaker of the Stars and ruler of all twins, they have highly disparate views on Wars. Some side with the humans, while

66 APRIL 1991 others, who believe that the future of the eastern Wisconsin. He has written jealous rival, and Flint must come to Elven race depends on the purity of its numerous DRAGONLANCE modules, as Tanis’s rescue. blood, battle to maintain the status quo. well as several books, including both the Volume two in the Meetings Sextet, Kith-Kanan commits the ultimate heresy of Moonshae and Maztica Trilogies based in written by the team of and falling in love with a human female he has the FORGOTTEN REALMS® setting. When Steve Winter, will be released in Septem- taken as prisoner, marrying her and fur- asked why Sithas and Kith-Kanan hold ber. Wanderlust picks up the story of Tanis ther alienating his brother. The conflict is such divergent points of view about the Half-Elven and Flint Fireforge after their eventually resolved with the Swordsheath humans, Niles answered, “There isn’t so return to Flint’s home in Solace. Tasslehoff Scroll, a peace treaty that stops the fight- much an inherent difference between Burrfoot, a light-fingered , acciden- ing but cannot solve the differences that brothers as there is a difference in the tally pockets one of Flint’s copper brace- caused it. Kith-Kanan and the Wildrunners way they were raised. They are a product lets, and Tanis good-naturedly defends the do not return to their homeland, instead of their upbringing. If Kith-Kanan had topknotted newcomer to Solace. The journeying west to start a new country in been the firstborn and had received the bracelet turns out to be cursed, so Flint a new land; thus, Qualinesti is born. same instruction and lessons in the lore of and Tanis give chase, but Tas manages to Volume three in the Elven Nations Tril- the elves as Sithas, he may well have held keep one step ahead of them. Then a ogy, The Qualinesti; was also written by the same point of view. Sithas sees himself sinister stranger appears, causing even the team of Paul Thompson and Tonya as a protector of the elven way of life, a greater danger for the three new friends. Carter and will be released in November, life that is threatened by outsiders. One of Dark Heart, available in January 1992, is 1991. It begins long after the end of the the largest distinctions between elves and volume three of the Meetings Sextet. Writ- war, as the fortress of Pax Tharkas, built humans is the difference in lifespan. Elves ten by Tina Daniell, Dark Heart gives us by a joint effort of the elves of Qualinesti look at life differently because it lasts the story of the beautiful, dark-hearted and the dwarves of Thorbardin, nears longer for them, a situation that eventually Kitiara. Her love for her younger brothers, completion. Kith-Kanan has promised to causes problems between Kith-Kanan and Raistlin and Caramon, is evidenced by her abdicate his throne when the fortress is his human wife.” devoted raising of the frail mage and the finished; his hope is that by doing so his warrior. Yet her youthful mercenary deeds new country can avoid the system of Meetings Sextet and her obsession with finding her real aristocratic rule that existed in Silvanesti. Major differences also exist between the father throw her into the company of a A choice must be made between the half- characters in the Meetings Sextet. When roguish stranger and an eerie mage. elven son born to him by his human wife individuals from different cultures meet, The Meetings Sextet reveals the early and the son born to him long ago by a fear and distrust are often the first emo- adventures of eight of the most popular of Kagonesti elf far away. Once again there tions felt. They may fight, tolerate each the DRAGONLANCE saga characters. The are two sons, but only one can rule. other, or occasionally become friends. The first three volumes will be published in The authors of the Elven Nations Trilogy Meetings Sextet is such a story. Eight 1991, with the remaining three in 1992. have all written previous DRAGONLANCE strangers, who have little in common at Part of the popularity of these characters novels but admit that there are special the outset, eventually become so close that derives from their strange friendship. problems involved in writing about the they willingly risk their lives for each They come from various cultures, have pasts of characters that already exist. Paul other. divergent backgrounds, and seem to have Thompson, who with Tonya Carter au- Kindred Spirits, volume one of the Meet- little in common. Yet they are friends in thored TSR’s Darkness and Light, Red ings Sextet, will be available in April. Writ- the truest sense of the word. Sand, and , the Plainsman, told ten by Mark Anthony and Ellen Porath, I asked some of the authors of the first me, “The most difficult part is integrating Kindred Spirits begins in the land of the three Meetings volumes how the friend- the previous information about the char- Qualinesti elves. Flint Fireforge, the pater- ships between the characters evolved and acter. You can’t change history, and you nal dwarf, is invited to the elven kingdom why they were so strong. Mark Anthony, have to be careful to maintain the charac- because of his legendary metalsmithing. who co-authored Kindred Spirits with ter’s personality.” Thompson had the same He meets and befriends a young half-elf Ellen Porath, replied, “I know it’s a cliche challenge in writing Riverwind, the Plains- named Tanis, who is a ward of the Speaker to have unlikely misfits as heroes, yet man, but felt that was easier because, of the Sun. Though raised in the royal there’s something honest and real in that. while Riverwind’s deeds were recorded, household, Tanis is very much an outcast; People sometimes find similarities in their nothing much was known about his per- his mixed blood makes him an object of differences. Feeling like a misfit is a com- sonal characteristics. Although he has ridicule in the aristocratic court. When the mon and powerful experience that creates been a writer of fiction for seven years Speaker’s daughter declares her love for a bond. When friends are too similar, it’s and has published six books, Thompson him, Tanis is framed for murder by a easy to get bored with one another and has been at it full-time for only the past fifteen months. He holds degrees in Euro- pean history and has extensive nonfiction writing credits. Tonya Carter currently resides in New York, far from her writing partner in North Carolina, whom she met at a writing group where both were participants. She admits to missing the South and is current- ly planning a novel about the Civil War. Carter concedes that writing about figures who are already known can present a problem, but states, “Although some infor- mation was known, it had not appeared in any detail. The time we’re writing about is almost 2000 years before the Cataclysm, so we weren’t terribly constrained by previous information.” The third contributor to the Elven Na- tions Trilogy, Douglas Niles, lives in south-

DRAGON 67 grow apart. If there’s something that al- is a where the reward is Associated Press, Daily Variety, and many ready sets you apart from others, it’s hard viewing something that may have been other papers, currently works in public to find a real friend, and you’re likely to hidden for over a million years. Ellen relations and is a freelance journalist. value that friendship more.” Anthony, who Porath has degrees in anthropology and Dark Heart reveals a new side to Kitiara, feels that Flint Fireforge began his wan- journalism. She was an Associated Press whose father played a major role in her dering because he couldn’t bear to see writer-photographer for several years and. development. Daniell explains, “Kitiara has what the hill dwarves had been reduced currently teaches agricultural journalism lived on the dark side of things from an to, adds, “Flint believes that there is some- at the University of Wisconsin. In addition early age. Her father, who was himself a thing more to be had in life, though he to writing Kindred Spirits, she has also mercenary, taught her about fighting. follows many different paths in his search authored a murder mystery. When he left, she had to fall back on her for that elusive something.” Perhaps he By contrast, Mary Kirchoff and Steve own resources and be self-sufficient. As a found the answer in friendship. Winter, co-authors of Wanderlust, both result, she came to value the power of Porath feels that the friendship between work for TSR. Kirchoff, who wrote Flint, being able to do and get what she wanted.” Tanis Half-Elven and Flint Fireforge comes the King (with Douglas Niles) and Kender- about in part because they are both out- more, heads TSR’s book department, while We hope that you enjoy the new siders. “Flint is an irascible sort with a Winter is an editor in the company’s DRAGONLANCE adventures, in which warm heart. Tanis, as a lad, is used to a games department. When asked about the some of your favorite characters first certain level of hostility from many of the friendship that evolves between Flint, become friends. Others, who until now pure elves, so he’s not put off by Flint’s Tanis, and Tasslehoff, Winter responded, were merely names from a distant past, occasional crankiness. Tanis senses, how- “Tanis and Flint have a natural affinity for will take on new and powerful dimensions ever, that beneath Flint’s crustiness is a each other. They’re both alike in being as their stories are revealed. In the June true affection for the half-elf, an affection outcasts from their native societies. And “Novel Ideas,” we’ll go on an exploration of that all too often is lacking in Tanis’s deal- Tanis’s natural calmness compliments the FORGOTTEN REALMS setting, includ- ings with full elves.” She finds it hard to Flint’s excitability very nicely. To that ex- ing the new series about the Harpers. imagine Flint and Tanis as enemies and tent, they need each other. As for Tas, he Don’t miss it! feels that “even if they found themselves just sort of insinuated himself into their on opposite sides of a conflict, there would company. No matter how much trouble he be an element of respect between them.” [Tas] might be, Flint and Tanis both realize Just as the characters in Kindred Spirits that his heart is always in the right place, have widely varied backgrounds, so do the even if his hands aren’t.” two authors who collaborated on the Tina Daniell, author of Dark Heart, had novel. Mark Anthony has a degree in a different type of story to write, one for anthropology and is currently studying which her background has prepared her paleontology. He says the search for fossils well. Daniell, who has written for the DRAGON 69

MARVEL

by Steven Schend

The times, they are a-changing....

Despite the recent overflow of new headquarters on the site of the old died on national television while fighting characters in the MARVEL UNIVERSE®, mansion—then the U.S. government re- the Adversary in Dallas, but they were all the creators of these comics continually voked their charter! The need brought back to life by Roma. The X-Men change their existing characters, as I not have worried; the United Nations then operated out of the Australian out- found when I looked through my binders quickly reinstated the Avengers’ charter back for a number of months, returning to of the Gamer’s Handbooks of the MARVEL with a few revisions, and the Avengers are New York for the Inferno and reuniting UNIVERSE. Many characters have had now a branch of the U.N. peacekeeping with their allies in X-Factor. minor and major changes take place since forces worldwide. After and Longshot left the they appeared in “The MARVEL-Phile” or All past and present members retain team, and was pulled through the any of the Gamer’s Handbooks. These Avengers’ membership and some benefits, Siege Perilous by Master Mold, and Storm changes would not merit a new Handbook but the structure and coordination of the was “accidentally killed” by Havok, Psy- page, nor are they enough to devote an team has been changed. The “primary locke sent what remained of the X-Men entire ’Phile column to (e.g., Quasar’s new team” consists of active and on-call mem- through the Siege Perilous, fearing they costume, or the Hulk’s new/old look). I bers; the “reserve substitutes” are the would not survive an encounter with the volunteered to put a lot of the chaos of the second string, called in by any primary cyborg assassins, the Reavers. The magical last few years of Marvel into one column, team member who cannot answer the call portal returned to Hollywood and and it rests before you now. to assemble. All others are considered the path of fame, wiped out Colossus’ “inactive reserve,” maintaining certain memory and made him an American artist Team changes benefits but not being in line to be called in Greenwich Village, and cured Rogue by Alpha Flight: After a few long and to duty without extenuating circum- depowering her and separating her memo- arduous years on the outs with the gov- stances. This is all fine and good, but it ries from those of the original Ms. Marvel. ernment, Alpha Flight has finally recon- leaves me wondering one thing: How does Havok became a Genoshan native and a ciled its differences with Canadian this change affect the West Coast contin- Magistrate (ironic for a to become officials. Department H is once again fully gent? Only time will tell. a mutant-hunter). found herself operational and is based, along with the The primary team is led by Captain transformed into an Oriental woman, and team’s headquarters, in Toronto. Gamma America; its lineup includes the Black she became the ultimate psionic assassin Flight is now an administrative service for Widow, Quasar, Sersi, She-Hulk, Thor, and for the Hand and the Mandarin. the study of superhumans, and Beta Flight the Vision. The reserve substitutes are the Wolverine escaped the clutches of the continues its status as a center for the Black Knight, Captain Marvel, the Falcon, Reavers and teamed up with Jubilee to recruitment and training of new heroes. Hercules, Spider-Man, and the two proba- rescue Psylocke from the Mandarin. Storm The team’s current roster of active and tionary Avengers: Rage and the Sandman. was reduced to childhood by Nanny and on-call heroes is the largest in its history, New Mutants: The New Mutants have the Orphan Maker, but fled and fell in dwarfing even the Avengers’ sometimes been disbanded, both as students and as a with Gambit, a mutant cat burglar. After a unwieldy membership. The team is led by training group for young mutants. Of the number of adventures, both teams of Heather MacDonald Hudson, now known original members, only Cannonball re- X-Men regrouped when they invaded as Guardian. Vindicator is also a member— mains as an active hero; he and Boom- . Storm was freed from Genoshan yes, James MacDonald Hudson is back Boom now work alongside the mysterious slavery, and Havok’s true memories re- from the dead and sports some new Cable and Domino in X-Force. Sunspot has turned. The team returned to New York powers. The membership roster also in- inherited his father’s business and now without Havok, who remained in Genosha cludes the following: Aurora, Box, Dia- runs a multimillion dollar corporation. to reform the system from within. mond Lil, , Persuasion, Puck (yes, Mirage is recovering from severe wounds, The X-Men now consists of Storm as he’s back, too!), Sasquatch, Shaman, Talis- staying with her sister Valkyries in Asgard. team leader, Wolverine, Banshee, Forge, man, Windshear, and Witchfire. Karma is once again under the sway of Gambit, Psylocke, and Jubilee. Members of Avengers: These folks have really had her uncle Nguyen Ngoc Coy, and she unknown status are Lorna Dane and a few bad years! After the Avengers Man- works for him in Madripoor. Wolfsbane is Amanda Sefton, both currently captured sion was destroyed by the in Genosha; her powers are boosted in or enslaved by the mysterious Shadow IV) the group moved to Hydro-Base, a lupine form, but her will is sapped and she King on Muir Isle. floating island and oceanographic research is a slave while human. Rictor left the New Whew! Score cards all updated and station, and set up a new mansion there. Mutants to help Rahne escape from notes scribbled onto your Gamer’s Hand- Just as things began to settle down, Dr. Genosha. Rusty and Skids are MIA with book pages? Well, we’re done with only Doom (influenced by Loki during the “Acts the Mutant Liberation Front. the team changes. The really strange stuff of Vengeance” story line) used a large X-Men: This team takes the prize for is yet to come. squadron of robots to destroy Hydro-Base. major changes; not many super teams die Well, the Avengers finally built a massive and then come back for more! The X-Men

