Issue #205 Vol. XVIII, No. 12 May 1994 SPECIAL ATTRACTIONS

Publisher Secrets abound in the wilderness TSR, Inc. 11 Uncover hidden lore as we spend some time in the great outdoors. Associate Publisher The People — David Howery Editor-in-Chief 12 Explore a America-complete with Native Americans. Associate editor Getting Back to Nature — Dale A. Donovan 26 Improve the distinctive flavor of the druid with these Fiction editor re-aligned spell spheres. Barbara G. Young Arcane Lore — Jon Pickens Editorial assistant 34 Add these new (& old) spells to the druid’s repertoire. Wolfgang H. Baur Art director Larry W. Smith FICTION Production staff Cap Renvoort’s Luck — Daniel Hood Tracey Isler 76 Making your own luck is a risky proposition. Subscriptions Janet L. Winters REVIEWS U.S. advertising Cindy Rick The Role of Books — John C. Bunnell 44 Read this column before Nightfall.

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

2 MAY 1994 Eye of the Monitor — Sandy Petersen 59 Hack your way through dungeons to the world of Athas.

Role-playing Reviews — Rick Swan 98 A terrific selection of horrific supplements.

Through the Looking Glass — Bob Bigelow 114 Learn the latest on the lead controversy. FEATURES The Plane Truth, Part Three — David “Zeb” Cook 50 In this finale, Fallendor and Ambran meet—sort of. It’s Never Too Early — The staff 68 Start planning for the ® Game Fair now.

12 Secrets of Survival — Spike Y. Jones 84 Survive in the harshest wilderness with magical help. The Game Wizards — Dori Hein 89 Get the lowdown on the revised and expanded ® . 92 Dragon Slayers — Get a first look at the setting and an Our cover this month requires expanded version of the dragon-slayer kit. some explaining. The wonderful work that graces this magazine is by TSR’s own . This same artwork will appear as the new cover DEPARTMENTS to the revised ® campaign setting, originally pub- 4 Letters 64 Libram lished in 1993. The contents of said 6 Editorial 71 Sage Advice boxed set are not changing, just the 8 First 104 Dragonmirth cover. We are able to explain the fact that the FR boxed set is going to look 41 Convention Calendar 106 Twilight Empire different, but the interior material 48 Rumblings 110 Gamers Guide will remain the same, and at the 54 Forum 124 TSR Previews same time, run a way-cool Fred Fields piece on our cover. Quite a bonus, eh?

each subscription is printed on the mailing label of stamped envelope (9½” long preferred) to: Writers’ Registration applied for in the United Kingdom. All each subscriber’s copy of the magazine. Changes of Guidelines, c/o DRAGON Magazine, as per the above rights to the contents of this publication are reserved, address for the delivery of subscription copies must be address; include sufficient American postage or and nothing may be reproduced from it in whole or in received at least six weeks prior to the effective date of International Reply Coupons with the return envelope. part without first obtaining permission in writing from the change in order to assure uninterrupted delivery. In Europe, write to: Writers’ Guidelines, c/o DRAGON the publisher. Material published in DRAGON® Maga- Back issues: A limited quantity of back issues is Magazine, TSR Ltd; include sufficient return postage zine does not necessarily reflect the opinions of TSR, available from either the TSR Mail Order Hobby Shop or IRCs with your SASE. Inc. Therefore. TSR will not be held accountable for (P.O. Box 756, Lake Geneva WI 53147. U.S.A.) or from Advertising: For information on placing advertise- opinions or mis-information contained in such material. TSR Ltd. For a free copy of the current catalog that ments in DRAGON Magazine, ask for our rate card. All ® designates registered trademarks owned by TSR. lists available back issues, write to either of the above ads are subject to approval by TSR, Inc. TSR reserves Inc. ™ designates trademarks owned by TSR. Inc. Most addresses. the right to reject any ad for any reason. In the United other product names are trademarks owned by the Submissions: All material published in DRAGON States and Canada, contact: Advertising Coordinator, companies publishing those products Use of the name Magazine becomes the exclusive property of the TSR, Inc., P.O. Box 756, 201 Sheridan Springs Road. of any product without mention of trademark status publisher, unless special arrangements to the contrary Lake Geneva WI 53147, U.S.A. In Europe, contact: should not be construed as a challenge to such status. are made prior to publication. DRAGON Magazine Advertising Coordinators, TSR Ltd. ©1994 TSR, Inc. All Rights Reserved. All TSR char- welcomes unsolicited submissions of written material Advertisers and/or agencies of advertisers agree to acters, character names, and the distinctive likenesses and artwork, however, no responsibility for such sub- hold TSR, Inc. harmless from and against any loss or thereof are trademarks owned by TSR, Inc. missions can be assumed by the publisher in any expense from any alleged wrongdoing that may arise Second-class postage paid at Lake Geneva. Wis., event. Any submission accompanied by a self- out of the publication of such advertisements. TSR, U.S.A., and additional mailing offices Postmaster: addressed, stamped envelope of sufficient size will be Inc. has the right to reject or cancel any advertising Send address changes to DRAGON Magazine. TSR. returned if it cannot be published. We strongly recom- contract for which the advertiser and/or agency of Inc., P.O. Box 111, Lake Geneva WI 53147, U.S.A. mend that prospective authors write for our writers’ advertiser fails to comply with the business ethics set USPS 318-790. ISSN 1062-2101. guidelines before sending an article to us. In the forth in such contract. United States and Canada, send a self-addressed, DRAGON is a registered trademark of TSR, Inc. DRAGON 3 What did you think of this issue? Do you have a question about an article or have an idea for a Africa #2 One heck of a new feature you’d like to see? In the United States and Canada, write to: Letters, DRAGON® commute Magazine, P.O. Box 111, Lake Geneva WI 53147, Dear Dragon, U.S.A. In Europe, write to: Letters, DRAGON I have noticed many articles regarding an Magazine, TSR Ltd., 120 Church End, Cherry African campaign setting in the magazine’s Dear Dragon, Hinton, Cambridge CB1 3LB, United Kingdom. pages. Why are these articles being published if If TSR, Inc., (and DRAGON Magazine) is based the material probably will be published in a in Lake Geneva, Wis., and all submissions must hardcover later? Since I would buy the hard- be sent there, why are subscriptions sent to cover if it were published, as would many other Boston, Mass.? Africa #1 readers of DRAGON Magazine, I feel like I am Conrad R. Geist paying twice for the same material. I further- Ft. Morgan CO more feel that if a hardcover is published, the Dear Dragon, precious space in DRAGON Magazine is being Ahh, a simple question—the kind I can answer The various articles on Africa have been wasted So, why do you print African setting even with a deadline breathing down on me. great! Although my campaign is not set in Africa articles? TSR is indeed in Lake Geneva, Wis., but the or Egypt, my world has an Africa-like area that I Jean-Philippe Suter bank that processes all your magazine subscrip- use the materials in. How about more articles Randolph NJ tion checks is located in Boston. on other neglected areas? What about Native Americans? To the best of my knowledge, there are no Liam Astley current plans to publish an African Historical Oxfordshire, U.K. Reference sourcebook, etc., for the AD&D® Hypnotizing game. As it stands now, DRAGON Magazine is hologram We’re glad you’ve been enjoying the articles the only source for African material for the detailing aspects of African mythology in gam- AD&D or D&D® games. I hope that allays your ing terms, and we’ve got a few more coming concerns. Dear Dragon, down the pike. If readers are unfamiliar with I awaited the arrival of DRAGON issue #200 the African articles we’ve published, they can be with teeth clenched and the nervousness usu- found in DRAGON issues #189, 191, 195, 200, Learning can ally associated with Christmas Eve. The maga- and 202. zine was my one gift for me this year, so my Articles on other real-world cultures or areas be fun excitement was understandable. are certainly possible, but I don’t want to prom- When the issue finally arrived, I gave a great ise anything prematurely. One promise that is “Yahoo!” which startled my two-month-old son, easy to keep is the article, “The People” in this Dear Dragon, Joshua. Needless to say, I had to put off looking very issue, which gives a Native-American I head the working group on education for at the magazine until the demanding munchkin campaign setting for use in fantasy games. The the Game Manufacturers’ Association (GAMA). was soothed. He was still fussing when I turned author of “The People,” David Howery, is the We are a group of teachers who are using back to the magazine, exasperated. I soon same man responsible for “The Dark Continent” games in our classrooms. I edit the group’s became immersed in the contents of the issue African campaign setting in issue #189. newsletter, “Gaming & Education” about the use when I realized my son was finally quiet. I All readers are encouraged to let us know of games in schools. It is sponsored by GAMA glanced at him to find him staring at the cover their opinions on “culture” pieces like “The and is for teachers, students, parents, pub- People” and “The Dark Continent.” Do you like of my magazine. Joshua had fun with the holo- lishers, writers, editors, artists, and anyone else gram for hours. them? Do you use the settings (or elements who is interested Subscriptions are free. Con- thereof) in your campaigns? Do you want to see P.S. We’ll miss you, Roger! tact me at the address below if you’d like to be Nicole Brokaw more of these articles? DRAGON Magazine can involved. Thank you for your consideration. Maitland FL publish what you want to read only if you tell David Millians us what you enjoy seeing in these pages. Paideia School We’re glad to be of service, Nicole. (Maybe we 1509 Ponce de Leon Ave. could market “The Amazing Infant Hypnotizing Atlanta GA 30307 Hologram Babysitter” Yeah, that’s the ticket. . . ) U.S.A. Seriously, issue #200 is something the whole staff is very proud of, and we hope Joshua I’ve already commented in these pages that grows into a healthy happy gamer gaming positively affected me, from increasing my interest in history and mythology to tremen- dously expanding my vocabulary and even to doing simple math in my head. I wish you the best in your endeavor, David. 4 MAY 1994

Life, Art, and the Suspension of Disbelief

From time to time over the past few and cheese and gets a happy family. And, this other artist? I’ve never tried to put the years I’ve offered to write the editorial for if the advertiser can persuade us to sus- answer to that question into words before. DRAGON® Magazine. This generous offer pend our disbelief, we’ll probably remem- If the sum total of the weaknesses of the continually fell on deaf ears. ‘Til now. I ber the brand name when we’re out art becomes the focal point of the piece, don’t flatter myself with the belief that the shopping. In truth, the “slice of life” com- then those weaknesses get in the way of editor feels I’ve suddenly gained some mercial is offering us a little fantasy. the suspension of disbelief. If you paint valuable insight that demands an audi- What does all of this have to do with that look like ’s and ence. No, he’s abandoned this lofty page art? Well. . . your dwarves are just like ’s, because of pressing obligations elsewhere. Judging from the approach taken by all set against an elaborate background It sounds unbelievable, but it’s true. many people in submitting art portfolios to that emulates Fred Fields, but the light is Every day we are confronted with ob- this magazine, it seems that few of them coming from everywhere and the shadows servations and information that we must realize the volume of work that we re- all seem out of whack, then the screwy categorize as being believable or unbeliev- view. I examine between 40 and 75 sub- lighting will dominate the viewer’s experi- able. As children, we have a seemingly missions every month, a task that’s usually ence and destroy the believability of the endless capacity to believe. We believe in relegated to an intense two or three days’ image. The image is only as strong as its ghosts and goblins, Santa Claus and the worth of work between deadlines. The weakest part. Another artist can present a Easter Bunny. We believe our parents are average submission consists of about ten simple line drawing of the same scene— always right and that the world is basically pieces, which means I’ll look at about 500 without demonstrating outstanding com- a good place. We believe in that creature images in three days, or about 175 images petence in the technical areas, but also from our own imagination that’s living a day, which is more than 20 an hour, or without displaying any weaknesses—and under our bed. But as we get older, some- one image every two or three minutes. get it published, all because the piece thing changes. That’s not a lot of time to determine the works as a cohesive unit and believability We begin to doubt, to distrust our be- value of a piece of art. One of the first is maintained. liefs. The world appears more chaotic, less judgments I must make in those few criti- In our games, we get a chance to welcoming, and we become unsure of cal minutes is, “Does this art (or artist) out of ourselves for a little while and ourselves and our place in it. We arrive at contribute to the suspension of disbelief?” examine our actions and our beliefs adolescence being angry and self- Anyone who is a fan of special effects in through the eyes of someone else. While absorbed, yet painfully shy. We learn to film, or graphics in computer games, or few of us ever will get the chance to out- disbelieve. posters and illustrations in game materials wit the Nazi army and preserve an historic If believing is a natural state of mind and knows how important such material is in relic, or singlehandedly win the battle to disbelieving is a learned response, then it’s enhancing the believability of the experi- right an ancient wrong, there are lots of easy to see how the entertainment indus- ence. Far too often, the artists submitting opportunities every day for us to show try has grown to be the powerful influ- portfolios seem to be overlooking this fact. our stuff to the world, and prove to our- ence it is today. We need to believe that an It is obvious, and frequently commented selves that we can make a difference. In infant can fall from space, grow up to upon, that this publication presents a wide the overall scheme of things, every sub- become a mild-mannered reporter, and range of illustrations, both in terms of mission we receive has an effect on the leap tall buildings in a single bound. We quality and of style. Some of that range is illustrations we publish—and for that need to believe that mutant turtles can live purposeful, and some of it is just plain reason, I applaud all the artists who pick in the sewers, where they eat pizzas and necessary due to the rigors of production up their pens and brushes, summon their relax after performing heroic deeds for in a deadline situation. But all of it, we courage, and send in their works for the creatures that dwell on the surface. Or hope, contributes to the suspension of evaluation. that elegant and complex civilizations disbelief. When an artist starts a cover existed beneath the sea, and societies of letter with “My work is at least of the level intelligent apes could rule the planet. It is of Artist X in your last issue,” she is often in the act of believing, if only for a little right. Yet I’ll publish “Artist X” and not the while, that we gain a sense of control over other person. Why? our world and ourselves. I try to respond in a positive and con- To see further evidence of this theory, structive way to each submission, men- just watch a few commercials on televi- tioning what I feel to be the artist’s sion. The guy uses the right mouthwash strengths and elaborating on what I think and gets the girl, the junior executive are the weaknesses of the art. But still, drives the right car and gets the promo- something is lacking in that type of cri- tion, the Mom serves the right macaroni tique. Why will I publish “Artist X” but not 6 MAY 1994

“Bork! Bork!”