DRAGON 71 MARVEL

Character changes Berlin; possibilities of survival high, as no He’s always dogged Thanos’ steps, and The following covers only the most bodies were recovered after the blast. death didn’t stop him before. recent changes and alterations of Marvel Mister Sinister: Killed by Cyclops’s eye- Ghost Rider: He wasn’t dead, but the characters, from 1989 through January beams; possibility of survival high due to demon Zarathos is back in action with 1991. Also note that the survival possibili- his mastery of cloning techniques. another host, meting out vengeance and ties given here are merely educated Mystique: Killed in Washington by Val hellfire as the flaming skull of the biker guesses on the part of the author (if no Cooper, a new servant of the Shadow set. body is found, there is a strong possibility King; possibility of survival nil since her Puck: Not only is he back from being the that the character is not truly dead). body was found. Master’s plaything, he’s bounced back with Nekra: Killed by the Grim Reaper upon all the resilience of his namesake. Deaths-Heroes the latter’s resurrection; possibility of Storm: Yes, we all know the X-Men were Warlock: Killed in Genosha by Com- survival nil. only dead a short time, but Ororo “died” mander Hodge, Warlock has a question- Stonewall: Killed by the Reavers in an again at the hands of Havok, and has only able chance for survival despite his assault on Muir Isle; possibility of survival recently returned to her now-adult self. powerful mechanical form, as his body is nil. Vindicator: Remember when Delphine currently in the form of metallic powder Tombstone: Killed in an ammunition- Courtney impersonated the “dead” James scattered over the grave of Douglas Ram- shed explosion outside Hammerhead’s MacDonald Hudson? Well, it seems her sey, also known as Cypher. headquarters; possibility of survival high crazy story about his return from death due to his new powers and the lack of a about five years ago (involving aliens on Deaths-Villains body at the scene. Ganymede) was true, but only now has he The Arranger: Killed by Knight and Fogg Warrior Woman: Killed in an explosion awakened. on the orders of the Kingpin; possibility of of suspended-animation equipment in survival nil. Berlin; possibility of survival high, as her Resurrected-Villains Destiny: Killed by the Reavers in an as- body was not recovered after the blast. Commander Hedge: Not many people sault on Muir Isle; possibility of survival nil. survive decapitation by the deadly wings : Killed by the Grim Reaper, who Resurrected-Heroes of Archangel, but this guy returned in the was on a rampage; possibility of survival Adam Warlock: This poor guy will never ugliest cyborg body yet created in the nil. rest easy in that green gem of his until MARVEL UNIVERSE. He’s been decapi- Master Man I & II: Killed in an explosion Thanos gets his just desserts. tated once again during the X-Tinction of suspended-animation equipment in Drax the Destroyer: Of course he’s back! Agenda and is now auditioning for the part of Yorick in Hamlet (just kidding about the last part, folks). Grim Reaper: This man comes back from the dead with an attitude! Not only does he kill the woman who brought him back to “life” in the first place (Nekra), he now feeds on the energy of those he kills! Master Man & Warrior Woman: Two more major villains from World War II managed to find their way out of yet two more suspended-animation chambers before they died (maybe). Thanos: The comeback of the year! Not only does the evil son of Titan return to the living, he again takes steps to become the ruler of the universe.

Power changes-Heroes Doctor Druid: Doc’s powers are boosted (if only by his renewed self confidence), and he’s got hair now, too! The ex-Avenger now stands revealed as the forerunner to the Sorcerer Supreme, . Apparently, the lama who gave Doctor Druid his powers and awakened his mys- tic heritage was actually the Ancient One, Dr. Strange’s mentor. Doctor Druid was the Ancient One’s first attempt at giving a disciple a degree of his own powers. Druid’s power of Druidic Spellcasting should be considered at Incredible rank. Hulk: Bruce Banner’s alter-egos are now unified into one persona. The Hulk is green again, though he’s not the emerald Defender that you once knew. The Hulk now has Bruce Banner’s intellect, the battle savvy and ruthlessness of the Gray Hulk, and the strength and power of the

72 APRIL 1991 MARVEL old Green Hulk. As such, the Hulk’s statis- smell) and the Tracking ability, all at Mon- unknown, but consider his Strength and tics are as follows: strous (75) rank. Endurance to be Incredible (40). F IN(40) Health: 225 Rogue: This little Southern lady has Vindicator: Vindicator has been saved A GD(10) finally gotten her wish. She has been from his death in 1984, and his body is S UN(100) Karma: 70 separated from the memories and persona now a cyborg mixture of technology and E MN(75) of Carol Danvers, the original Ms. Marvel, biology. This has resulted in some new R RM(30) Resources: GD(10) and she has lost her powers. She still has powers for the original “Major Maple Leaf” I GD(10) her spunk and training, however, and is but has given him a cool, stone-faced atti- P RM(30) Popularity: -10 now aiding and Ka-Zar in the tude rivaling that of the Vision. Savage Land against Zaladane. Rogue’s Wolfsbane: Rahne Sinclair has had it It may now be assumed that the Hulks Strength and Endurance are now down to rough, and now she’s in a fix. She’s now a physical powers follow the same parame- Good (10) and Remarkable (30), respec- Genoshan mutate, captured and pro- ters of his old green form, with the lack of tively. grammed during the X-Tinction Agenda. the Telelocation ability that constantly Spitfire: Lady Jacqueline Falsworth While human, she has Feeble (2) Reason, drew him to New Mexico. Crichton nearly died in a battle against the Intuition, and Psyche. If so ordered, she Human Torch I: In a valiant effort to revived Master Man and Warrior Woman. will transform into her new lupine forms, save the life of an old ally, the android After an emergency blood transfusion both of which have gained a Size Change Torch had much of his artificial blood from the android Human Torch, Lady power of Feeble rank and are 8’ in size. transfused into Lady Jacqueline Falsworth Crichton’s metabolism returned to super- Her new forms and any changed abilities Crichton. As a result of this transfusion, human levels and her Spitfire powers have are given in the Wolfsbane Table. Rahne the Torch has apparently lost his flame reactivated. A side effect of her returning regains her original personality and mind powers. He is believed to be dead by the powers caused her to become young when she shapechanges, but she is en- public at large, but he is simply seeing the again, and the 70-year-old English noble- coded to be a Genoshan slave when in her world as “Jim Hammond,” an he used woman now has the body and stamina of a human form. while active in the 1940s. 16-year-old girl (use her statistics listed in Lorna Dane: Malice, the evil persona MU6). Whether this marks her return to Power changes-Villains that formerly occupied Polaris’s body, no adventuring is unknown at this time. Commander Hodge: This man is the longer controls her, and Lorna has been Union Jack III: Union Jack has been ultimate hater of mutants, yet he mutates stripped of her magnetic powers by Zala- granted superhuman abilities by the Green more than those he abhors! Hodge has dane. She seems to have inherited a num- Knight. The extent of Jack’s powers are changed so much that his powers and ber of other abilities to compensate for this loss. The full extent and her control over these new powers is unknown, as she has been a prisoner of the Shadow King since her new powers manifested. Lorna Dane has displayed the following powers: Incredible (40) Strength; Remarkable (35) Endurance; Remarkable (30) vs. physical attacks; Good (10) Body Armor vs. energy attacks; Feeble Growth. Master Man I: Willie Lohmer, the origi- nal Master Man, was revived from sus- pended animation and put back into action against , the Sub-Mariner. Unfortu- nately, he was double-crossed by his ally, Herr Nacht, and his powers were drained away. After losing both his wife and his powers, Willie Lohmer apparently killed himself, Master Man II (Nacht), and War- rior Woman in an explosion. Their final fates, however, are likely not yet written. Puck: His molecular structure has been tampered with and condensed down into his dwarven stature again. Now his body is as tough and resilient as a hockey puck! Red Wolf: After nearly dying while bat- tling the Bengal, Red Wolf returned re- newed and revived by the spirit of Owayodata, the Cheyenne Wolf Spirit, and has exhibited enhanced abilities since his reawakening. His Agility is now Incredible (40), his Strength Remarkable (30), his Endurance Incredible (40), his Intuition Monstrous (75), and his Psyche Remark- able (30). As a result of Red Wolfs en- hanced abilities, he now has 140 Health points and a Karma of 115. He also has Enhanced Senses (sight, hearing, and DRAGON 73 MARVEL ability changes cannot be quantified here. Mutants with Quicksilver and the Scarlet regenerate remains to be seen, but Namor Look for him in an upcoming ’Phile. Witch; Wanda was mentally ill, and Pietro currently lacks his Flight power. Grim Reaper: Eric Williams returns from was leading Magneto into the hands of the The Phantom Blonde may be one of the dead a second time, and now he has Avengers. Magneto’s other are in Marvel’s newest heroines, if her mother the power to truly be the Grim Reaper. limbo; the status of his work with the doesn’t stop her official crime-fighting Look for more on him in the future. and the White and Black duties, Wanda Mason, daughter of Louise Thanos: Thanos’s return from death is Queens remains a mystery. Needless to Grant Mason (the original Blonde Phan- not as surprising as his current powers. say, he has once again turned to being the tom), is attempting to follow in the path of Physically, he retains his original abilities villain. He sees himself in nobler terms, her mother’s crime-fighting career with a and powers, but he is now in command of however, and acts as a hero against name and costume change, if “Weezi” the six Soul Gems/Infinity Gems. With the greater evils, such as Zaladane’s armies in doesn’t insist on her finishing college first. power of the gems at his disposal, all his the Savage Land. Consider all her statistics to be within the abilities are at least Class 1000, if not Mark Raxton, the Molten Man, turned normal human range, the one exception higher. Thanos now is equivalent to the over a new leaf and reformed after his being a Good (10) Fighting score. Beyonder and can gain any Power or latest release from prison. He is working Quicksilver has returned to Earth and is Talent he wishes. Individual GMs are en- with his brother-in-law, Harry Osborn, fighting alongside the Avengers’ West couraged to manipulate Thanos’s levels of and has aided Spider-Man in one case Coast contingent. All traces of his mental power within their own games, but be against Tombstone. illnesses seem to be gone (a little time on warned: Thanos has almost always been Namor, the Sub-Mariner, recently lost his the Moon apparently steadies the nerves). one of the most dangerous foes of the ankle wings. Whether these growths will The Vision, after experiencing key- MARVEL UNIVERSE, no matter what his systems failures, sought the aid of Miles power level. Lipton, a researcher in artificial intelli- Tombstone: After escaping from prison, gence. Dr. Lipton deduced the need for becoming the bodyguard of Hammerhead, human brain patterns to be incorporated and attempting to kill Robbie Robertson, with the Vision’s computer brain in order Tombstone was shot by Robertson and for him to function. The Vision’s mind is exposed to an experimental preservative now based on a template of Alexander chemical in an accident at the Osborn Lipton, Miles’ deceased son. The Vision has Chemical Company. From that accident, he also incorporated a holographic Image gained the following abilities and powers: Inducer into his form, allowing him to Incredible (40) Strength and Endurance; visually alter his form and appear as “Vic- Amazing (50) Body Armor (skin “hard as tor Shade,” his new alias (count this as an marble”); Good (10) Lightning Speed (cov- Illusion Generation power, Feeble rank, ers 4 areas/round); Feeble (2) Cold Genera- with no range beyond the Vision’s body). tion, limited to touch Miscellaneous changes Wolfsbane Table With all the major specifics done, we’re now left with the minor changes within Wolf form “Wolfoid”/Werewolf form the MARVEL UNIVERSE. Despite their F EX(20) F EX(20) minor status, these changes might have A EX(20) A EX(20) some effect on your games. S EX(20) S RM(30) has a new brain. A scientist E RM(30) E IN(40) named Michael Collins was shot by his R PR(4) R PR(4) unscrupulous Roxxon employers, and his I RM(30) I RM(30) mind was placed inside the Deathlok cy- P GD(10) P GD(10) borg. Collins now controls Deathlok and Health: 90 Health: 110 he hopes to one day be restored to human Bite: EX(20) edged dam- form. age Bite: GD(10) edged dam- is now a cyborg, thanks to age Ultron’s latest scheme. The adamantine Move: Springs at EX(20) Claws: EX(20) edged Oedipus exposed Hawk to a “gallium arse- speed (5 areas/rd.) damage nide” gas that turned him partially into a robot. He is subservient to Ultron’s will Warrior Woman spent the last 46 years due to his robot components, but Hawk- in suspended animation in , but it eye has shown no new powers due to his appears the maintenance equipment keep- mechanization. Much of the damage has ing her life signs stable had malfunctioned been repaired, though Hawkeye’s right an untold number of times. As a result, arm has not returned to its normal flesh she has suffered some brain damage, the and blood appearance. degree of which is not accurately defined Magneto left the company of the X-Men at this time. How well this woman of the and the New Mutants, and is now attempt- ’40s adapts to the world of the ’90s is ing to forge a large number of alliances to another mystery waiting to unfold. prepare for the coming strife amongst the mutants for power and supremacy (or so Marvel characters and the distinctive names and likenesses he foresees in the current world state). He thereof are trademarks of Marvel Entertainment Group, inc. and are used with permission. Copyright ©1991 Marvel briefly reformed the Brotherhood of Evil Entertainment Group, Inc. All Rights Reserved.