by Karen S. Boomgarden

“So, you like that game, huh?” party that found the Clockwork Dragon of monblade, and give the dwarf (who’s I was sitting before the Wang word Mai Faddah, and prouder still to be one of wearing magical plate armor) two vials of processor across the hall from my office, the few among that party who figured out holy water, one for each fist, and fill two mesmerized by the game of ADVENTURE* how to make it go. more while she’s “tanking” her way up to unfolding before me. The plover with the More important than any of these was the sleeping, webbed nasty fellow, let her emerald was making me crazy. The speak- her beloved dog, Sigurd. He had been douse the evil, nasty form with the holy er was an older gentleman, a member of hers since he was a pup; she had trained water, and then refill the empties while the quality-control department of my him herself, and they were never apart. she takes the replacements up and dumps company. We produced instructional vide- Until that fateful day. . . them, and keep doing this, and the DM otapes and manuals for data processing. It Brun and her friends were whacking doesn’t figure out a way to stop them from was natural, then, that part of our un- their way through a hedge maze filled doing this, eventually the evil fighter will winding was done on a computer. with yellow musk creepers and their evaporate into nasty-smelling mist and the “If you like that, I bet you’d like the attendant zombies. Sigurd had run on demonblade will become a plain old really D&D® game.” I’d heard of that game, but ahead, scouting for a way out. That would magical sword and they can take the trea- never knew anyone who played it. “Our have been fine, except for the impatience sure. (Hey, it worked. I didn’t ask why, I whole family plays, every Friday night. of the party. Everyone was getting tired of just took the treasure and ran.) Why don’t you and David come by this the creepers and the zombies, and tired of I learned that there are as many kinds of week and try it?” We jumped at the being able to see the tower on top of the players as there are characters. There are chance. hill (the ultimate goal) but not getting any players who would rather sleep on the Friday night found us sitting at a card nearer. Brun finally got fed up with every- couch during a fight since their mage is table in the family’s basement, rolling up thing and everyone, and in her anger standing in the back not doing anything characters. We proceeded to storm the neglected to look for Sigurd before firing anyway; there are players who question island of Pak, inhabited by far more lizard off a fireball with her ring of gaxx. There everything everyone is doing, whether men than should have been allowed by was a muffled “yip” within the “Fwoomp!” they have the right to or not; there are natural law. For the next several hours, in of burning bushes, and all that remained players who have to run everything, even fact, we battled lizard men. Dawn’s pro- of her beloved partner was a little pile of when their characters aren’t in the room; verbial rosy fingers touched the windows charred bones. and there are players who are just in it for of the basement, and we were still battling She quietly gathered the remains into a the fun, who don’t care if everything isn’t lizard men. sack, slung it over her shoulder, and just exactly by the book, as long as they It’s a wonder I ever played again. walked away from her friends. She never and everyone else at the game are having I did play again though, and kept playing looked back. a good time. for several years. Why? Because it was fun (We always were kind of melodramatic.) I learned that sometimes, misreading a playing pretend with little metal figures, Enough of the “Can I tell you about my clue can make an adventure as much fun for and with weird-looking dice, and with character?” part of my story. Having read the DM as for the players. Honest, we really friends who were willing to drive 70 miles the installments preceding this one, I have thought the scrap of vellum read “When for a one-day marathon. (Hey, we were all an idea of some other things to tell you all. wall is wet, with no way through. . ." Why employed full-time. One day a week was a I learned that there are many different else would we be flinging water at this wall marathon.) My first character is still my kinds of intelligence. There’s the kind that with no door in it? The DM thought we favorite, although she retired years ago. allows someone to calculate impossibly were all nuts, until we showed him the Her name is Brunhilda. She’s a dwarf large numbers in her head (not me, not scrap of paper he’d passed us, and read the (surprise surprise), and she was a mighty the Kid, uh-uh, no way!). There’s the kind clue aloud. He hadn’t realized his “m” looked warrior in her time. She lucked into a ring that warns someone when not to ring that like a “w," which was why we were con- of gaxx and the axe of the dwarven lords huge brass bell hanging in the village vinced that the wall had to be wet before we because the thief who had found them square. (Don’t you think there’s probably a could fling the shrunken squirrels head at it. didn’t know what they were. (Such a deal.) r-e-a-l good reason for the square to be (Good thing there was a well nearby, or we’d At one time she became Brunharold, but completely empty at high noon?) There’s have been using up all our drinking water only for a short while; he thought the also the kind that helps the characters just because the old coot who gave us the extra “pockets” on his chain mail were (and their players) figure out that if they clue couldn’t write worth a darn.) great for carrying extra water skins. cast enough web spells on the sleeping evil Brunhilda was proud to be among the fighter whose right hand is now a de- Continued on page 62 8 MAY 1994