74 APRIL 1991

Find the concealed weapons in this fantasy crossword puzzle by Raymond C. Young

The names of six weapons used by war- Down 30. Goes around Oerth, as per the riors in the AD&D® game lurk somewhere 1. 3’ magical sticks SPELLJAMMER™ set within this crossword diagram, across and 2. Temperament of a bulette: cible 31. Rodent with a diseased bite down. Will you solve the puzzle and find 3. They shine sedans (2 words) 33. Giant evil cawing birds them? Or will you fail your saving throw 4. Giant biting insect 36. Levitation has its and downs and look up the answers on page 55? A 5. What every fantasy general wants 37. Tablet of graph paper used by party thorough knowledge of the AD&D game (2 words) mapper and its accessories is a help! 6. Bureaucratic routine that adventurers 38. Tighter, like a dungeon corridor hate (2 words) 39. Mr. Capone and Mr. Pacino Across 7. water spell 40. Giant insect that makes royal jelly 1. A priest’s spells are cle l 8. Pronoun for Tiamat (not “them”) 41. Cobra, viper, snake 5. -Mage: powerful wizard (1st Ed.) 9. What a lst-level adventurer says upon 42. Comes to a place 9. How quickly a lst-level fighter meeting seeing a beholder: “ s! ” 43. Fish men: kuo- a beholder needs help (abbr.) 10. Caravan through Hepmonaland, 44. self spell 13. Bar-lgura resembles it (short name) Amedio Jungle, or Chult 45. Adventurer’s one-day food allowance 15. Prefix for lycanthropes 11. Celtic isle of the dead 46. Holy prophesier 16. Salamander’s bed 12. Mother or father 47. Capital of Canada 17. Luke Skywalker’s father (2 words) 14. Especially smelly undead 48. Wolfsbane, garlic, rosemary, and 19. Where a lst-level fighter wishes he 18. River near which author of “The thyme were when a beholder appears Tempest” was born: A 51. Dragon’s use for a pile of treasure 20. Direction from Kendermore to 24. What Raistlin might call Kitiara 54. Main point, essence Silvanost (abbr.) 26. Cruel female desert creature 56. Drink held in skins 21. Main artery out of the heart 27. Lawful-evil familiar 57. Soup vegetable 22. Drink costing 1 sp/pint (1st Ed.) or 28. cloud spell 59. Result of casting mirror image on 2 sp/gallon (2nd Ed.) 29. Skum the Barbarian says, “What’s Realms’ Greenwood 23. Org. or co. name?” (2 words) 60. Giant beaver’s workplace 25. Atlantis’s ocean (abbr.) 61. Bewitching month (abbr.) 27. Greater golem type 28. What mending spell will do to a broken glass (2 words) 30. Fresh-tasting spice favored by warriors 32. Lowest dice throws 33. Signal, prompt 34. Scroll showing treasure location 35. Green dragon’s breath weapon 36. Container for ashes in a temple 37. Oldest trap in the book 38. Catch a rogue 41. Medieval druggist’s prefix 42. Skeleton’s shoe size? 43. Bard’s ballad 44. This puzzle 48. Pegasus without wings 49. Bards stringed instrument 50. Fighter’s prime requisite (abbr.) 51. Hugging animal 52. Adventurers take life “one day time” (two words) 53. Great cat with 5 + 5 HD 55. Silent nocturnal avian 58. What a beholder that meets a 1st-level fighter will not be 60. Played Jareth in Labyrinth (2 words) 62. Fool’s spell 63. What a charisma of 25 does 64. A Dungeon Master “sets the ” 65. A wizard who crossbreeds owls and bears probably knows a lot about g 66. Holds a ship’s sails 67. Long walk that adventurers take

76 APRIL 1991 DRAGON 77

The battle was over at last. The fire- rounding hills would surely have 6,000 cp, each special material: 1 = copper, 2 = breathing wyrm that had overshadowed 11,000 sp, 6,000 ep, and 4,000 gp. The silver, 3 = electrum, 4 = gold, 5 = the countryside for centuries now lay bugbears inhabiting the dark forest to the platinum, 6 = gem. These materials dead before its slayers. After a moment’s east undoubtedly have 6,000 cp, 4,000 ep, are assumed to be decoratively used. hesitation to be assured of the monster’s and 3,000 gp, and the griffons atop the Then check Table 7 to find the value of lifelessness, the adventurers began to mountains to the north cannot be left out this material by the item’s condition. comb the hoard for prizes. Methraks the with their hoard of coins at 11,000 cp, 5. Roll on Table 8. Some possibilities on warrior found five magical arrows and a 5,000 sp, and 4,000 ep. Then there is that this table include names, directions, fine silvered long sword, the blade of terrible fire-breathing dragon to the south instructions, warnings, omens, and which bore an inscription that identified it that has raided the countryside for centu- riddles. To assess the increase of value as a royal weapon of ages past. Heilor the ries, lying atop its hoard of 27,000 cp, in the item because of this quality, roll thief took an interest in a set of lock- 91,000 sp, 4,000 ep, 54,000 gp, and 4,500 1d100 to decide this number. If the picking tools, a map to an abandoned pp. And we must not forget the local mon- quality is exceptional, you can increase mine, and a small dagger inlaid with silver arch and the wealthy citizens of the fair the value of the item so that it could be and a few gems. Symohr the wizard city in the midst of all of this. Now, exactly worth up to 100 times its current value. turned his attention to an aged pot with where did all of this money come from? 6. Add all of the amounts to get the total scenes telling of an ancient battle, and a Did everyone just start spitting out tons of value of the item, adjusting any values sturdy staff that seemed to have been copper, silver, electrum, and gold pieces? If for the price range you need it to fit. crafted by divine hands. All the adventur- so, the economic status of the entire conti- ers found items that justified the danger of nent is a disaster. It is also suggested that you choose the assaulting the terrible creature. Thus we see that all of this wealth is not conditions and items according to the only unbelievable but also dangerous to price range that you need to fit, instead of While not all of the items named above the economy of the continent! Separating relying solely upon random numbers. By will appeal to every AD&D® game player, this treasure, as suggested, is now not only doing this you may tailor the prices to they all have some value. Some people desirable but also essential. Despite this your needs, instead of rolling and ending might claim that thieves’ tools, for in- excellent advice (first given in the AD&D up with a suit of good plate mail valued at stance, are not unique, but such common 1st Edition Dungeon Masters Guide, pages 340 gp when you only needed something items are often overlooked in treasure 91-93), having a DM divide up treasure in worth 10 gp. Random numbers were given troves. Nowhere does it say that the only such a fashion for each hoard, with no for huge treasure troves, where it would good treasure is either magical or of im- tables to aid him, takes such an immense be difficult to exceed the price range mense value. Quite the opposite is true. amount of time that he would probably be needed with only one item. Some of the greatest treasures are simple worn out! items such as weapons, armor, food, or Therefore, the following tables were Pristine or broken? even clothing. Unfortunately, these are designed to make this task less demanding Let’s consider the bold group of adven- often overlooked by jaded adventurers. on the DM and to make the game more turers again who had overcome the great Another misfortune is that unique items enjoyable and believable for all. When dragon and had begun to choose their are often dismissed because of the time rolling for treasure after you have deter- rewards from its hoard. This time, let’s required to create them. But we, as mined the monetary value of a hoard, look at a few items that they passed over Dungeon Masters, are supposed to fill refer to the following tables to divide up in their quest for treasure. A shattered treasure rooms with combinations of such the monetary value into those items that vial, wet from its former contents, lies common and uncommon goods, instead of would logically be accumulated by such unnoticed in the midst of the great hoard. simply dumping large sums of coins in creatures. No one will benefit from its healing magic them. Who can honestly imagine a group after it was stepped on during the battle of accumulating a hoard of 5,000 cp, Treasure procedure with the terrible serpent. Nor will any 4,000 ep, 2,000 gp, eight gems, and a vor- 1. Roll on Table 1 to find the treasure type. wizard ever conjure spells from a charred pal sword? Could all this come from sim- 2. Roll on Table 2 for each item’s condition spell book, burned accidentally by a fire- ple raiding, or did they take all of their and value. Percentages given are the ball cast at the dragon. And, at the very other stolen goods to the local markets to proportionate values each item is bottom of the hoard, lies a once-magni- sell them? Those of us who do not think worth if sold, based on its original sale ficent suit of plate mail armor that will that monsters would do such a thing are price and rounded up to the nearest never guard another person’s life, after urged to divide this treasure up into those small coin (e.g., a long sword in poor being crushed under the horrible weight items that the ogres, for example, would condition would not be worth the same of the dragon’s hoard. accumulate in raids. The total value of amount as a new sword, but would Though few DMs think of being this these items would roughly equal the mon- only fetch 20% of that value when sold: picky, treasure condition does add to game etary value of the above treasure. 3 gp). believability and reality. Simply because A question that must inevitably arise if 3. Roll on Tables 3-6 to determine the certain treasures are indicated by the dice coinage is heavily used in treasures is: specific sort of item found, according to does not mean that they will be in pristine Where did all of this money come from? If the roll from Table 1. condition. No one expects dragons to the ogres had 5,000 cp, 4,000 ep, and 4. Roll 1d4 - 1 for the number of special polish the swords in their hoards or bug- 2,000 gp, then the hill giants in the sur- materials in the item, then roll 1d6 for bears to shine the armor in theirs, so why

Table 1 Table 2 Diversification of Treasure Item Condition

1d100 Treasure type 1d100 Condition Portion of full price 01-24 Common weapons (Table 3) 01-31 Poor 25% 25-28 Uncommon weapons (Table 4) 32-51 Fair 50% 29-55 Armor (Table 5) 52-80 Good 75% 56-00 Miscellaneous items (Table 6) 81-00 Excellent 100%

80 APRIL 1991 should items be found in such a condition? rial of the item when rolling for damage, at a time. Item condition was discussed earlier, but and make sure the damage is reasonable For items noted in poor condition b this only for those items in the tables. But and proper. Also remember to make sav- article’s tables, also roll a saving throw vs. what of potions, scrolls, staves, wands, ing throws for those items in the areas of a normal blow (or crushing blow, if you and other such valuables? The process to effect of spells thrown. Though a spell decide that the item has been subjected to determine item condition in the hoard book may avoid being ripped apart, it a greater force). If the save fails, the item should not be exceedingly complex for might be charred horribly by a fireball has either been crushed, broken, or other- reasons of time and simplicity. Therefore, cast during battle. wise ruined. In this case, the item will be there is only one simple step in this If the treasure is a particularly large worthless unless it is unique and valuable sequence. one, you need not roll for every item. You to someone. Do not alter the treasure to When you roll up an item of treasure may decide to check every other item, or make up for the loss of this item! It was all not included in the tables in the article, group them by twos, threes, or even fours intact once, and that’s all that really also roll the item’s saving throw vs. normal matters. blow (the items from the tables above are You can assume that 15% of all damaged excluded since their conditions have al- Table 4 items can be fixed or cleaned up by the ready been decided). This takes care of the Uncommon Weapons possessor, given time. Cleaning increases possibility that the item will be somehow the item’s value a few pieces of that coin ruined by the possessor or by attackers. type at most, unless the character has a 1d100 Item This step may be omitted if the owner secondary ability in the field of the item’s 01 Aklys takes some form of precaution to avoid necessary repair. A professional can re- 02 Arquebus such occurrences. turn almost any item to its mint condition, 03-05 Atlatl & javelin While some items may not be suscepti- but the expense involved in doing so may 06-07 Bardiche ble to crushing, such as paper items, they exceed its replacement value. Therefore it 08-10 Bec-de-corbin can be torn. Therefore, consider the mate- might be wiser to simply purchase a new 11-13 Bill-guisarme item-unless, of course, the item is impor- 14 Blowgun & tant or unique. 15-17 Bo stick Table 3 18-22 Caltrop Common Weapons 23-24 Fauchard 25-26 Fauchard-fork Table 5 1d100 Item 27-30 Fork, military Armor 01-02 Arrows, flight (1-10) 31-32 Garrot 03-04 Arrows, sheaf (1-10) 33-35 Glaive 1d100 Armor 05-07 Axe, battle 36-38 Glaive-guisarme 01-04 Banded mail 08-10 Axe, hand 39-41 Guisarme 05-08 11-12 Bow, long (25% composite) 42-44 Guisarme-voulge 09-10 Bronze plate mail 13-14 Bow, short (25% composite) 45 Harpoon 11-18 15-17 Club 46-48 Hook fauchard 19 Field plate 18 Crossbow, hand 49-52 Jo stick 20 Full plate 19-20 Crossbow, heavy 53-54 Lance, light 21-26 Helmet, great 21 Crossbow, light 55-56 Lance, medium 27-31 Helmet, small 22-25 Dagger 57-58 Lance, heavy 32-35 Hide 26 Dart (1-6) 59-62 Lasso 36-44 Leather 27-28 Flail, footman’s 63-65 Man catcher 45-50 Padded 29-30 Flail, horseman’s 66-68 Partisan 51-57 Plate mail 31 Halberd 69-73 Pick, footman’s 58-63 Ring mail 32 Hammer, lucern 74-78 Pick, horseman’s 64-69 Scale mail 33-37 Hammer 79-82 Pike, awl 70-72 Shield, body (large) 38-41 Javelin 83-86 Ranseur 73-74 Shield, buckler 42-46 Knife 87-90 Sap 75-79 Shield, medium 47-50 Mace, footman’s 91-94 Spetum 80-83 Shield, small 51-52 Mace, horseman’s 95-96 Spiked buckler 84-85 Shield, small, wood 53-57 Morning star 97-98 Trident 86-91 Splinted mail 58 Quarrel/bolts, hand (1-4) 99-00 Voulge 92-00 Studded leather 59 Quarrel/bolts, light (1-6) 60 Quarrel/bolts, heavy (1-6) 61-63 Scimitar Table 6 64-66 Sling Miscellaneous Items 67-69 Sling bullets (1-20) 70-75 Spear 76-79 Staff, quarter 1d100 Item 80-81 Staff sling 01-10 Clothing and footwear (1st Edition DMG, page 219; or 2nd Edition PHB, 82-97 Sword-roll below pages 66-67) 01-15 Bastard 11-35 Miscellaneous equipment and items (1st Edition PHB, page 36; or 2nd Edi- 16-25 Broad tion PHB, pages 67-68) 26 Falchion 36-50 Provisions (1st Edition DMG, page 219, “Food & Drink”; 1st Edition PHB, 27 Khopesh 36; or 2nd Edition DMG, page 67) 28-71 Long 51-75 Religious items (1st Edition PHB, page 36; or 2nd Edition PHB, 67-68) 72-89 Short 76-00 Miscellaneous utensils and personal items (1st Edition DMG, page 219) 90-00 Iwo-handed 98-00 Whip Note: No prices are given for some of the items given in these references, so you must price them accordingly.

DRAGON 81 Table 7 Value of Special Materials*

Item condition Copper Silver Electrum Gold Platinum Gem chance Poor 1 cp 1 sp 8 sp 5 ep 2 gp 10% Fair 2 cp 2 sp 1 ep 1 gp 5 gp 50% Good 4 cp 4 sp 3 ep 3 gp 20 gp 90% Excellent 5 cp 5 sp 5 ep 5 gp 25 gp 100%

* This table assumes that five coins’ worth of material is used for decoration on each item.

Table 8 No method of treasure diversification players any free lunches. This might make Special Quality will be simple; DMing never has been, but them think twice before carelessly shoot- the tables and methods presented here ing off a fireball, and will make them were created to try to make it as easy as respect you as a fair DM. The aim of these 1d100 Quality possible. By varying the treasure in methods are in no way meant to rob play- 01-70 No special quality hoards, you not only keep the economy ers of well-earned rewards. They are 71-76 Message stable but also make the treasure- simply to round out treasuries and to 77-80 Scene collecting process more interesting and enhance game believability-which, as we 81-86 Word challenging to your players. And by assign- all know, is essential to the enjoyment of 87-91 Insignia ing item conditions, you do not give your the game. 92-00 Meaningless design

82 APRIL 1991 DRAGON 83 by Ed Greenwood

The Harpers are a mysterious and re- active of the Harpers, Jhastar has dedi- beholders. The beholders were forced to spected organization in the FORGOTTEN cated his life to fighting evil, aiding trav- flee; Jhastar slew one, riding it to the REALMS® campaign’s North. Many of the elers in distress, and battling careless ground as he stabbed its central eye. most powerful Harpers are well known, woodcutters and indiscriminate hunters of Since then, Jhastar has become some- even legendary, and fans of the Realms wildlife. thing of a hero among travelers and pros- have requested details on these power- Jhastar has piercing gray eyes and tends pectors in the North, due to his habit of houses. Of greater interest to most DMs, to be close-mouthed and grim. He is not appearing out of nowhere in the deep however, are some of the “lesser lights” of humorless, however, and is a graceful wilderness to aid those in trouble. He the Harpers: midlevel characters powerful dancer and singer. A native of Secomber, prefers to operate alone but will readily enough to hold their own in encounters he grew up in the wild forests, fighting cooperate with other Harpers who can with PCs, but not so overwhelming, or so raiding orcs, goblins, and kobolds along- famous (as Harpers, anyway) to be imme- side older villagers. An early love of dan- diately recognizable. Two such individuals ger was joined by a growing skill at arms, are presented here. until Jhastar’s prowess was recognized by a local ranger, Thondier “Foehammer” Thornstar. Thornstar’s Band was a dedi- Jhastar Belnold cated group of hardened fighting men Male human who roamed the lands east of , 7th-level ranger battling brigands and evil creatures intent upon plundering settlements in the area. ARMOR CLASS: -1 Thornstar met his end at Dragonspear MOVE: 12 Castle, defending pilgrims from attacking HIT POINTS: 59 fiends (baatezu). Most of Thornstar’s Band NO. OF ATTACKS: 3/2 perished in that battle. Jhastar and two ATTACK BONUSES: +3 to hit (strength other surviving members of the band, and magic), +7 vs. orcs (including following Thornstar’s orders, fled north- ranger skill) ward with the pilgrims, bringing them DAMAGE/ATTACK: By weapon type (+1 safe across the High Moor to Secomber. for strength, +2 for magic, +4 vs. One pilgrim, a priest of Lathander, called orcs) Jhastar “a gallant young warrior, as kind SPECIAL ABILITIES: Tracking (+2 bonus to us as he is ruthless with evil beasts.” due to level); hide in shadows 48%; Jhastar’s membership in Thornstar’s move silently 60%; -3 to animals save Band stood him in some esteem in Secom- vs. rods to resist ranger’s calming ber, where he was approached by the MAGIC RESISTANCE: Nil Harper sorceress Glendara Maerorstar. He ALIGNMENT: Chaotic good agreed to join the Harpers, and Glendara PROFICIENCIES: Weapon: long sword, introduced him to many rangers, bards, spear, battle axe, dagger, flail, long bow; and druids of the Harpers over the next nonweapon: blind-fighting, direction three seasons. During this time, Jhastar sense, riding (land-based), swimming was trained by such worthy rangers as (plus tracking) Dar Orlspear and Thammaster Sparlyon, LANGUAGES READ & SPOKEN: Common, and rode often into the High Moor to Elvish, Orcish, Goblinish battle evil. Eventually, Jhastar struck out on his S 17 D 17 C 17 own, venturing into the perilous lands east I 15 W 15 CH 16 of Hills Edge. There he aided Harpers and Cormyrean war bands against Zhentilar AGE: 26 SIZE: M forces, and found his way into a titanic HT: 6’2” WT: 211 lbs. battle. Three beholders allied to the Zhen- HAIR: Brown EYES: Gray tarim trapped a Cormyrean band in a deep valley, and a great slaughter began. Jhas- POSSESSIONS: Chain mail +1, shield +1, tar and three other Harpers saved their long sword +2, two potions of healing Cormyrean battle companions with a TREASURE: 1-20 gp, 1-22 sp, 1-10 cp daring attack on the eye tyrants. One of the Harpers used fly and invisibility spells Jhastar Belnold is a tireless traveler of to get Jhastar and the other Harpers, the Forgotten Realms North and Dra- armed with weighted nets and necklace of gonreach lands. One of the most openly missiles’ globes, into the air above the

84 APRIL 1991 Artwork by Paul Jaquays Two stars in the FORGOTTEN REALMS® campaign universe

find him. Jhastar recently fell upon an and poetry used as magical attacks; behead these persistent and encamped orc band and singlehandedly climb walls 95%; detect noise 75%; pick seemingly endless young gentlemen. slaughtered them, gaining magical weap- pockets 70%; read languages 25% Talantra, however, disappeared from ons and armor that the orcs had plun- MAGIC RESISTANCE: Nil view as the Shairn’s hunt ended. For some dered from some forgotten tomb of the ALIGNMENT: Neutral good years she was not heard from. Most folk early human kingdoms of the North. PROFICIENCIES: Weapon: long sword, (in Calimshan, at least) assumed that the dagger, dart, club; nonweapon: blind- Shairn or another of Talantra’s foes had fighting, direction sense, rope use, managed to bring about her death. They Talantra Bowgentle swimming were, of course, wrong. Talantra had Female human LANGUAGES READ & SPOKEN: Common, settled down for a time as a waitress in 8th-level bard Centaur, Dwarvish, Elvish, Halfling, Tilverton, east of Cormyr in the Dra- Gnome gonreach lands. There she observed the ARMOR CLASS: 4 SPELLS COMMONLY MEMORIZED: Charm folk traveling through on the trade road, MOVE: 12 person, light, magic missile, alter self, considering what she could better do with HIT POINTS: 46 invisibility, rope trick, lightning bolt her life than steal things, even if it was NO. OF ATTACKS: 1 (complete spell book should be gener- from evildoers. ATTACK BONUSES: Nil ated by the DM) Eventually, she met the Knights of Myth DAMAGE/ATTACK: By weapon type Drannor and became enamored of the SPECIAL ABILITIES: Spells, influence S 15 D 18 C 16 ranger Florin Falconhand, who was then enemy reactions (-2 penalty on save), I 16 W 17 CH 17 single. From that brief encounter, she rally allies, 40% chance of identifying came away desiring a wandering life of magical items, counter effects of songs AGE: 27 SIZE: M adventure in the North and having a new HT: 5’6” WT: 122 lbs. appreciation for the beauty of the deep HAIR: Auburn EYES: Green forests. She set off wandering alone and arrived in Daggerdale just as Randal Morn, POSSESSIONS: Ring of protection +2, ring lord of that dale, faced a heavy attack of regeneration, cloak of elvenkind, from orcs sent by Zhentil Keep. boots of elvenkind, one jar of Talantra and Randal were strongly at- Keoghtom’s ointment tracted to each other, but Randal sent TREASURE: 4-32 gp, 1-20 ep, 1-12 sp, 1-10 Talantra away for her own safety in the cp, 1-10 bloodstones (50 gp each) car- company of a passing Harper, the adven- ried in hollow boot heels turess Sharanralee. Sharanralee, a famous warrior in her own right, took Talantra to Talantra Bowgentle is a legendary “dan- Silverymoon in the Sword Coast North. gerous lady” of the Sword Coast lands of Talantra found friends good and true in the Forgotten Realms. In her youth, she the ranks of the Harpers who dwelt served as a mercenary guard in the ha- around Silverymoon, and she joined their rems of Calimshan (her only available organization. Delighting in their fellow- livelihood, as a “barbarian” orphan having ship, Talantra again took up her childhood strength but no skills). Though also known love of ballads and renewed her bardic for her singing talents, her later exploits as career. a jewel thief were more famous and culmi- Talantra presently wanders the North nated in her impersonation of the evil alone or in the company of other Harpers. Shairn Delarna, a vizier of Calimshan, at a She will aid beleaguered females, druids, grand feast. By the time the real Shairn rangers, or outnumbered adventurers of was discovered in a pantry-unclad, any kind who are beset by orcs, brigands, bound, and furious—Talantra was long or evil creatures of the wild. gone, with the Shairn’s emerald-studded Talantra is no relation to the mage spidersilk gown and enameled, chased Bowgentle, described in sourcebook FR4 gold stomacher. and in “Pages From The Assassins hunted Talantra’s head for Mages IV” in DRAGON® Magazine issue months thereafter. This practice stopped #97 (misspelled in the latter as “Bowgen- when the Shairn discovered no less than gle”). She is usually armed with a silver- 11 severed heads in bed with her when bladed long sword and at least eight dag- she awoke one morning-heads belonging gers hidden at various places about her to her hired assassins, each bearing a person. Talantra always carries a hand- message stuffed into its mouth: “It will harp or pipes, as well as at least 60’ of soon become easier to remove just one black, waxed cord, usually wound about head-yours-rather than to entertain and her waist as an armor belt.

DRAGON 85 Declassified tips for running espionage role-playing games by Michael L. McDaniel

In the last few years, the game market Gadgets are used sparingly and are never Organizing things: With a game tone has seen a plethora of espionage role- a necessity. Attractive members of the and system selected, the GM needs to playing games. However, the same cannot opposite sex are likewise used sparingly. spend a few minutes on organization. Who be said for advice on how to referee and The overall tone of my campaign is that of do the characters work for? What are the play these games. In this field, selecting a an early James Bond movie, which I have characters trying to do? What resources game system, setting up a campaign, writ- found offers enough realism to permit the do the characters have at their disposal? ing adventures, creating characters, and players to use their wits and enough flexi- Who are the major continuing NPCs? The playing all require techniques other than bility to permit full-bore role-playing. GM needs to take a few minutes and fig- those used in fantasy RPGs. I would like to Selecting a system: Setting the tone ure out what the world looks like in his offer some advice to those who are consid- for your campaign is important because campaign. Characters can be employed by ering starting an espionage RPG campaign, the two most popular systems (the JAMES a government agency (the CIA), by a pri- and some tidbits I have found useful for BOND 007* game, by Victory Games, and vate organization (the RPGA™ Network), or experienced GMs and players. the TOP SECRET/S.I.™ game, by TSR, Inc.) by themselves (a la Doc Savage). Charac- are geared to different reality levels. Be- ters can have vast resources available (the The novice spymaster cause of their popularity, a new GM would CIA) or very little (the CIA after severe Being the game master for an espionage be well advised to pick one of these two budget cuts). RPG can be a lot of fun, if approached systems. This selection hinges on the fla- GMs should be careful to not expend too properly. To many GMs try to use classi- vor of the campaign the GM wishes to run. much effort on organizations. The life cal “dungeon crawl” hack-and-slash tech- The JAMES BOND 007 game is fast story of the deputy assistant’s second niques, with the emphasis on combat over moving, simple, and deals with the necessi- secretary may be entertaining but has thinking, that are inappropriate for espio- ties of a not-too-realistic “pure Bond” very little bearing on the game. Keep nage RPGs. The espionage genre more campaign quite well. The TOP SECRET/S.I. things at a general level. The GM should properly emphasizes problem solving and game is more realistic and detailed, and it know whom the PCs work for and against, role-playing, with combat as seasoning. also permits the characters the options of have a general idea of the available re- The secret to being a successful GM is not being something other than spies (with the sources, and have statistics and personali- to be a GM. In an espionage RPG, the GM’s TSAC5 Commando supplement) and of ties for the briefing officer, equipment job is that of a movie writer and director. operating in different time periods (using officer, and a secretary or two. Save your The writer/director (GM) creates a back- the TSAC2 AGENT 13™ Sourcebook, effort for creating good adventure plots. drop for his movie (sets up a campaign), TSAC4 F.R.E.E.Lancers, or TSAC7 writes a logical plot and script (creates a FR.E.E.America supplements), although at logical adventure), hires supporting actors a cost in complexity. For a swashbuckling and extras (creates nonplayer characters), campaign out of the later James Bond and directs the movie toward a climax movies, the JAMES BOND 007 game has a (runs the adventure). definite edge. For a paramilitary or realis- Game tone: A novice GM setting up an tic game, the TOP SECRET/S.I. game is espionage campaign must first set a tone superior. At the moderate reality level of a for the game. Real-life espionage is a con- spy novel, both systems are workable, and test of stealth, wits, and patience, while the decision should be made based on movie espionage consists of gunplay, se- which system the GM is most comfortable duction, and breakneck speed. The GM with. If a GM already has a spy campaign determines how exotic the plots will be, set up, it is usually not worth changing how unusual the villains will be, and how systems. deadly combat will be. Making these deci- sions is largely a matter of the GM’s per- sonal tastes and those of his group. Do the PCs want to be spies or military men? Are they operating in the present, past, or future? Do they want to adhere strictly to reality, deviate slightly, or be extremely exotic? How unusual do they want their PCs to be? How exotic are the gadgets? All these questions should be answered be- fore the campaign can be set up. As a matter of personal preference, my own campaign is at a “moderate” reality level, operating in today’s world. The PCs are spies working for or with the British Secret Service. Their opponents are usu- ally highly eccentric but have workable plots to accomplish their nefarious aims. Artwork by Bob Dvorak