Add fantasy Americans to your campaign

by David Howery

Artwork by &

Cartography by John Knecht

he cultures of the Native-American peo- Ocean. This was a fantasy America with ples are diverse and interesting. Their reli- many cultures inspired by the Native gion includes numerous deities and spirits. Americans. This continent is the basis of Their folklore includes tales of warriors, this article. sorcerers, , and . Their his- The FORGOTTEN REALMS® setting: tory is filled with great leaders: , This world contains an ideal setting for , Tecumseh, , Co- placing Native-American cultures: the lands chise, etc. All these factors (heroes, mon- north of the Maztican nations. Obviously, if sters, magic) were used to develop the Maztica is the fantasy counterpart of the AD&D® game, although from a European pre-Columbian Central America, then the viewpoint. Since the Native-American cul- lands to the north are the fantasy version tures have the same features, they also can of North America. be adapted to an AD&D setting. This article presents three simplified The land Native-American cultures in AD&D game The heart of the People’s lives is the land terms: the eastern woodlands peoples, the and the life that grows there. The People great plains tribes, and the desert- live at nature’s mercy. When it is kind, the southwest peoples. A generic continent, a People have plenty, but when nature is fantasy version of pre-Columbian America, harsh, they suffer. None of the People actu- is given to be dropped into the DM’s cam- ally own land, as it is understood in feudal paign world. By no means is this article a lands. Instead, they are more like care- complete discussion of Native-American takers, making use of the land but not cultures; the DM is encouraged to read owning it; they do not buy or sell land. It is more on his own. necessary for each tribe to defend its vil- While a fantasy America is suitable for lages and hunting territories as a practical most “normal” AD&D worlds, the more matter, but tribal boundaries are not unusual settings may not be appropriate, marked out with signs or fences. such as the ®, ® The continent is varied in terrain and or RAVENLOFT® campaigns. Two other climate. Two mountain ranges divide the game worlds are discussed below. land. The smaller range near the east coast The WORLD OF ® is older, smaller, and much more weath- setting: In the northern Flanaess was a ered. The great ranges in the west stretch land called the Barrens, with a people the entire length of the continent. There called the Rovers. In my old GREYHAWK® are numerous hills and plateaus. The riv- campaign, I made the Rovers into a fierce ers in the southwest cut many canyons in -like tribe. They were savage and the hills, including a legendary one hun- free, and had a brief moment of glory in dreds of miles long. Forests cover much of “Ghost Dance” published in DUNGEON® the continent, including the mountains. Adventures issue #32. With the recent Most of the east has dense forests of pine wars in the Flanaess (see the From the and broadleaf trees. The taiga, a belt of Ashes set), the Rovers were destroyed by pine forest, stretches across the continent Iuz. However, my campaign also included a in the north. The land between the forests continent far to the east across the Solnor of the mountains is a vast sea of grass: the great plains, home to vast game herds and the gila and beaded lizards, are the only mussi. The ohmah stands up to 10’ tall, horse-riding natives. The moun- known poisonous lizards. weighs over 600 lbs., and is incredibly tains have several interior basins that are The coastal areas are rich in wildlife. strong. They are covered with long black harsh deserts. The natives here are skilled Seals, ranging from the elephant seal hair, and their skin is dark. They live in at finding water. The basins also have to sea lions and fur seals, are abundant on small family groups, and are generally shy many salt flats and a few lakes that have the west coast. Manatees are found along and peaceful. However, the ohmahs will extremely high salt levels, since there are the southeast coast, while colonies of sea attack anyone who tries to settle on their no outlets. In the southeast, the lowland otters live along the northwest shores. foraging grounds. The ohmah looks very basins and heavy runoffs combine to form Walruses live only in the far north. human, except for their long hair, bullet- vast tracts of swamp. The west coast is The continent is well watered, with shaped head, and heavy brows. They also blessed with abundant rainfall, and forests numerous lakes and rivers. This provides have a powerful stench noticeable up to grow lush. Giant sequoias and redwoods homes for hundreds of species of fish: 10’ away. Treat the ohmah as the sas- are found here. trout, salmon, pike, bass, gar, sturgeon, qualaminoi in the ® etc. In the seas are literally thousands of #4 (DRAGONLANCE setting), but without Wildlife species, from sharks and barracudas to immunity to magical cold. The lands of the People are filled with tuna and cod. The great whales are abun- There are huge monsters in the north- animal life. The people know them well, dant, including killer whales, sperm ern lakes. They are long-necked, flippered and live among them in . They whales, and gray whales. Porpoises and creatures that attack any who try to swim take what they need for food or religious dolphins can be seen in the bays. across their waters. Treat lake monsters as use, but never to excess. Of course, there are many mundane plesiosaurs (MC3, “Dinosaur”). Hoofed animals abound on the conti- creatures: opossums, beavers, bobcats, Coastal tribes believe that there are nent. Most valuable to the people is the rabbits, etc. While not all animals are used counterparts of land animals in the seas. bison, a walking mountain of meat and by the People, all are part of the web of Thus, there are sea bison, sea bears, etc. hide. There are many types of deer: life across the land that the People live Treat these animals as their land counter- moose, white tail, mule deer, and wapiti. within, and all are honored in religion or parts, except that they have flippers and Forest caribou sometimes can be found in folklore. There is no creature so small or gills, swim at a speed of 18, and move on the taiga. Bighorn sheep and mountain unimportant as to receive no respect. beaches at a speed of 3. These tribes also goats roam the western mountains. The At the DM’s option, some prehistoric tell tales of whales that live in landlocked piglike peccary roams the southwest. The creatures may be found on the continent. lakes. Treat these as killer whales and fleet pronghorn antelope lives on the This is not totally farfetched. Some Native- narwhals; only the largest lakes could prairie in large herds. The wild horse is a American tales include creatures that support larger species. fairly new resident of the plains. sound much like ground sloths and mam- The hunting snake is a giant constrictor Of course, where there are herbivores, moths. Do these tales stretch back to the (MC1) that befriends exceptional warriors there are carnivores to prey upon them. Stone Age, or did these creatures die out or shamans. It will go hunting when the Wolves and cougars are abundant across later than is commonly thought? In any the continent. Coyotes are the wily ca- case, in a fantasy America, prehistoric nines of the desert. Foxes, ranging from creatures could be found in the lands vast the red to gray to kit, are found in all mountains and forests. Dire wolves are terrain. Jaguars sometimes are found in rare predators of the southwest coastal the far south, as they wander up from the plain. The sabertooth cat, smilodon, also tropics. Weasels, martens, fishers, otters, lives there. Mammoths are scarce resi- and wolverines are abundant furbearing dents of the taiga; they are fast dying out hunters. Black bears inhabit forests and as the natives hunt them for their meat mountains across the land. The aggressive and hides. Ground sloths live in hilly re- grizzly lives in the western mountains, gions that have thick shrubs and trees. from the taiga to the desert, and a particu- The giant lion (spotted lion) lives in the larly large and fierce subspecies lives on western mountains; unlike normal lions, the prairie. Polar bears visit the far north- the males have no manes, and both sexes ern coast in spring. are colored much like cougars. This leads Vast flocks of birds darken the skies to confusion among outsiders traveling in during migration, including ducks, geese, the mountains. Other Stone Age creatures cranes, trumpeter swans, and passenger could include the mastodon, giant camel, pigeons. Sacred eagles, hawks, and falcons and giant bison. soar in the sky. Enclaves of huge condors are found on the west coast, while vul- Monsters tures are common over much of the west. There is little in common between the Owls are common, from the tiny burrow- monsters of America and those of Europe. ing owl to the barn owl and great horned The usual monsters of Europe, adapted to owl. There are numerous edible birds, the AD&D game, are solid physical mon- such as grouse, sage hens, quail, ptarmi- sters, such as the griffon and dragon. gan, heath hens, and turkeys. Less useful Many monsters of Native-American lore birds include the crow, parakeet, heron, are partly or completely spiritual or ele- and magpie. mental in nature, rather than physical. Reptiles are common across the conti- The gahongas from the Legends & Lore nent, but are of small size compared to book are an example of this. However, other continents. The exception is the there are several monsters that are solid alligator of the southern swamps, which and physical creatures, such as the big- can reach lengths up to 19 feet. Poisonous heads and ohdowas from Legends & Lore. snakes are abundant; cottonmouths and Others are detailed below. water moccasins of the south, coral snakes The ohmah is a giant wild man who lives in the west, and rattlesnakes from coast to in the high mountain forests of the west. coast. Two odd lizards of the southwest, He is also called hoquiam, ahtik, and toki- 14 MAY 1994 tribe is starving, and bring back game. cannibals. Treat these dwarves as the gnomes living in the eastern mountains, Rarely, snakes of the spirit world take duergar (Monstrous Manual), except that and tribes of wild or wood elves in the human form and mate with humans, pro- they have no metal and are unaffected by northern forests. could live as ducing monstrous halfbreeds. Treat these sunlight. members of any of the three cultures as yuan-ti, but of varying alignments; not also live in the hills and moun- discussed in this article, but their small all are evil. Giant sea snakes (MC1) are tains. All are evil and monstrous, but look size would serve them well (with conceal- seen near the southwest coasts. A fear- and dress like the People, and use the ment, etc.) in the rocky badlands of the some foe is the two-headed rattlesnake; same weapons. Treat these as hill giants or desert southwest. treat it as a giant poisonous snake (MC1) verbeeg. For those interested in role-playing but with two bite attacks. The creatures from the Monstrous nonhuman characters, the Complete Book Compendium volumes allowable in a fantasy of Humanoids (CBH) expands the list of Other races America campaign are listed below: potential PC races (and kits) considerably. The People are not necessarily the only Vol. 1-3: herd animal (buffalo, antelope, The alaghi race, creatures quite similar to intelligent race in this setting, versions of sheep), ant (swarm), ant lion, badger, bar- the ohmah described above, are available demihumans and nonhuman races are racuda, bat (all), bear (all), beetle (water), for use as player characters. Further, present. They are rare, but they exist for boar, great cat (jaguar, mountain lion, giant aarakocra could live high