86 APRIL 1991 must ask himself: Who has the bomb? How was the bomb stolen? Where is the bomb? How is it hidden? What do the villains intend to do with the bomb? How do they intend to do it? And, most impor- tantly: How do the characters fit into all of this? The difficulty is that the GM must answer these questions without plagiariz- ing. It would be easy enough to say that a criminal conspiracy has the bomb, that it got the bomb by having a double agent on the crew of a bomber, that the bomb is hidden underwater, that the organization plans to extort money for the bomb’s Plots: Plotting starts with a basic con- return, and that the characters get in- cept. The PCs in most spy adventures volved because they are sent to find the must usually find, protect, acquire, or bomb. However, Ian Fleming did it first, harm a person or item, or else investigate and the players have probably seen or a crime. Sticking strictly to these basic read . The GM must vary the concepts leaves the GM with very few plot enough to keep the players from adventures, but variations on the basic guessing what will happen next. themes will keep the GM in business. In this example, let us lose not just a Speaking of adventures... Changes in locales, methods, and equip- bomb but a complete cruise missile, stolen Adventure creation is where the really ment let a GM retread a basic concept by killing the crew of an airplane carrying imaginative GMs shine. Creating an adven- dozens of times. GMs can also combine cruise missiles and warheads that were to ture for any game system requires effort, concepts. Perhaps the PCs must accom- be destroyed under the terms of the INF and espionage RPGs are arguably the plish two or more missions at once. treaty. The airplane crashed near Ber- worst games to create adventures for. After figuring out a basic concept, the muda, but when a team of salvage divers Many GMs have come to grief by produc- GM must flesh out the plot. As an example, arrived three hours later, the missiles and ing weak plots, using dull NPCs, or placing let us build an adventure around recover- their warheads were gone. The villainous too much reliance on gadgetry. But a ing a stolen item—to be specific, an atomic thieves have hidden the missiles under- canny GM, wary of the pitfalls of adven- bomb. This basic concept turns up fairly water and plan to load them onto a short- ture design, can crank out a good spy frequently in modern spy stories because range oceanographic sub to smuggle them adventure without much difficulty. of the horrible effects of failure. The GM through the inspections that any ship or

DRAGON 87 aircraft leaving the island will soon be put Event 2: The agents meet the Soviet themselves that this will require that the through. Moving the missiles is necessary oceanographer at a lecture and make missiles be moved, and they can suggest because the thieves cannot attack Europe arrangements for his escape. They also that investigations concentrate on this or America from Bermuda. After the meet the criminal mastermind who will aspect. The character who suggests this group escapes, it will try to extort $1 steal the bombs, who is at the conference should receive an experience-point bonus billion from NATO. The characters get working undercover as an oceanographer. (or its equivalent). If none of the agents involved because they were sent to Ber- The agents will be invited (as part of a makes the suggestion, an NPC does. The muda to help a Soviet defector escape and larger group of researchers) aboard the agents are told that normal customs agents were escorting the defector to an airplane mastermind’s research ship. are capable of inspecting airliners and when they got word to stay in Bermuda Event 3: The agents help the Soviet cargo ships, and they are directed to and help with the search. This plot is tight oceanographer escape his KGB guards, check unusual modes of transportation. and will not allow players to guess what is and they are allowed to stay in Bermuda They are issued compact geiger counters happening ahead of time. for a few days. and instructions on the care and defusing With a fully formed concept, the GM is Event 4: The agents go on a tour of the of the nuclear warheads. Last, the agents ready to create a plot. The plot should masterminds ship and are allowed to see are informed that the public is not being explain how the PCs get involved, how the revolutionary new long-endurance told about the warheads at this moment. they can find out what is happening, and research sub that the mastermind has Event 7: The agents are accosted by a how they can stop it. The plot should developed. They also go on an underwater young, attractive reporter who is suspi- detail the major options open to the char- shark-hunting expedition with the master- cious about the crash and is trying to get acters at each point and describe the re- mind (and almost get killed). more information. The agents may try to sults of each option. It should also explain Event 5: The agents are informed that brush the reporter off, but she follows the why the characters do not make a beeline an aircraft carrying two nuclear-armed agents wherever they go. The reporter is for the major villain and why the charac- cruise missiles crashed into the sea 10 introduced as a romantic interest and to ters cannot call in an air strike to demolish miles offshore, and they are ordered to keep the agents off balance. the villain’s base. Plotting is, in my opinion, stay in Bermuda as a routine precaution. Event 8: By this time, the agents should the hardest part of writing an espionage Event 6: The agents are informed that be suspicious of the mastermind, who has adventure. It is also the most critical GMs the airplane crashed in about 150’ of a submarine capable of transporting the must leave an evidence trail a mile wide water, and that the missiles are missing. missiles several hundred miles. Agents for the players and never assume that the Autopsies of the crewmen show that they who get close to the sub find that it is characters will interpret orders or evi- were murdered. The agents are assigned radioactive. Anyone who asks questions dence in the way the GM expects. to help track down the missiles and war- about this is taken prisoner. Returning to the example adventure, a heads. They are also told that the missiles Event 9: Since the PCs do not know plot might run as follows: do not have sufficient range to attack any where the warheads are, they must stow Event 1: The agents are sent to Bermuda populated mainland area from Bermuda. away on the mastermind’s research ship, to help a Soviet oceanographer defect to The agents should be able to figure out for which houses the sub. The PCs must sneak the West. aboard and remain undetected until the warheads are found, and must then foil the masterminds plan. Their job is compli- cated by the fact that the reporter who has been hounding the PCs was captured while trying to sneak aboard and will soon be killed by the mastermind. Event 10: A firefight breaks out aboard the ship, with the agents assumedly trash- ing the ship and sub in a spectacular man- ner (while rescuing the reporter). It should be remembered that this is only a rough plot. The details of what to do take time to develop. What if the PCs don’t go on the masterminds ship? Can an encounter in a casino be squeezed be- tween the lecture with the Soviet oceanog- rapher and his defection? Plotting is a game of “What If?”; the homework that the GM puts in will show when the adven- ture is run. Nonplayer characters: Espionage games are longer on character interplay and shorter on combat than many other games, placing a premium on good NPC creation and role-playing. Unfortunately, many GMs have not mastered the art of creating and running NPCs—an art that is surprisingly easy to learn if approached properly. Too many GMs create legions of highly detailed but dull NPCs for each adventure; they spend hours creating these NPCs and sweat blood playing them, but the GMs still come out of game ses- sions with bad reputations. Creative laziness is the secret to a good

88 APRIL 1991

NPC. The GM should treat his campaign explosive pens, or merely a short lecture Spy movies are good guides to indicate setting and adventures like a movie, break- about the limited budget of the agency? It’s how outlandish the exotic gadgets can get. ing roles up into supporting actors and all up to the GM. When selecting equipment, it is impera- extras. And, like a movie, the GM should In any case, the GM should not overuse tive that the GM try for believability. Even minimize the number of supporting actors gadgets and should never place the PCs in the most outrageous gadgets should have a to save effort. A good example are the a situation where they must have a certain rational explanation. Above all, avoid James Bond movies. James Bond works for gadget to succeed or survive. A gadget glaring blunders. Having the master vil- MI-6, a relatively large organization, How should be a luxury, not a necessity. In my lain’s base be aboard an airship is fine. many people from MI-6 regularly show opinion, the primary use of gadgets is for Having this airship be only 100’ long is bad up? Usually about three (M, Q, and Miss flavor. Picking up gadgets from their none- since the Goodyear blimps are each just Moneypenny). too-sane designers can be a major event in under 200’ long, and those are considered After deciding which supporting actor itself and should be exploited. The choice tiny. A length of 800’-900’ would be about NPCs he must have, the GM should de- of gadgets can be used to send the players right. I mention the airship base because velop their personalities. Remember that on a wild goose chase, if they assume the precisely that sort of mistake was made in you, as a GM, are going to be extremely gadgets have something to do with the Victory Games’ View to a Kill adventure. busy. Simple, eccentric personalities with adventure. The GM should also consider When locating most of these reference big role-playing handles are best, not that a widget whose primary function is books, try a good library. I would recom- subtle personalities that take hours to useless in an adventure may have a useful mend buying the Q Manual no matter develop. Again, using the James Bond side effect. Gadgets are props for atmos- which game system you use, but the other movies as an example, let’s look at the phere, not crutches for the PCs. books are expensive and are not worth the three people in MI-6 with whom James Resources: Writing adventures re- investment when a library has them. A Bond usually works. M is a former sailor quires a wide variety of resources, cover- library may also have books on espionage who is very serious; Q thinks Bond ing everything from plot ideas to and military equipment that can be of use. shouldn’t be trusted with anything more geography. Just as a good movie writer Finally, a good encyclopedia is an invalu- complex than a pocketknife; and Money- and director must ensure that a movie is able reference, and every GM should have penny is in love with Bond. These are technically accurate, a good GM should access to one. simple personalities that the movie audi- take the same care with adventures. In my Geography— An encyclopedia is neces- ence can easily understand with only a experience, GMs usually need help with sary for accurate information on exotic few seconds exposure. A GM should try plot ideas, equipment, and geography. The locales, and atlases are mandatory for for the same ease of understanding. following are good resources in these their maps. The JAMES BOND 007 supple- Villains and major romantic interests areas: ment For Your Information supplies game should receive the same treatment. These Plot ideas— Any spy novels will help information and places of interest for a NPCs, because the PCs deal with them so here, including the James Bond series, by wide variety of cities. The TOP SECRET/ often, require more detail than others, but Ian Fleming and John Gardner; the Matt S.I. boxed game contains a set of generic the principles of simplicity and eccentric- Helm series, by Donald Hamilton; and any building-interior maps, invaluable when ity still hold true. Three or four personal- other spy or mystery novels. You can also the GM needs a generic office layout. The ity characteristics each (and the reasons use some TV shows (most notably The real-estate supplement of any major news- why each NPC has them) are sufficient. Avengers and The Wild, Wild West) and paper has floor plans for large houses that Naturally, it is a waste to throw away spy movies, including the James Bond can sometimes be adapted into mansions good supporting-actor NPCs after one movies (often available on video). for a master villain. A globe or world map adventure. GMs should retain NPCs by A warning: Under no circumstances is handy for determining distances and having the PCs always deal with the same whatsoever should the GM copy these travel times on trips, as well as to simply few people in their own organization and plots verbatim! Not only is this a form of locate foreign places. by having the master villains escape when- plagiarism, but the players may have seen Since PCs in espionage RPGs invariably ever possible. This lends continuity to a the same show or read the same book. travel all over the world, it behooves the campaign and adds to the satisfaction of Furthermore, the plots may not be adapt- GM to have some information concerning the players when their agents finally catch able to your group. Instead, swipe plot the world in which the PCs operate. This the villains who have dogged them for the elements and ideas from several sources information need not be detailed but last four missions. (carefully filing off the serial numbers) and should be sufficient for the GM to let the The principle of creative laziness also splice them together into a new plot. One players know when their PCs aren’t in extends to extras. Extras run the car- of the best examples of this is in Victory Kansas any more. rental counters, act as waiters, and per- Games’ Dr. No adventure for the JAMES form countless other jobs. Smart GMs BOND 007 game. This is a mishmash of Running the adventure spend as little time as possible on extras, ideas from the book and the movie, with It is in running the adventure that “GM- preferring to concentrate on the support- some creative twists thrown in by Victory ing” comes closest to directing a movie. ing actors. However, some characteriza- Games. The result is an adventure that is The GM should be guided by one primary tion is required. A good idea is to take a new, with only a passing resemblance to principle: The players are here to have phone book and piece together a list of either of its parents. A GM who can match fun. Having fun means that the GM keeps first and last names, using this list for those standards cannot go far wrong. the action moving, keeps the PCs on the extras. For an extra, a name is half his Equipment— The JAMES BOND 007 Q right track, does not kill PCs off capri- personality. The rest can be handled by Manual, by Victory Games, is a good over- ciously, and brings the entire adventure to notes on the NPC’s appearance and, per- view, with detailed drawings, descriptions, a satisfactory climax and conclusion. The haps, a stereotyped personality. and statistics for a wide variety of weap- GM is not doing his job when half the Gadgets: Gadgets, or the lack of them, ons, vehicles, and equipment. Back issues players are sleeping while the GM works are an integral part of any espionage RPG, of Car and Driver, Road and Track, and with one individual, when the PCs spend whether in a straight espionage setup or a Motor Trend magazines are great for half the session chasing false leads, when paramilitary campaign. The GM must set a finding the latest information on cars. PCs die because of a single unfortunate “gadget level” when he starts his cam- Popular Mechanics and Popular Science roll of the die, and when the climax of an paign, deciding how much equipment the are always full of interesting goodies. adventure is dull. agents are allowed to have. Do the charac- Jane's All the World’s Aircraft is the defini- Keeping the action moving is a hallmark ters get tons of deadly laser watches and tive reference on aircraft. Small Arms of of a skilled GM. The GM must keep the the World, by Ed Ezell, is the definitive party’s attention concentrated, not let

90 APRIL 1991 players take too long to decide what to do, staged finale usually mollify them. circumstances. He will always say “Please” and cut out extraneous material. Parties My last comment to the GM is that there and “Thank you,” acting in a chivalrous larger than three or four PCs can split up, is no such thing as a good GM who does manner toward his opponents and gal- forcing the GM to divide his attention and not also play. A good GM can learn many lantly toward members of the opposite neglect each player about half the time. things as a player, including GMing tips sex. This may be hazardous at times but is Keep the party small. Players can delay an from other GMs and a better idea of how extremely entertaining. adventure by taking hours to plan how to broad the evidence trail in an adventure Sailor— The sailor is actually a variation break into a hotel room; don’t let them. must be. It may be difficult to persuade on the ethnic shtick, except that he uses Give the players enough time to make a your players to take on the burden of nautical terms instead of an accent. Sailors reasonable plan, then get things moving. GMing, but it is rarely impossible. also are continually trying to upstage the Finally, chop out extraneous material. Too army— any army. many fantasy-game GMs let parties spend An agent is born Devoted spouse— The devoted spouse is too much time in bars and taverns, making Playing in an espionage RPG can be hopelessly in love with his or her mate no headway whatsoever. The players will either agonizing or ecstatic. The result and will not react in the least to the blan- find enough dead ends of their own. Don’t depends to a surprising degree on the dishments of the hordes of attractive slow them down any further. quality of play rather than the quality of members of the opposite sex with which Keeping the PCs on the right track is GMing. My advice to players is quite sim- espionage adventures are stuffed. This is similar to keep the action moving, but it is ple: Develop a good character concept, especially funny if the “spouse” is an NPC so critical that it merits closer examina- don’t sweat being captured, and don’t who is extremely jealous and always tion. When the PCs chase false leads, they pressure the GM too heavily. Players who seems to walk in on the character at the should turn up evidence that they are on take this advice will find espionage RPGs most embarrassing moments. the wrong track. If the PCs investigate the fun and surprisingly easy to play well. Gourmet— The gourmet is an expert on wrong person, they should discover that Picking personalities: The first step food and drink, and will not pass up an the suspect has a solid alibi. PCs who in playing in an espionage RPG is to create opportunity to eat exotic cuisine. Gour- deviate from the straight and narrow an easily played, entertaining PC. Many of mets drag the rest of the party to places should find that the trail grows cold very the players who have difficulties role- where they can eat delicacies such as quickly. playing are not bad role-players, but they chilled monkey brains, and they are of- Killing PCs is a matter that must be simply have PCs that are hard to role-play. fended when the rest of the party lacks approached with great care. PCs in espio- Espionage RPGs, no matter what the sys- enthusiasm. Players who use this shtick nage RPGs tend to have a great deal of tem, are very long on role-playing. Easily should have at least a smattering of culi- personality and are therefore valued by played PCs are a necessity. nary knowledge. players much more than usual. PCs should The great secret of PC generation is Collector— The collector is an expert in never be killed simply because of bad luck what I call the “shtick method.” PC person- certain items and is always on the lookout or a die roll. Death is a penalty that should alities are built up of a few salient traits, for unusual items in his field of expertise. be reserved for sustained stupidity on the called shticks, and minor traits, called A car collector, for example, might try to part of a player. If the GM needs to spank quirks. These shticks and quirks are then drive as many different cars as possible. a player, he can demote a PC, take away a played up for effect during the course of Collectors can be annoying in their pursuit favorite gadget, give the PC the worst the game. The shtick method is method of their hobby, if the players so desire. assignments, and have the NPCs heap acting applied to RPGs. Players who want to use this shtick should scorn on the offending player’s character. A good PC should have 2-6 shticks in have a fair knowledge of the subject area. If the GM simply needs to neutralize a PC, order to provide adequate depth of per- Bad punster-This PC makes bad puns. incapacitating him is quite adequate. sonality while retaining ease of play. Some No more need be said. Death is reserved only for the most excep- of the shticks I have found useful are: Stiff-upper-lip-The stiff-upper-lip PC is tional circumstances. Ethnic— The PC can be a Scotsman, completely unflappable, no matter what Finally, the GM must bring the adven- Russian, Italian, Texan, etc. “Ethnics” speak the danger. Bombs go off, and she merely ture to a successful, dramatic conclusion. with accents and are always extolling the sighs and comments that the PCs may Dramatic conclusions can make or break virtues of their native cultures and their have to miss dinner this evening. an adventure, and the GM should spare no products (e.g., a Scotsman always drinks This is not a complete list of shticks, but efforts on the finale. A good finale usually Scotch and wears a kilt whenever appro- it illustrates the idea. The bolder and more starts with a warmup fight or chase be- priate, and a Texan always wears cowboy eccentric a PC’s personality, the easier the tween the PCs and the villain’s henchmen, boots). These people should be played like PC will be to play. Real-life spies may seem and ends with a dramatic final confronta- stereotypes, not the real thing. If you, the bland by comparison, but it must also be tion between the PCs and the master player, can master the accent, these work admitted that real espionage can be very villain himself. The secret is to manage the beautifully. dull, and the whole purpose of playing finale so that the PCs do not throw a Fashion plate— This is the killer fop, RPGs is entertainment. wrench into the works, such as killing the featured in Miami Vice and The Scarlet Quirks are similar to shticks but are not as master villain with ease, then sneaking out Pimpernel. Fashion plates are always broadly applied. Quirks are minor prefer- unscathed. Good players will develop overdressed and never like being shot at ences or dislikes that do not dramatically plans that give them a high chance of because bullet holes ruin suits. affect the performance of the PC in the pulling off such undramatic endings. Good Beautiful but deceptive blonde (BDB)— game. A shtick dealing with firearms would GMs will take these plans, make a note to The BDB succeeds by convincing everyone be a refusal to use them; a quirk dealing reward the PCs for thinking of them, then around him or her, either accidentally or with firearms would be a disdain for pistols. modify the adventure to ensure that the deliberately, that he or she is attractive but Other quirks would be: plans will fail in ways that ensure dra- brainless. Unfortunately for the opposi- — A preference or disdain for certain matic endings. Good PCs with good fight- tion, the BDB is a genius, a skilled fighting makes of automobiles, wristwatches, liq- ing skills may be able to defeat the villain’s machine, or both. The opportunities for uor, etc. The PC still uses items he does henchmen too easily. Good GMs will add role-playing while trying to convince NPCs not prefer, but would rather have the more henchmen to compensate. Some that the character is or is not a gorgeous “better” item. players may be petulant when the GM moron are enormous. — A preference or disdain for opposite- does such things, but ample rewards for Mr. Perfect— Mr. Perfect is a perfect sex companions with certain physical innovative thinking (even if the fruits are gentleman at all times, no matter what the characteristics, such as hair color. disallowed by the GM) and a dramatically

DRAGON 91 — A preference or disdain for certain weapon for each adventure. taining. Roll-playing and role-playing do weapons. The PC might regard using a Some equipment, of course, is assigned not conflict—they combine. rifle as assassination, while using a pistol by the GM. Such equipment should be Movie spies and soldiers: Strategy gives his opponent a fighting chance. accepted with a grain of salt. Assuming and tactics for an espionage RPG depend To enhance entertainment value, it is that the equipment issued has anything to largely on the specific campaign and the often advisable for players to coordinate do with the mission can be a bad mistake, tastes of the GM. However, campaigns fall shticks and quirks. PCs who don’t like leading the PCs on a wild goose chase for into two categories, about which some each other provide excellent opportunities more such “needed equipment.” If the GM generalizations can be made. These are for role-playing, as do PCs who share gives a PC a geiger counter, it is by no the movie-spy and soldier categories. interests. Picking shticks that maximize means certain that the adventure involves The movie-spy category deals with the role-playing opportunities is a smart way radioactive materials. Equally so, the fact classic spies of fiction. It is fast paced, to get good mileage out of limited role- that the PCs weren’t supplied with a gei- dramatic, and not especially realistic. The playing skills. ger counter is no guarantee that they JAMES BOND 007 game is designed espe- Players who are new to role-playing are won’t wind up chasing radioactive materi- cially for this type of campaign. As a rule, advised to start by playing themselves— als. The equipment issued by the GM often PCs in these campaigns tend to stumble not as they really are, but as they fare in has no relation whatsoever to the mission! across evidence of an evil conspiracy their daydreams. Take your personality, Sometimes the GM might issue the PCs planning to perpetrate some heinous inflate it, and play. For example, I am an useful items that do not appear to be crime in the near future. The PCs may aerospace engineer by trade, a collector useful. Players should take careful note of have a preliminary encounter with the and shooter of muzzle-loading firearms, a any side effects when they are issued main villain, but this is not certain. The fencer, and a student of military history. items, since these effects may themselves PCs’ strategy should be to maintain only I’m also good at fake accents. A character be of use. Also, players should keep in moderate secrecy as they chase clues. based on my personality would be Stuart mind that some items can be broken down Eventually, the PCs will locate the base of Lee, an agent of MI-6. Stuart Lee is a Scots- for parts, allowing the PCs to make other the enemy. If possible, they should attempt man (ethnic shtick), who became a pilot in needed items. to sneak in unnoticed, then gather infor- the Royal Navy in 1976 (sailor shtick). Finally, the PCs should not be above mation on the plans of the villains and foil After the decommissioning of the H.M.S. running down to the local hardware store them. However, the GM will often arrange Ark Royal in 1978, Stuart was faced with to buy equipment or parts. If the PCs to have the PCs captured for dramatic having to join the RAF or find work else- really need a geiger counter, it is not too reasons. This is often a blessing in dis- where. He joined MI-6. Stuart Lee is an hard to make one. While some items like guise, since the PCs can expect to be taken expert on aviation (collector shtick for vehicles and firearms cannot be easily through the impregnable defenses of the types of aircraft flown) and collects bought or built due to expense, rarity, base, be told the villain’s plans, and be muzzle-loading firearms (collector shtick local laws, or complexity, many small items placed in a deathtrap from which they can again). His expertise in muzzle-loaders has can be quickly located by a PC who thinks eventually escape to wreak havoc. When led him to be disdainful of repeating rifles, to look. confronted with overwhelming force, the and he prefers revolvers (quirk). Stuart PCs should not hesitate to surrender. Lee is proud of his Scottish heritage and is The game begins Caution should be used, though, since the even prouder of being a sailor. Needless to Playing techniques can be divided into GM may decide to kill PCs who surrender say, he bears a grudge against the RAE two broad areas: roll-playing and role- too easily. When one PC surrenders to a Voila: A character! playing. Roll-playing deals with using game dozen thugs armed with AK-47s, it’s good Skills: After creating the basic PC per- mechanics to one’s best advantage. Role- strategy. When a dozen PCs surrender to sonality, the player needs to select skills. playing deals with developing a character one thug armed with a BB gun, it’s poor As a general rule, the character’s personal- and making the adventure more enjoyable play and will arouse the wrath of the GM. ity should guide skill selection. However, it for the players and GM. Both techniques As a rule, the movie-spy genre is long on should be kept in mind that both the are critical; roll-playing because it leads to role-playing opportunities. Whenever JAMES BOND 007 and TOP SECRET/S.I. a successful mission, and role-playing possible, the players should try to get skill systems impose heavy penalties on at- because it leads to an enjoyable game rolls in circumstances under which failure tempts to perform any action without the session. However, role-playing must take will not be devastating, in order to accu- appropriate skill. It therefore behooves the priority over roll-playing. The purpose of mulate hero or luck points. However, the players to coordinate their character- playing any game is to have fun. RPGs, by players should not push too far. Request- creation efforts to ensure that each skill is definition, deal with role-playing, allowing ing a roll when a PC orders dinner is fine. covered by at least one PC. the players to become actors in a GM- Demanding a roll each for the dinner, the If you are playing the TOP SECRET/S.I. directed movie. If a player dislikes role- wine, and the coffee is a good way to get game, it may be desirable to ask the GM playing, he should consider playing board the GM mad. for more skill points. While the JAMES games instead of RPGs. The soldier genre deals with military BOND 007 game has provisions for creat- Fortunately, roll-playing and role-playing and paramilitary operations, and some- ing PCs at three distinct levels of skill to are usually complementary. Good strategy times with realistic espionage. Usually, the accommodate variations in party size, the and tactics are part of any competent PC, PCs’ missions will be assigned to them, TOP SECRET/S.I. game does not. and it can be taken for granted that no with few instances of the PCs stumbling Equipment: As with skills, the PCs’ player would deliberately play an incom- across evidence of a larger conspiracy that shticks and quirks should guide equipment petent PC. Good roll-playing is thus part of they must then eliminate. Secrecy and selection. PCs who like a given make of car good role-playing. Also, both the JAMES security are critical in this genre, as the will own that car. PCs who are Texans will BOND 007 and TOP SECRET/S.I. games PCs are usually reliant on surprise for the arm themselves with revolvers, because reward the seizure of role-playing oppor- success of their operation and for their they are more in keeping with the history tunities by players with opportunities to lives. Planning and preparation are also of Texas. However, it is necessary to keep a make skill rolls, earning hero points or important for the same reason. Plans certain degree of realism. A Texan might luck points that can be used to influence should be simple to reduce the chance of carry a revolver, but he probably would die rolls. Finally, good GMs permit PCs to failure. Contingency plans should be not carry a Colt Peacemaker unless he is a do the near-impossible if it’s dramatic made. Players should try to get all the real fanatic about the Old West. A Colt enough, and these GMs help PCs survive information they can about the enemy in Python would be more appropriate. A PC the near-fatal if the PC has been enter- who collects firearms might try a different

92 APRIL 1991 the time available. ture and probably has not had the time to escape from a villain’s base, steal the mas- However, the players should also realize detail every encounter. Players should also termind’s Mercedes or a minor thug’s that the more time they spend planning, act as much in their PC personas as they Yugo; leave the station wagon alone! Al- the more time their opponents have to possibly can. A player who says, “My ways keep in mind that the players and prepare, and the more bored the GM will character will order something to eat,” is GM are playing RPGs for fun, and that it is become. Sometimes, especially when pur- not role-playing. A player who says, “Good everybody’s job to keep everyone else suing an opponent, a quick offensive will evening. I‘d like to order some Argentin- entertained. take the foe by surprise and deny him ean quiche and a bottle of ’59 ,” As a parting note, the players should be time to set up a defense. is doing his part. The GM can easily as- willing to take on the burden of GMing, When attacking an opponent, soldiers sume the role of the waiter, inquiring too. The GM bears a heavy load, and a should try to strike as quickly as possible. whether or not the PC really wants the group that leaves all the work to one per- The ideal, of course, is for the foe to find Argentinean quiche, which is extremely son will find itself without a GM very out that the PCs have struck long after the hot, or the wine, which is not appropriate. quickly. There is no such thing as a compe- fact. However, this is often not an option, (As an aside, when I, as a GM, had some tent player who does not also GM. making speed essential to survival. The players order the Argentinean quiche, I more time that the opposition has, the gave them Connoisseur rolls to order, and Conclusion more it can do to stop the PCs. Time Willpower rolls to keep from grabbing a Espionage RPGs have their difficulties, should be spent generously in creating glass of water after eating.) Good role- but the rewards match the effort spent. plans, and spent willingly to set up the playing is a nice, safe way to get hero or GMs of such games will have to spend operation by getting into a good attack luck points. more time and effort than they may be position or arranging to delay pursuit, but Ultimately, though, interaction with the used to on plots and in background re- spent sparingly in executing the assault. other PCs is more rewarding than interact- search. Players of such games will have to Speed is life. ing with the NPCs. For one thing, the spend more time and effort on their char- Players of both genres, but especially the other PCs receive the undivided attention acter concept and on role-playing than soldier genre, must be wary of double- of a player, as opposed to the NPCs that they may be accustomed to. But the work crosses. Trust no one. Keep your full capa- are played on a part-time basis by the GM. pays off with some of the best adventures bilities and strength concealed. Try to For another, the PCs have highly devel- and most interesting PCs to be found in all figure out why the NPCs are doing what- oped personalities. PCs can compete for of gaming. ever they are doing, and how they would the attentions of NPCs of the opposite sex, benefit by double-crossing you. for numbers of enemies killed, or in find- AGENT 13 ™ & © 1991 Flint Dille and David Marconi. Above all, players in both the movie-spy ing restaurants that serve outrageous All Rights Reserved. and soldier genres must never fear to be foods. PCs can be friendly toward each * indicates a product produced by a company other bold. Timid players and plans are bound other, or can have rivalries. Players may than TSR, Inc. Most product names are trademarks to fail. Bold players and plans usually wish to create PC personalities with rival- owned by the companies publishing those products. succeed, both because they take the oppo- ries in mind to enhance playability. Players The use of the name of any product without mention of its trademark status should not be construed as a sition by surprise and because they enter- should never pass up opportunities to play challenge to such status. tain the GM. In the real world, success off each other. often attends the bold. RPGs work the Finally, the player should help the GM same way. create a dramatic, enjoyable adventure. Role-playing strategies: Good role- Part of this involves playing your own playing has the same basic principle just character well. Another part involves noted: Be bold! GMs favor bold characters interacting well with other PCs and the and allow them to succeed where a less NPCs. But there is more. The GM writes flamboyant PC would be doomed by a roll the general plot for the adventure, but the of the dice. A good role-player is strong in players write the script. Never pass up an playing his own character and interacting opportunity to make a dramatic pro- with NPCs, stronger in interacting with nouncement or a good one-liner. And other PCs, and strongest in helping the GM never pass up an opportunity to do some- create a dramatic adventure. Remember thing dramatic or entertaining, unless it that espionage RPGs are like movies, and would be wildly out of character or possi- that the most successful movies are those bly fatal. If you need to steal a car to that feature interesting characters. Good role-playing starts with playing your own character. Whenever possible, do everything in the PC’s persona, speak- ing as he speaks and acting as he would act. If the persona requires an accent, use the accent at all times during the game. Use props, if possible, to get into the spirit of things. A chase scene is much more fun when the player whose PC is driving pre- tends to hold a steering wheel and the other players, who are fighting off the pursuers, fire their deadly .45-caliber fingers. Good players put playing first and personal dignity second. Interacting with NPCs is another of the stock methods of role-playing. Doing it properly takes practice. Players must take the initiative, remembering that the GM is heavily burdened with running the adven-