in the moun- DMs and players who desire a stronger lynx), centipede, crocodile, crustacean (all), tains, tribes of centaurs could roam the fantasy element to the campaign. None of crimson death, wild dog, , eagle, great plains, and swanmays (mentioned in these races should possess technology eel (all), elemental (all), firestar, fish (all), the list above) can live by lakes in (forged metal weapons, armor, etc.) much frog (all), fungus (all), galeb duhr, ghost, secluded woodlands. DMs are left to deter- beyond that of the People. DMs should hawk (all), hornet, horse (pony, wild, rid- mine the People’s relationships to these choose a level of technology they and their ing), lamprey (all), leech (all), lycanthrope races and how they would interact. players are comfortable with, and enforce (werebear, werewolf), small mammal (all that level throughout the campaign. but cats and pigs), octopus, owl (all), car- The People Faerie creatures can, at the DM’s option, nivorous plant (all), poltergeist, porcupine, The three cultures described here are exist in this setting. Dryads could inhabit , ray (all), scorpion (all), sea horse, the most populous ones, but there are some of the forests’ trees, various types of shadow, shark, skeleton, skunk, snake many smaller cultures, such as the adobe- sprites could exist all over the continent in (poisonous), spectre, spider (all), squid, brick builders of the southwest, the whale appropriate locales, and sylphs could ride swanmay, toad (all), urchin, vulture (all), hunters of the northwest, and the farming the winds above the plains or mountains. water weird, weasel, whale (all), wolf, villages of the south. In spite of this varie- Dwarves live in some hilly regions, but wolverine, wraith. ty, there are some similarities between the these are not the gruff bearded folk of Old Vol. 5—GREYHAWK appendix: iguana, cultures’ peoples. World folklore. These dwarves look and vampiric mist, carnivorous plant (all), Appearance: All the People have black or dress like the People, but they are evil camp rat, raven (all), sea snail, turtle (all), brown hair and dark eyes, although a few mist wolf. have lighter brown hair. Their skin color Vol. 6—Kara-Tur appendix: flame spirit, ranges from reddish to bronze or brown. ikiryo, nature spirit. Nearly all the people have distinctive high Vol. 12—FORGOTTEN REALMS appen- cheekbones and aquiline noses. Most are dix: wild cat, carnivorous plant (black lean and muscular, due to constant hard willow), skuz, tempest. work and lean diets. Vol. 14—® appendix: appa- Alignment: The people are strong indi- rition, thunder children. vidualists. While there are laws and mor- Many of these monsters are not Native als to be obeyed, the natives insist on American in origin, but they fit in well personal liberty. Even chiefs are obeyed with their concepts of ghosts and spirits. only as long as they give good advice. In The elemental, spirit, and undead crea- game terms, the majority of the People are tures given in the lists provide variety in neutral. Of course, PCs may be any align- the campaign. The People invariably sim- ment they choose. ply call all of them “spirits” or “ghosts,” Languages: There are innumerable which is confusing to outsiders. languages and dialects among the people. The unique monsters of the Maztica Even natives within a certain culture boxed set exist only in the tropical regions, cannot always speak with each other; the but could be encountered if the PCs go to tribes of the northern plains cannot speak the south. with those of the southern plains. How- Other PC races: Elves seem to be a ever, there is a common language used natural addition to this milieu. Any of the from coast to coast, for trading and negoti- land-based, nonevil races of can inhabit ating: sign language. Through the use of the land’s forests. Sea elves can live in the hand gestures, the People can communi- coastal waters. Gray elves are very rare in cate basic ideas or trade offers. The sign most AD&D campaigns; perhaps they are language relates to their pictography; for more common in this setting. This conti- example, lightning is drawn as a jagged nent could even be their home. Maybe line, and signed by zigzagging the hand. they live high in the western mountains. Sign language is graceful and expressive. It [Editor’s Note: For those readers with is assumed that all PCs of the People know access to DRAGON® Magazine issue #155, two languages, their tribal tongue and sign the article “In the Frost and the Snow” language; other dialects may be learned as detailed the snow elves. This subspecies normal. lives in cold climes, and could reside in Trade: The tribes do not exist in isola- alpine valleys high in the mountains or in tion. Like cultures everywhere, the tribes the cold regions to the north of the lands trade excess items they produce for items displayed on the map that accompanies they cannot obtain themselves. For exam- this article.] There could be tribes of ple, mountain tribes trade the hides of DRAGON 15 bighorn sheep for vegetables from the ing chances for breakage. war. The plains tribes capture and train east. Trading is done at neutral villages, Warfare: While different tactics are used wild horses. This is also when they hold where even blood enemies can meet in by the tribes, depending upon the local their dangerous bison hunts. There are peace. New ideas and inventions spread terrain, there are points in common. All many ceremonies held at tribal gatherings. quickly along the many that criss- take advantage of mobility and maneuver- Autumn is the season of harvesting. cross the continent. The trails are so im- ing in battle. Open warfare on a large Food is gathered, dried, and stored in portant that those who travel on them scale is rare. Most conflict is a matter of underground caches. Before the first with only the intention to trade are not raid and counter-raid. snowfall, the tribes move to their winter bothered by even their enemies. Warfare in the east is dominated by the camps. Demeanor: With friends and family, the dense forests. The tribes there have no Winter forces the People to be less ac- People are boisterous, happy, mischievous, horses, and could not use them easily in tive, although the eastern tribes stay busy and talkative. They enjoy stories, songs, the forests anyway. The warriors fight on trapping small game. The others relax, tell and jokes. However, pride and dignity are foot, using the trees for cover. Melee is a stories, and teach their history to the important qualities. When outsiders are rather disorganized affair, since the trees children. Most of the winter food comes met, the people present the most stoic and break up formations. The tribes are adept from their caches. When spring approach- dignified bearing they can muster; this can at hiding and ambushing foes. Flint es, the people prepare to move, and the change once the strangers are befriended. hatchets are preferred melee weapons, cycle begins anew. Law: The people do not have laws en- once bows have reduced the numbers of graved in stone, but do have a system of the enemy. Religion rules and punishment. Theft is a rare The plains tribes go to war mounted on Rather than create an entirely new crime, since the People have no posses- fast horses. Tactics are dominated by the pantheon, use the Native-American deities sions that cannot be made by many others; level terrain and mounted archers. Bows given in the Legends and Lore volume; a tribesman always can obtain what he are used from horseback at first, but these have been given excellent descrip- needs without stealing it. The only penalty eventually, all the warriors resort to melee tions. The new monsters and spells are for theft is the return of the , or with clubs and hatchets. Battles can also appropriate. The DM can change the something in trade for it. The exception is change direction quickly, as the warriors names of the deities, if desired. when taking something from another are skilled at leaping off of and onto their The people have a great variety of be- tribe; this is not only allowed, it is encour- horses. liefs, with many points in common. They aged. Treachery is punishable by death on War is uncommon in the southwest see the world as filled with spiritual power sight. Many crimes are punished by public desert, since mere survival is so time con- that must be honored. Success can be humiliation, a hard blow to those whose suming. Most conflicts are over water gained only through the favor of the spir- lives are based on personal honor. sources and arable ground. The desert its, so sacrifices are made to them; sacri- Technology: The People are skilled warriors are superb guerilla fighters. fices are things like food or materials, craftsmen, but none have any metal. They They excel at ambushes and have a knack never anything living. Success required an work with native materials only: stone, for concealment. They use the cliffs and offering of thanks, such as part of the bone, wood, and sinew. Even with this mountains in their lands to hit their ene- meat gained from hunting. limitation, the people produce colorful and mies from an unexpected direction, or to Since the Great Spirit made them all, functional items. Their possessions are all hide from stronger foes. The desert tribes animals are brothers to the People. Ani- portable, as the tribes are nomadic. have no horses, and would be hard mals possess abilities that the People can —Weapons and armor: The preferred pressed to feed them if they did. emulate, and they represent several quali- weapons of the people are the short bow, If a warrior has fought bravely, it is no ties. The bison represents life itself, the war club, spear, hand axe, and knife. Bows shame to retreat from a lost battle. If bear is wisdom, the wolf is craftiness in are either simple short bows or composite cornered, warriors fight to the death. This war, and the butterfly is the bringer of short bows. Arrows are tipped with flint is done partly to avoid the shame of cap- dreams. One of the most important is the or bone, and are color coded to identify ture, and partly because of the treatment eagle, who symbolizes courage. the owner and his tribe. Spears range of captives. The People have cruel policies With hardship and danger a constant from the short ones of the eastern tribes toward captured warriors, who are put to part of their lives, the People have many to the lances of the plains’ inhabitants. death in horrible ways. With this fate in small rituals of thanksgiving for survival. Clubs range from the simple cudgel to the mind, it is no wonder that warriors prefer Short prayers are said at dawn and sunset, spiked, ball-headed war club and sling a clean death in battle. before battles, and before hunting. Suc- club. The latter has a stone in a flexible Outsiders often use the terms “warrior” cess in war or hunting is followed by a leather strap, operating much like a flail. and “brave” as if they are the same. Actu- prayer of thanks. Knives are carried by everyone, mainly as ally, a brave is a man who has not yet Death is a mystery to the People. While tools. In game terms, only the following killed an enemy, while a warrior has made they have the concept of an afterlife and weapons are available to the people: bow at least one kill. heaven, it is abstract. When one of the (short, short composite), flight arrow, People dies, her spirit usually rises to a club, horseman’s flail (sling club), morning The year plane to reside in eternal happiness. This star (war club), hand axe, knife, light The people have a pattern of life dic- heaven is a wilderness where the spirits horse lance, sling and stone, spear. tated by the seasons. The People must will hunt, fight enemies, and feast for There are no class restriction on weap- store up food in the spring and summer to eternity. It is a mixture of Valhalla and the ons; any class can use any native