DRAGON 93 94 APRIL 1991

96 APRIL 1991 DRAGON 97 98 APRIL 1991

100 APRIL 1991 DRAGON 101

Thunderbolt Mountain Miniatures P.O. Box 37024 Roselawn OH 45222-0024 Thunderbolt Mountain Miniatures 70 Harcourt St. Newark, Nottingham UNITED KINGDOM NG 241 RF

Limited Edition — Set C — Dwarven Kings ***** Almost everyone who owns miniatures has at least one unit of dwarves, and many people own several. These heavy-duty fighters can provide the anchor for a ©1991 by Robert Bigelow battle line and are heavily armed and armored. Most fantasy miniatures rules Photography by Mike Bethke give dwarves bonuses against large hu- manoid creatures, and most provide dwarves with the chance to go berserk when faced with traditional mortal ene- mies. While many companies have manu- factured dwarf command packs, the officers in these packs have all been dressed alike and may fail to generate any excitement. They look more like sergeants than leaders and kings. Thunderbolt Mountain now presents leaders and kings to lead your dwarven troops to victory. In following the tradition of creating miniatures that could be used either as playthings or collectibles, this company has issued seven dwarf leaders in 25 mm scale. All are made of lead and are manufactured in two parts, the base and the figure. The bases are 25 mm raised hexes with no engraved features. Dwarven Kings (Thunderbolt Mountain) The figures are molded with pegs on their feet that you can melt into the two holes on the base. Each figure in this set is not only posed but also clothed differently. A look at “da good stuff” Figure #1 is a dwarf setting himself to defend against an attack. He is completely dressed in chain mail with plates in strate- ©1991 by Robert Bigelow gic places. His boots appear to be overlap- ping plates, and his feet are planted flat April Fool’s Day is upon us, and my trick month for much of our readership. As with his right foot braced. Plates are on is to play the column straight. As of this winter recedes, this is a good time to his knees, and supporting straps stretch writing, the anti-lead bill [see DRAGON® prime large groups of figures for painting. across his back from his belt to his breast issues #164 and 165] is on hold, due to Some readers may not realize that most plate, which extends to just below his more pressing business in the Persian primers are petroleum based and give off groin and is made to allow his arms full Gulf, and we should take this time to qui- noxious fumes. These fumes may explode movement. A sword is strapped to his etly keep pressure on our lawmakers to when flame is present, so avoid painting in waist by a belt with a simple buckle. The avoid banning lead miniatures, just as enclosed areas like basements or store- swords scabbard is engraved with a spot environmentalists will be pressuring the rooms, and use areas with good ventila- that could be painted to resemble a gem, lawmakers for their own causes through tion. I know of at least two cases in which and other engravings appear on both front letters and lobbyists. fires started because of painting, and one and rear groin plates. Both hands grasp a On the good side, my store has started in which an injury occurred. Stay safe. single-bladed axe. The head of the axe is receiving figures from New Hope Design Now, on to our review column. engraved with what looks like a raven. Miniatures, in the United Kingdom. These The dwarfs face has deep-set eyes, a long figures are said to be lead-free, and have a Reviews nose, and a thick, flowing beard. He wears very tinny sound when tapped. The detail a crown with a cone-shaped center that is just as good as it could be with lead Miniatures’ product ratings brings the figure to just over 25 mm tall, figures, and the price increase was mini- with an 8 mm crown. mal, so maybe there is still hope. Some * Poor Figure #2 is a bare-headed dwarf wear- miniatures companies in the United States ** Below average ing a full set of plate mail with chain un- are working on materials modifications so *** Average derneath. His feet and waist are covered that we will have no problems with anti- **** Above average by overlapping plates, while back and lead laws. ***** Excellent breast plates are solid with a ridge in the This is also the first “nice weather” breast plate. The two plates are joined by

DRAGON 103 Spike (Black Dragon Pewter) “Da Good Stuff” (Black /Dragon Pewter)

a flexible overlapping joint and a clasp. opera instead of fighting. He wears gaunt- where the mold halves did not join per- Arm and knee covers have engravings, lets, and in his right hand he holds a weap- fectly. In addition, the shaft on the axe is with the knee plate forming a half skull. on that looks like a meat tenderizer on a joined to the base of the right foot by a The dwarf has a single-bladed battle-axe long shaft. His armor is a combination of strip of metal. Normally you could simply that he holds at an angle from his body. ring and plate mail with a laced mail skirt. cut this strip, but that would leave the axe His beard is neatly trimmed. On his head He wears a loincloth and an ankle-length handle off the hex base and vulnerable to he wears a simple crown made of woven cape with runes on the hem. His helmet is damage through any kind of use. Constant gold, but the top of his head is bald as an tapered so his neck is covered but part of fixing could cause the axe to break. egg! There is some light flash, but it could his forehead isn’t. What look to be jewels As a whole, I heartily recommend these be cleaned with a fingernail. are molded on the front and back of his figures to anyone who has dwarf units. Figure #3 is a dwarf king urging his helmet, and horns from a bull or similar Flash is almost nonexistent, and mold lines forces on to battle. His helmet is almost animal jut from it. His beard is parted and on the rest of the figures are difficult to Byzantine in style, with an ornate band goes down to his stomach; a sharp nose find. With the added bonus of being collec- and clasp that holds a plume. The helmet juts out above a trimmed mustache. With tors’ limited edition figures, the $21 price comes to a knobby point; upon close in- his mouth open slightly and his left arm tag is very reasonable. spection, there does not seem to be any- flung out, the next operatic verse seems thing securing the helmet to his head. His not far away. body is covered by what looks like laced Figure #6 is ready to fly into combat, Black Dragon Pewter Inc. mail that extends from neck to feet. His dressed from head to toe in chain mail. His Unit 303 breast guards are made of overlapping hands are clenched tightly on a battle axe. 2437 Bay Area Blvd. plates covered at the shoulders and neck A belt with many pockets decorates his Houston TX 77058 by a fur-trimmed cape. A shield with a waist, and a short sword hangs on his left dwarven symbol is strapped on his back, side. A stout round shield hangs on his 7864—Spike ****½ and he wears a chain belt. His sword is back from straps that criss-cross his chest. “Once upon a time, there was a dragon nearly as tall as he is. His face is obscured A half-round, engraved helmet with a pair who looked into the future and then by a bushy beard, done up in ringlets, but of dragon wings sprouting from the top wished he hadn’t.” This was the line that his mouth, humped nose, and deep-set adorns his head. The wings point slightly started off a fantasy-game campaign many eyes are clearly visible. You can almost forward and add to his crouching appear- years ago and now seems to fit this minia- hear him yell, “Charge!” ance. His expression warns you off. ture so well. The figure is a small dragon Figure #4 cradles a short sword in his Figure #7 is dressed in what appears to that stands balanced on its hind legs and gauntleted hand and appears to be wait- be laced mail, except for his legs and arms tail. It is about 116 mm long from tail to ing for an enemy to step up. He wears which are covered by jointed, flexible crest, standing 58 mm tall. Its wings are splinted mail over almost all his body. plates. A short sword is attached to a belt much too small even to glide on, each only Detailed joints and studs are on his that is losing the battle of the dwarfs 20 mm across. The dragon’s skin is peb- knuckles. A tassel fringed with fur ex- stomach bulge; a smiling face is on the bled rather than scaly on the back and tends from beneath his beard, over his buckle. In his right hand he holds the neck sides, and a ridge of spinal spikes goes shoulders, and down to his ankles. His of a long-shafted axe. His beard is rough, from head to tail. Its belly is covered by head is covered by a simple helmet. His his mustache sticks out, and his facial flexible plates, like a snake’s, that extend mustache extends beyond his cheeks, but expression is almost neutral. His head is to below its snout. Its head is bony from his beard goes down to his stomach. A topped by a tall, conical hat that closely jaw to crest. Its upper jaw and teeth al- look of resignation is on his face, and his resembles a wizards, except this hat has a most completely cover the bottom jaw, body signals that he is ready to protect decorated steel band. Unfortunately, this making it appear to have a deformity until the pouch on his right side. figure has a few problems. My figure has a close observation is made. Figure #5 looks like he should be singing slightly disjointed mold line on the left arm The dragon appears to be lecturing or

104 APRIL 1991 gaming. This year’s ™ convention reintroduced me to Dark Tow- er Enterprises (it makes Dragonbones, the electronic random-number generators) and a new product line it is introducing. The product is known as Grox Blox and is meant to be used as a scenery replace- ment or supplement. Grox Blox is a strange name for a very different product. Each block is round in appearance, about 43 mm wide and 25 mm tall, with a hexagonal center. The top hex surface has pegs at each corner and holes on the bottom that allow it to be stacked, and the top surface is wide enough to allow a BATTLETECH hex base to be used. The block also has a J-shaped slot on each of its six sides, allowing the blocks to be joined together. (They do lock together well.) The blocks are made of a heavy-duty, impact-resistant plastic. In order to use the Grox Blox system effectively, you need to pick up a starter set. These sets include two maps, which come in any of several colors, and 25 Grox Blox ( Enterprises) initial blocks also in assorted colors. GB- 008 contains two clear, numbered hex teaching. It holds a round, multifaceted is “Da Good Stuff.” His bare feet extend out sheets with 38 mm hexes. All hexes are crystal ball in its left hand at what would from tattered cuffs, while his hat droops numbered, and the maps have a playing be waist height on a human. The dragon’s and his vest hangs open. He wears a huge, surface of 24” × 31”, minus half hexes. right hand is tucked against its body with dopey grin from ear to ear. Each hex is slightly smaller than a block, the paw out as if saying “Halt” or making a This piece is well worth its $20 price tag. but when the blocks are joined they fit point during a lecture. Even the reptilian It tells an entire story at a glance, and that well. The set also includes five each of five eyes give more of an intelligent stare than is what I feel pieces like this should con- different colors of blocks: green, gray, a dangerous glare. vey. Despite that, I want to make it clear dark blue, dark green, and clear, repre- This is one of the few pewter pieces that I don’t condone drinking to excess senting lightly wooded, rocky, water, heav- (besides those from Ral Partha Pewter) and, in fact, know it to be dangerous. ily wooded, and icy terrain (or aerial small enough to use in an AD&D® game. It Please note the new address for Black terrain for use in altitude measurements), shows real potential for scenarios; you Dragon Pewter and store it in your files. If respectively. You should also get at least could use it as a dragon professor at some you send anything to the old address, it one accessory set to get the ability to make magical college, or as a sage dragon that may or may not be forwarded. hills and terrain features. your party encounters. At $21, it is versa- To use the set, lay down the clear sheets tile as well as collectable. and select the terrain you want to set up. Dark Tower Enterprises Then pick out the colored blocks that 9624—“Da Good Stuff” ***** 134 Roberts Rd. represent those features. Take the blocks Collectable pewter fantasy figures usu- New Lenox IL 60451 and connect them at the joiners, grouping ally contain at least a gram or two of reali- them to suit. Remember that each block is ty in their creation. The miniature GB-008—Grox Blox Starter Set **** made to represent one level of altitude. submitted here, “Da Good Stuff,” was GB-252—Grox Blox Accessory The blocks can also be used for flight designed after a real incident. The design- Blocks, Black **** stands in GDW’s BLUE * game or in er, Cindy Sudano, based this figure on the When I go to conventions, I look for new other air/space games with altitude rules appearance of someone she knew after a products that could be used for miniatures (like I.C.E.’s SILENT DEATH* game, which party. The pose and expression was caught by sculptor Evelyn Vincent. This figure is packed with little details that suggest action and magnify the main theme. The base is roughly 3½ mm × 3½ mm, with a rough, rounded look. On the base is a toad with a big grin. At the back of the base, next to a small stump, is the stem of a mushroom. The cap is slightly rough, and its edges cracked and sepa- rated, as mushrooms usually look, with a small snail on top. The base is textured to show grass and small rocks. Under this mushroom, leaning against the stem and a pillow of bark, is the local leprechaun. His right hand still clutches a foaming mug, while his left hand hangs over a protruding gut. A large stone crock with an engraved label proclaims that this