weapon. survive the winter. Happy Hunting Grounds (see the Manual Thus, clerics can use knives, and mages Spring is the season of preparation. of the Planes). The DM either can create a can use spears. Armor is limited to the Weapons are repaired or made. Hides are special for the people’s reli- shield. Body armor is not worn, since treated and prepared for processing into gion, or modify a layer of the Happy Hunt- mobility is preferred over weight. Shields clothes and shelter. Soon, the tribes move ing Grounds. are usually painted with many symbols. from winter camps to summer camps. The A spirit will rise to the heavens only if They are round wooden frames covered farming tribes plant their seeds as soon as the corpse is given a proper burial by his with smoked hide; bison is preferred. the frosts are gone. Little hunting is done, fellow tribesmen. A man who was scalped, Note: DMs who want detailed informa- but the women do much foraging. strangled, or not given the proper burial tion on nonmetal weapons should check Summer is the season of ceremonies and has a 10% chance to arise as a type of out the DARK SUN boxed set, which has hunting. The women tend gardens and undead spirit; roll 1d6 to see what he rules for stone and bone weapons, includ- forage, and the men go to the hunt or to becomes: 1-3 shadow; 4 wraith; 5 ghost; 6 16 MAY 1994 spectre. The undead will prey upon its the world. Chiefs are elected, not born. Most tribes former tribesmen. This rarely happens, Still, women have an unexciting role in a have a head chief and lesser camp chiefs but when it does, the tribe must muster all gaming sense. This can be dealt with in in charge of the villages. The chiefs meet its clerics and magical weapons to combat two ways. First, the PCs can all be male. in counsel to discuss matters of impor- the creature. Second, and better, the above customs are tance, such as when to move camps and Note: This is a greatly simplified version loosely kept in place, but exceptional wom- when to make war. In times of war, tempo- of Native-American religions. Their true en can become adventurers. In general, if rary war chiefs are chosen to lead the war faiths are much more complex. The DM is a player wants to run a female PC, there parties. encouraged to read further on his own for should be no obstacles. To be elected, a camp chief must be a true understanding of this subject. known for charity and courage. Giving to The tribe those in need is the highest virtue. A war- Women The word “tribe” is used casually when rior may become a war chief through Outsiders describe the People as a male- dealing with the People, and is not always extraordinary deeds of bravery. A PC dominated culture. Appearances seem to clear. In general, a tribe is a group of warrior may become a war chief, if he is support this conclusion, since women are people who are allied by a common cul- of a higher level than any other warrior in seen doing all the planting, foraging, etc. ture and language. Tribes are often splin- his tribe. However, camp chiefs cannot be But this is not a matter of male dominance; tered into smaller groups, and these war chiefs. it is a loose agreement for division of groups are divided into numerous camps Above all, a chief must be successful. labor. It is true that women do all the and villages. Only by dispersal can the Those who fail are either forced into “domestic” work, but they also produce People get enough to eat. Only in times of retirement or killed. Thus, dictators are the clothing, tack, and other items needed great crisis or festival does the entire tribe rare among the People. A few evil sha- for daily life. They prepare meat and gather in one place. Like all cultures, the mans and mystery men have maneuvered meals, forage for berries and roots, and People have wars and feuds between their way to camp-chief status, and proved collect wood and water. In turn, men are different tribes. In addition, there are to be the worst leaders; but fear of their expected to hunt and defend their camp, often internal feuds within a tribe, al- magic keeps them in power for life. On the families, and tribe. Women refuse offers though rarely within a village. other hand, spell-casters are sometimes from men to help with their work; they great war chiefs, since war strategy can be are not drudges. They take part in dance Government used by anyone. (A historical example is ceremonies, sit on counsels, give advice, No culture can survive without leader- , who was a holy man not a and berate their men in public, if de- ship, and the People are no exception. chief.) served. If necessary, women fight to pro- Unlike most medieval cultures, the chiefs While the chief counsel works well for tect their children. Women are respected of the People are not a hereditary line. the people, it discourages the development for their crafts, advice, labor, and the The chiefs have little authority, compared of large nations. Long distances prevent reasons that men value women all over to feudal kings or oriental emperors. frequent meetings. Tribes with boats or horses have the largest nations, since they dwellings. The woodlands’ tribes build out by the natives. Some of the invaders allow for rapid travel. bark-covered lodges over a frame of happened to have been mounted, and woven branches. The plains tribes build these horses escaped to run wild on the Names tepees, a hide cover over a framework of plains. In any case, the plains tribes have Each of the People may have several four main poles and 11 smaller poles. The been mounted for a few hundred years, names in his lifetime. While women usu- desert tribes build small wickiups, a brush and it has drastically changed their lives. ally have only one name (one exception covering over a frame of branches. All Horses are now vital to their way of life. could be female PCs), men have one name tribes prefer to base villages at sites where Since they require large ranges of grass, as a child, and another as an adult. Names there is plentiful water and shelter from horses live only on the plains. None are are usually based on nature, animals, or the wind. Scouts must be able to see ene- found on the desert or in the forests, and some feature of the person. Historical mies approaching in time to give a warn- none have passed into the tropics; horses examples include Red Cloud, Spotted Ea- ing. Farming tribes need to have arable fare badly in tropical regions, due to dis- gle, Touch the Clouds (a very tall man), land, while the desert tribes like to be ease and poor fodder. Those horses that and Standing Bear. Chiefs who retire take near stands of mescal, a plant that pro- do wander into the forests and deserts are a third name. Men who turn traitor or are vides much of their forage. usually eaten by the natives, who can’t disgraced are called a different name than really care for horses, and don’t have the their given adult name. The horse concept of riding them anyway. Horses evolved in America, but died out The horses of the plains are small (aver- Clothing in prehistoric times. Europeans re- aging 14 hands and 700 lbs.), but amaz- The people wear clothing that is both introduced them, and some soon escaped ingly hardy. It survives on grazing alone, colorful and functional. Men in the hotter to go wild on the plains. The Native Ameri- requiring no grain. They come in a variety lands may wear only a breechcloth and cans quickly learned to ride them and of colors: pinto, piebald, appaloosa, gray, moccasins, while those in the north wear became some of the finest horsemen in white, and many mixed colors. The head heavy furs. Much of their clothing is the world. Obviously, this line of history looks overlarge for the body. The People’s fringed, to help shed water. Women wear doesn’t work for a fantasy America, since horses are very calm animals, able to long dresses and leggings. it is assumed that the European cultures gallop into war or among stampeding In addition to being functional, clothing have not established colonies here yet; the bison. In many ways, a warrior’s favorite can be very decorative. Fringes, tassels, continent still belongs to the People. It can horse is also his best friend. beads, and painted quills are used as deco- be assumed that horses never died out rations. Everyday clothing is less decora- here, and the plains tribes learned to ride The bison tive, as the decorations wear out quickly. them. Or, the horses can be brought in by This wild relative of the cow is an impor- outsiders; assume that an expedition from tant source of food and leather to many of Shelter an European or Oriental civilization came the people. To the plains tribes, it is liter- The People use native materials to create to the People’s continent, and was wiped ally the source of life. The bison is regard- ed as tangible proof of the favor of the maximize its power. However, this re- cast spells are also regarded with some spirits who created the world. quired riding among the running bison, awe. Priests are not common, but one or Bison have shaggy coats and small curved where a single misstep or fall leads to two are found in every village. Mages are horns. There are three races: the large instant death under bison hooves. A horse the rarest class, found only in the largest wood bison of the east and north, the small trained for the chase or war is the war- villages. Thieves also are rare, but one or mountain bison of the western mountains, rior’s most useful mount. two live in every village, serving as scouts and the numerous plains bison. Bulls may The products garnered from the bison and spies rather than burglars. None of stand six feet at the shoulder and weigh such varied items as meat, clothing and the unique classes from the DARK SUN, over a ton. Two distinguishing features are shields from the skins, cups or spoons DRAGONLANCE, Kara-Tur, or AL-QADIM® the hump on the shoulders and the bulls from horns, bow strings and thread from settings are present. The unique classes “beard." Most are dark tawny brown to the sinews, and fuel for their fires from from the Maztica boxed set are found only black, but others are blue, gray, yellow, or the dung. in the Aztec lands in the tropics. Note that mouse. Rarest of all is the white bison, a In addition to food and possessions, the none of the men are 0-level characters sacred animal. bison is a source of religious inspiration to among the People, all are 1st-level war- Bison are usually calm animals, except the plains tribes. The bison skull is used in riors, at least. Most women and children for bulls in rut. Calves are born in the many ceremonies and prayers; some are are 0-level, except for a few exceptional spring and mature in six years. Bison are enchanted to hold great powers. women. Kits from the CBH are available to constant grazers, moving as grass is de- races from that book, if such are used pleted in one area to another where it has Characters with this setting. recovered. Bison can be panicked by The People’s culture does not allow Proficiencies: For the full flavor of a hunters or thunder, causing them to stam- certain classes. The paladin, with his un- Native-American campaign, the DM should pede. Nothing is more feared than to be in bending devotion to law, fits in poorly have a copy of the Wilderness Survival the path of hundreds of running bison. with the independent People, and does not Guide (WSG); after all, the whole continent Bison are difficult to hunt on the plains, exist here. Psionicists are ill-suited for this is wilderness. Many of the proficiencies due to the level terrain and vast areas to setting. Bards are strongly Celtic in nature, given in the Player’s Handbook (PH) are run away in. The easiest way to hunt is to and unfit for a fantasy America. The role inappropriate for this culture, due to bog them down in snow drifts, but this is of druids is filled in this setting by the culture or technology. All proficiencies limited to winter months. The tribes also Shaman priest kit detailed below. dealing with metal, reading/writing, gems, may run the bison over cliffs or corner The most common class by far is the or advanced sciences are absent. Wilder- them in box canyons. fighter, which exists in every tribe; the ness proficiencies are not only allowed, The most dangerous hunt is the chase goal of nearly every man is to be a war- they are vital. on horseback. The chase requires brave rior. Rangers also are common, and are All characters of the People, regardless men and trained horses. The bow is used appreciated for their tracking and hunting of class, have the following proficiencies at short range (ideally one bow length) to prowess. Those high enough in level to when created. Those marked with an asterisk are found in the WSG: direction Weapon proficiencies are given and Eastern woodland warrior sense, fire building, weather sense, animal gained as per normal, and only fighters Description: The eastern forests are lore, endurance, hunting, running, track- may specialize and with only one weapon. ruled by nations of nomadic tribes. This is ing, alertness*, plant lore.* Note again that there are no class restric- the most populous region on the conti- Other proficiencies are given to begin- tions on weapons; a PC of any class may nent. The warriors are superb woodsmen ning characters of all classes of a particu- use any native weapon. who use the tree cover to great advantage lar culture: In all villages, there are those who know in battle. Like all the People, these war- Eastern Woodlands: boating (canoes)*, the following craft proficiencies. PCs also riors place high value on pride and dignity. swimming, fishing. may learn these if they wish: leatherwork- The warriors are soldiers, hunters, hus- Great plains: animal training (horse), ing, weaving, bowyer/fletcher, weapons- bands, and fathers. land-based riding (horse), survival (plains). mithing (but remember, no metal). Role: Warriors are the providers for the Southwest desert: mountaineering, Equipment: The People do not have a tribes. They bring in game, plunder other survival (desert). system of money, so new characters do villages, and protect their own camps. Mage and priest characters also begin not have starting currency. New charac- They strive to be brave and honorable, with the following proficiencies: dancing ters can have any normal items desired, so and to keep the respect of peers. (ceremonial), singing (ceremonial), ancient long as it is found in their culture. The PC Special benefits: Woodland warriors history (oral), healing, herbalism, local is assumed to have had years to make or have the same combat bonuses as elves history (oral), religion. trade for any needed items. So long as when fighting in the forests. As such, they Thief characters start out also with the they are in good standing with their tribe, have a -4 bonus to surprise enemies. animal noise proficiency from the Com- PCs will be given the items they need; the They also are able to move their full move- plete Thief’s Handbook (CTH). People provide for their needy. PCs can ment rate and fire a bow once (one arrow) Due to the many nonweapon proficien- make much of what they need, with the in one round. cies that PCs start out with at 1st level, proper proficiencies. PCs of the plains Special hindrances: Woodland war- they receive no nonweapon proficiencies start out with one horse and tack; it is riors have no real hindrances. However, at this time. However, they will gain slots customary to give a child a horse to care they have no knowledge of survival on the at higher levels as per normal (PH, p. 50). for and learn to ride. plains or deserts, and are at a disadvan- The following proficiencies can be bought The following items are available to all tage in those lands. by PCs, as they earn enough slots to buy cultures and all PCs: leggings, sheath, them: artistic ability (pictographs), fishing, shirt, vest, moccasins, backpack, belt Great plains warrior land based riding (horse), gaming, rope pouch, bucket, quiver, blanket, , Description: The life of the plains use, swimming, blind fighting, jumping, awl, torch, waterskin, dog, shield. warrior revolves around the horse and the survival, animal noise, set snares, foraging. A few items are available only to PCs of bison. The warrior’s only wealth is the Note that some of these are given to par- certain cultures. The eastern woodland number of horses he owns. He revels in ticular cultures automatically. tribes have dugout canoes and the short combat, not necessarily to the death, but bow. The plains tribes have horses, tack, to gain glory, honor, and respect. and composite short bows. The desert Role: The plains warrior is a brave and tribes have short composite bows also. dignified horseman. His life is punctuated Magic: While mages and priests cast by swift raids, dangerous bison hunts, and spells as per the normal rules, there are harsh winters. Defenders, hunters, and limits to the spells available to them. Any raiders, the warrior is the base of every spells affecting metal, jewels, or other tribe. items foreign to their culture are prohib- Special benefits: The plains warrior is ited. Spells that don’t affect these items, an excellent mounted archer. He is able to but have material components that are not fire a bow from a moving horse at the full available in this culture, are allowed; sim- rate of fire (two shots per round) with no ply change the material component to a penalties to hit. native material. Special hindrances: Plains warriors are at a disadvantage when in the eastern Kits forests or southern deserts, since their The Character Handbook series intro- horses are hard to feed and less useful in duced the idea of kits, a special back- battle. ground for the basic classes which gives certain benefits, penalties, and goals. Five Southwest desert warrior kits for PCs of the People are presented Description: The desert tribes always here, along with suggestions for using are on the verge of famine. This causes existing kits from the Handbooks. Note them to be fiercely protective of their that proficiencies and equipment have sparse resources. Simple survival is a daily been discussed earlier, and are not repeat- struggle. ed here. There are no wealth options (no Role: The desert warrior is a master of money), and all the People are human ambush and concealment. Honor is less (unless the DM decides otherwise). None important than winning and surviving. of these kits can be abandoned. The only Trickery, ambush, and massacre are ac- requirements are those for the basic class ceptable. Warriors have detailed knowl- (fighter, mage, etc.). edge of every source of water in their territory, and can live off the land. They Fighters have great endurance, and can jog for If desired, warriors of the People can be hours at a time. of the savage kit from the Complete Fight- Special benefits: Desert warriors er’s Handbook (CFH), or the beast-rider kit excel at concealment. In one full round, for plains tribes. Three new kits, one from the PC can conceal himself in his native each culture, are presented here. terrain so completely, he has a -4 bonus to surprise enemies. Of course, this 20 MAY 1994 doesn’t work if the PC is observed in the priest kit from the Complete Priest’s Hand- Role: The shaman is a unique man in process. book (CPH) may be used, or the special kit his village, as there is rarely more than Special hindrances: Desert warriors presented below. one per town. People look to him to bring are brutal to captured enemies, and are good luck by speaking to the spirits on hated and feared by outsiders. When away Shaman their behalf. He is an interpreter of omens, from their own lands, they suffer a -3 Description: The shaman is a priest of an advisor, healer, ceremony leader, and reaction-roll adjustment from outsiders. nature. He is closely attuned to the spirits historian. A shaman is not dedicated to of the wilderness. His powers are used to one deity, but appeals to them all. Priests intercede on behalf of his tribe, to keep The shaman can cast spells from these The priests of the People are highly them healthy and fed. He is a connection spheres: Major access to all, animal, ele- respected by all their tribe. The savage between the deities and men. mental, healing, plant, protection, sun, weather; Minor access to charm, combat, the others. He is sought out as the source Role: The tribal scout is a brave man divination, necromantic, summoning. of amulets, bundles, and potions. They not who lives on the edge of his tribal territo- Special benefits: At higher levels, the only deal with the unusual, mystery men ry. His job is to find and report any ene- shaman is able to enchant magical items look unusual in some way; odd colored mies or other dangers to his village. Skilled (see below). He has a good knowledge of skin or hair, strange dress, etc. It is this in survival and woodlore, the scout is a celestial cycles, and can predict the ap- uniqueness that allows them to take up rugged individualist. In war, the scout pearances of comets and eclipses. In times magic; in the minds of the People, power rides ahead of the war party to spy out of hardship, the shaman can summon is found in the unusual. ambushes. game animals (bison, wapiti, etc.). He can Special benefits: The mystery man Special benefits: The thief’s find traps summon 5HD of animals for each of his will always be provided food and water; skill is replaced by a new skill, detect levels. The animals will move within one he is not expected to hunt. He is able to ambush. The percentages are the same. mile of the village, but they must be hunt- create some magical items at higher levels This skill allows the scout to see an am- ed in normal ways. (see below). bush prepared by an enemy; the DM Special hindrances: Shamans have no Special hindrances: Mystery men should roll this secretly. If successful, the special hindrances. cannot be specialized mages. scout has found each body of warriors taking part in the ambush. Beginning Mages Thieves scouts do not have the limit of 30 points Wizards are rare among the People. It The classic AD&D thief does not exist per skill. At higher levels, scouts do not takes a lot of mental skill to learn magic among the People. With no system of have the limit of 15 points per skill that without the aid of spellbooks. As for kits, money, no houses, no chests, and nothing can be added per level. the savage wizard from the Complete that can’t be made at home, there is no Special hindrances: Scouts do not Wizard’s Handbook (CWH) can be used, or need for burglars. However, there is a have these skills: pick pockets, open locks, the special kit given below. need for another type of thief, the tribal find/remove traps, read languages. scout, who is a spy and observer. This kit, Mystery man described below, is similar to but not the Magical items Description: The mystery man is so same as the Scout kit in the Complete Magical items of the People are made by called because he deals with mysterious Thief’s Handbook. shamans and mystery men in ceremonies. powers. Clerical magic is understood since Some items are found only in certain it comes from the deities, but wizardly Tribal scout cultures (EW = eastern woodlands, magic is feared. The mystery man is an Description: The scout is a loner, GP = great plains, SD = southwest desert). advisor and source of power. continually spying on his tribe’s enemies. Role: The mystery man is a shadowy His skills are tilted toward stealth and Permanent items figure in his village, somewhat feared by observation. These are magical items that have a permanent enchantment, and can be used by anyone of the proper class who pos- sesses them. However, all these items will function only in the hands of the People; a person of any other culture will find these items to be inert.