DRAGON 105 Figure #2 is obviously female and dressed much more ornately than the rest of the elves. Under her chain, she wears a pants-type outfit that extends to her feet. Her knees are protected by ornate plate guards, as are the tops of her hands and wrists. A simple belt cinched with a shield- shaped buckle supports a holster on her left side and a knife on her right. In her left hand she holds a simple sword, while her right hand rests on a sheathed knife’s grip. A fur collar covers her neck, and a cape, hemmed with studs, falls to the floor. A simple clasp holds her cape be- tween two half plates that protect her Drow Elves () breasts. Her hair is wavy on top and formed into a pony tail that falls to her will have altitude rules shortly). One disad- 11-418—Drow Elves ***** mid-back. Her face is well done and con- vantage is that these blocks are solid Drow elves have always been a bane for tains a look of scorn on its molded surface around their edges, even with a hollow parties that adventure underground (or Figure #3 stands in a “come and get me” core, so you have to be careful when you aboveground at night, in certain areas). pose. His right hand holds a short, pistol- use them in games in which you place a Their evil is legendary, as are their powers like crossbow whose arrows are undoubt- block over a ground or air vehicle. of magic. There have not been many min- edly coated with poison. His left hand These blox have potential, but I see a iatures of these creatures, except from grips a sword. His right shoulder is pro- few problems. With an overall cost of $.50 Games Workshop and Grenadier Models— tected by a plate that seems to be riveted each, it will be fairly expensive to put on a until now. to his chain mail. His feet are clad in game with large amounts of varied scen- The pack submitted for review contains folded-down boots. His chain mail is ery. For those of us who are poor, it may four of these elves, two males and two cinched at the waist by a thin belt with a be a choice of buying playing pieces or females. These lead figures are 25 mm skull-shaped buckle. A case of short bolts this scenery. The purist will dislike the scale, measuring 23 mm tall at eye level for the crossbow pistol and a sheathed chunky, unrealistic terrain features that (placing them at the upper end of elven knife are on his belt. His hair is brushed this product produces. On the plus side, height). The figures are all mounted on 13 back into locks that fall to his shoulders; a the blocks go together fairly quickly, lock mm square bases having top moldings that mustache droops down to his chin, and his together well, and produce child-proof resemble rippled stone. All figures but one face is set with the glee of battle. The only scenery. They also come apart quickly, have slightly visible mold lines. Each figure other decoration is a metal-studded band store neatly, are uniform, and are very wears chain mail as a base uniform but on his left arm. There is a trace of a mold hard to break. varies in weapons and extras. line on this arm as well. You have to decide whether this product Figure #1 is a male elf armed with a Figure #4 is a female whose hair is is right for you. The starter set is $30, and double-edged barbed sword with an ex- brushed straight back and held off her a 100-piece accessory set is $49. tended pommel, almost like a bowie knife, eyes by a studded leather headband. Her held in his right hand. His left hand holds facial expression is stern but not mean. a V-shaped shield with a center decoration. She wears the same basic chain mail but Ral Partha Enterprises His feet are clad in supple boots with the with metal plates over breasts and shoul- 5938 Carthage Ct. tops folded over. The chain mail is cinched ders as well as both wrists. In her left Cincinnati OH 45212 by a simple belt that also holds a small hand is a mini-crossbow, and in her right knife and pouch on the left side. Facial she holds a jagged-edged sword. A belt Ral Partha Enterprises features, including ears, are sharply done. with clasp buckle supports a large knife c/o Minifigs Hair is brushed to the right and gathered and a quarrel of bolts. 1/5 Graham Rd, Southhampton in a pony tail that falls down his back. The All of the figures are well detailed. I ENGLAND S02 0AX expression on his face shows a willingness found no flash on any of them. There are to fight. some mold lines, but these should be easily cleaned up, giving you collector -class figures. These figures could also be paint- ed up as regular elves, but the expressions would be wasted. They could also be used as leaders of a dark-elf army. It’s an excel- lent buy at $5 per pack.

l indicates a product produced by a company other than TSR, Inc. Most product names are trademarks owned by the companies publishing those products. The use of the name of any product without mention of its trademark status should not be construed as a challenge to such status.

106 APRIL 1991

Princess Ark These narrow quarters are shared by two 612. Galley: All meals for the crew and Continued from page 45 to four lower-ranking officers. The officers are prepared in this room. The quarters include wooden bunks stacked cook and his two scullions work, sleep, two high, chests or bags for personal and live here, catering to all needs goods, small tables, and chairs. aboardship. Food is cooked in a magical Occasionally, middle-class passengers may oven that requires no flame or share these quarters. combustibles. The galley includes a kitchen and a scullery. 613. Alleyway: The aft stairs lead up to alleyway 510. The forward stairs lead down to alleyway 706. The cooks two assistants use either stairs or the levitation shaft to bring food from area 612.

614. Lower gangway: This open-air bridge is reserved for upper-class passengers or officers. There often is a sentry at the door on the forward edge of the gangway. A light ballista (see “Ship’s weaponry”) sits on the aft edge of the gangway. A hatchway located near the gangway’s forward end leads down to gangway 709. Near this hatchway is a ladder leading up to gangway 512. Three magical rafts are fastened to the bulkheads; these rafts are levitating devices used for emergencies only. Four people can fit on each raft. Any crew or boltmen assigned duty on this deck can be relieved only in the presence of a petty officer. 615. Alleyway: Further magical wards protect this corridor. Only Myojo, Lady Abovombe, Talasar, or Haldemar can enter this area without causing a magic mouth to sound the alarm. When someone is invited to these quarters, he is provided with a small magical coin that prevents the alarm from going off. Anyone entering without the coin is also surrounded by a magical aura that betrays him if he tries to hide. The aura lasts an hour or until dispelled. This aura will trigger every other magical ward on the ship, where appropriate. It does not, however, attract Berylith’s attention by itself. 616. Abovombe’s quarters: The bulkheads in this room are intricately sculpted, showing episodes of Abovombe’s life from childhood to present. The remainder of the room is more humble, with simple curtains over the window, a round carpet in the middle of the room, and flowers in a vase on the chest of drawers near the door. A small table and

108 APRIL 1991 two chairs stand next to the bed, which is covered with a mosquito net. A levitating crystal globe hovers over the table, providing a soft, opalescent light; it can be dimmed with a black velvet veil that lies on the table. 617. Myojo’s quarters: These quarters are furnished very much like a Myoshiman room. A (woven mat) covers the floor, while a futon (low mattress) lies in the far corner of the room. Myojo’s swords normally rest on a small wooden stand near the futon. A number of fine tapestries cover the bulkheads. Myojo’s other personal belongings remain in a wooden chest. Near the door is a donshu sitting on a perch. Myojo talked Raman out of dissecting the little creature, and he has kept it ever since as his mascot and watchful pet. The donshu has the size and body of a tamarin monkey, with small claws and the head of cat. It has blue-gray hair and green eyes having neither pupil nor iris. The donshu shows the intelligence of a clever chimp. Once per day, it can turn invisible and cast a telekinesis spell (at the 1st level of ability). The donshu can pick pockets, move silently, climb, hide in shadows, and hear noise as a 10th-level thief. (Donshu: AC 6 (Dx 18); HD ½; hp 3; MV 90’(30’); #AT 1 bite; Dmg 1 hp; Save F1; ML 7; TT None; AL N; XP 20. 618. Talasar’s quarters: The floor, bulkheads, and ceiling in this room are covered with skillfully polished metal plates. All of them are oriented at slightly different angles and act like mirrors. The room is normally dark, except for a large number of perpetual candles (enchanted with tiny continual lights) glowing everywhere in the room. In effect, the room resembles the meditation hall in the Great Temple of Razud in Starpoint. Talasar’s bed is concealed behind one of the reflecting panels. The window is covered with a thick velvet curtain. Anyone using bright light in this area must save vs. spell or be blinded for 1d6 rounds. 619. Haldemar’s quarters: Berylith took particular care to rearrange Haldemar’s quarters in the way she liked them. Most of the dark-brown, varnished floor is covered with unique carpets made from the fluffy, silver hair of sky-wyrm manes. The bulkheads have the consistency of soft leather rather than wood and show a variety of blue tints, ranging from deep purple dotted with tiny glowing stars, when Haldemar sleeps, to bright azure with shifting cloud patterns, when he’s fully awake. A translucent globe of continual light mimics the passage of the sun or the moon across the cabin’s overhead, with all appropriate tints for sunrises and sunsets. Occasionally, a light breeze may create havoc among Haldemar’s disorganized stacks of scrolls. The choice of shades and the strength of the breeze depend on Berylith’s mood.

DRAGON 109 Berylith also added to the room quite a which stopped growing and went dormant up to 12 people without ill effect. Up to 18 bit of what could be perceived by due to unfavorable conditions in the room. people could huddle on a lifeboat, but it Haldemar as the dreaded feminine The carnivorous plant wakes up only would lose its ability to maneuver (it touch-including exquisite curtains and when touched or presented with raw would descend slowly within a charming vases of ever-resplendent meat. The greenhouse’s caretaker, Azoth, gravitational field). With more than 18 blooms. The centerpiece and pride of is a zombie that remains inside a large people aboard, a lifeboat has a 10% chance Berylith lies in Haldemar’s age-old bunk, empty jar when done with its chores. per turn of capsizing or beginning a free which she has mercilessly turned into a Azoth will attack anyone harming the fall within a gravitational field. Airmasks pink-shaded, levitating cloud in the middle plants. A heavy curtain conceals the may be needed during an evacuation, of the room. Berylith is very sensitive stairway on the port-side bulkhead; the since lifeboats and rafts lack create air about comments on her taste. There is a stairs lead up to area 702. enchantments. The lifeboats are covered 90% chance in any situation that she will 703. Zoo: A strong, alkaline smell fills with tarpaulins. A ladder located halfway hear any derogatory comments anywhere this room. Most of the space is occupied down this gangway leads up to an on the ship and act upon them in some by metal cages, some empty and others overhead hatchway connecting with rash manner. containing various animals and small gangway 614. monsters. Some have recently become 710. Laboratory: Haldemar and Deck 7—Utility deck objects of further study, especially by Talasar often use these quarters to study Raman (see area 606). A heavy curtain magic or alchemy. Shelves cover the 701. Upper cargo deck: Common conceals the stairway on the starboard bulkheads, displaying huge numbers of crew equipment and items of small bulk side; the stairs lead up to area 703. crystal vials, copper urns, glass beakers that can be pulled up through the 704. Yeoman’s office: This office and tubes of various colors, porcelain jars, hatchway are stored in this area. The contains a large desk, wooden chests, and stone crucibles, ivory and wooden scroll hatchway in the floor leads down to area shelves covered with a number of ledgers cases, skulls of various shapes, bizarrely 801. A wooden ladder in the middle of the and other scroll cases. Most of the ship’s twisted candles, grimoires, and other cargo bay leads to another hatchway accounting takes place in this room. The arcane objects. Haldemar often calls in Leo overhead to area 601. Both hatchways are crew often stops in this office to receive to help make a sophisticated contraption. locked (see area 502). their pay before leaving the ship. It is also The door is wizard locked. 702. Greenhouse: A continual light here that passengers and new crew 711. Workshop: Leo works in this spell permanently illuminates this large members must register. area, using the facilities and its heavy tools room. A number of small and large plants 705. Sick bay: These quarters are to build his inventions. Leo is aware of the picked up during the voyages of the mostly filled with bunks, night stands, secret passage leading to his quarters in Princess Ark have been placed here. One chairs, chests, and a small altar area 708. The room is filled with work unappreciated vegetable is a specimen of consecrated to Razud. Wisps of myrrh benches, rows of tools, and pieces of Cestian gobbler (see DRAGON issue #153), slowly curl out from small copper censers. broken equipment belonging to the ship or The beds are covered with fine mosquito the crew. Chief engineer Raman has long nets. Opposite the door to alleyway 706 is given up this area, reluctantly leaving it to an area that can be separated with the hyperactive gnome. A hatchway in the curtains from the rest of the room. In the floor leads to area 802 underneath. center of that area is a flat wooden table used for surgery, should it ever become Deck S—Cargo deck necessary, as well as a rack of wicked-looking tools. Occasionally, Raman 801. Anchor room: A few boxes and will use the table to dissect some of the barrels are stored in this area. In the creatures from area 605. Talasar more middle sits a large winch used to lower a often handles common medicine through ground anchor. At least four people are clerical spell-casting. The room fills rapidly needed to crank the anchor back up, a after a battle. process taking 1d6+4 rounds. A wooden 706. Alleyway: The stairs leading up ladder leads to a hatchway in the ceiling from this area connect with alleyway 613. that connects with area 701. The two 707. Brig: Only two cells can be used in doors are wizard locked. this area. Manacles hang from the wooden 802. Lower cargo deck: This area is bulkhead to which they are solidly bolted. filled with large barrels, crates, chests, One sentry, who normally remains with and other bulky items. This cargo deck potential prisoners, sits at a small table contains mostly food supplies for the near the exit. The door is wizard locked at crew, with very little in the way of actual all times, limiting access to officers only. merchandise, as the Princess Ark is not a 708. Leo’s quarters: This room is merchantman but an exploration vessel. filled with an incredible mess of raw Two very large double doors open on the materials, tools, and strange pieces of port and starboard sides of the hull. Two machinery (Leo’s partially completed cranes on the outside can be used to bring inventions). There is no telling what these cargo up when the ship is airborne. The devices may do if tampered with. Leo’s cranes are operated from the inside of the bed is a small hammock hanging from the cargo deck with pulleys and levers. All ceiling. Mugs, bags, and other items hang doors are normally wizard locked, except nearby; Leo can reach them with a for the one leading to the levitation shaft. mechanical arm. Scullions commonly visit this area, search- 709. Evacuation gangway: Lifeboats ing for food. A wooden ladder near the hang from the side of the gangway here. end of the room leads up to a hatchway Pulleys and cranks allow the boats to be overhead, connecting with area 711. pushed away from the deck or pulled back in 1d4+3 rounds. The lifeboats are enchanted with fly spells and may carry

110 APRIL 1991 DRAGON 111