Snake belt This item is made from the skin of a rattlesnake and enchanted by a mage of at least 15th level. The bearer may change himself into a giant rattlesnake (giant poisonous snake, MC1) once per day, for up to one hour.

Calling stone These are magical stones that call game animals. They were once just rocks that were naturally formed into the shape of an animal (deer, bison, etc.). When en- chanted by a shaman of at least 15th level, the rock can be used to summon 1-6 ani- mals of the type that the rock resembles; they will move to within one mile of the PC's village. The animals must still be hunted in normal ways. The stone is usable once per week. Medicine fire (EW) This is a medallion-like object of feathers and beads sculpted into the shape of flames. It is an item made by shamans of at least 20th level. In the hands of a sha- man, the medallion grants the following powers: protection as per ring of fire resistance; burning hands (2/day, same level as bearer); fire shield (1/day); flame strike (1/day).

22 MAY 1994 Tribal lance (GP) become nonmagical upon the owner’s Pronghorn cap (SD) These are ancient lances that belong to death. Personal magical items are created This magical headdress is made from the the plains tribes, one per tribe. In the by spell-casters of at least 15th level. If the scalp of a pronghorn antelope, horns and hands of a warrior of the tribe who owns owner ever turns traitor, or uses the item all. Once per day, the owner may move at it, the lance does damage as a heavy horse against his own tribe, the spell-caster may a speed of 24, for up to one hour. lance +3, but is as light and handy as a call for the item’s return. The item will spear. Any opponent who faces the wield- vanish from the owner, and is lost to him Medicine shield er of the lance must save vs. spells or be forever. This light round shield is made of hide stricken with a special type of fear; the stretched over a wooden frame, and paint- character will be unable to attack the Horn bonnet (GP) ed with many symbols. It gives no AC lance bearer in any way, and cannot even This headdress is made from the scalp of bonus beyond the normal bonus, but the bear to look at him. This does not affect a bison. It is decorated with feathers and bearer has the benefit of a protection the character’s ability to fight other quills. Once per day, the bonnet will give from normal missiles spell. opponents. its owner strength of 18/00, for one hour. War shirt Pipe tomahawk War bonnet (GP) This is a vestlike garment that grants This hand axe has a hollow handle and a This magnificent headdress is a head magical protection to a warrior. The shirt tobacco bowl opposite the axe head. Odd- band of feathers, with two long trailers of grants a base armor class of 1-6 (roll ran- ly, it is an item of both war and peace. The eagle feathers to the sides. The bonnet domly) and immunity to all types of fear, pipe is used at council meetings, and its gives its bearer very sharp vision and magical or otherwise. powers depend on whether war or peace hearing, meaning he is surprised only on a is the issue. In peace councils, the pipe is 1 in 10, when the bonnet is worn. Adventures passed from person to person in the circle The information given in this article is around the fire. All who smoke from the Medicine bow sufficient to start a campaign set among pipe fall under its spell, from which there This is either a short bow or short com- the People, or to use the continent as an is no save. Those who smoke must tell the posite bow. In addition to being a bow +1, expansion area for an existing campaign. absolute truth so long as the council lasts; it has no penalties for medium or long The continent is also a natural expansion no lies, evasions, or omissions are possible. ranges. area for the Maztica boxed set. The pipe cannot force peace, but it creates An adventuring group of the People have an atmosphere of honesty for discussion. Sacred bundles far different goals than their counterparts In war councils, the pipe bestows a bonus These items are described in the Leg- across the ocean. There is no gold to col- on every chief who smokes it. The chief is ends & Lore tome. lect, and magical items must be earned immune to all types of fear, and all war- from the tribe by brave deeds, not plun- riors within 100 yards need not make morale checks. The pipe is made by a shaman of at least 20th level.

Bison skull totem (GP) This very rare item is made from the skull of an albino bull bison, by a shaman of at least 20th level. The skull is covered with mystical symbols. The totem may be either wielded in the bearer’s hands, or hung on a pole in the village. When hung on a pole, all villagers within one mile of it receive these benefits: +1 on all saving throws and protection from evil spell. In the hands of a spell-caster, the bearer receives these benefits: +2 on all saving throws, immunity to fear, protection from fear 10’ radius, protection from normal missiles. The totem has several greater powers, usable once per day each, which are in- voked by holding the skull over his head and chanting the command phrase: fear (as wand of fear), insect plague, flame strike, sunray If the skull is in danger of being cap- tured by an enemy, it can teleport itself to the nearest friendly shaman of the same tribe. In DRAGON issue #189, the “Bazaar of the Bizarre” featured a collection of magical items for the Savage kits detailed in the Complete Handbook series. These items, like those kits, can be used with this setting.

Personal items These items function only in the hands of the specific person they were made for. They are inert in anyone else’s hands, and dered from enemies. Mere survival plays a continent come to the People’s lands. The there are no other supplements on these much larger role; there are no farmers invaders could be from the Old World, the cultures available. providing food for all, and no inns to buy Orient, or even Maztica. Invasion too can There are literally hundreds of books food and provide shelter. PCs will have to come from the depths of the earth, as the available on Native-American cultures, hunt for their own food, and for their races of the find tunnels to the from the Inuit people of Canada to the village. A warrior’s first priority is to keep continent. The People suddenly could find natives of Patagonia. Any large bookstore his people safe and fed; not an easy task in themselves facing , , duergar, or has a section for Native-American studies, a world of wilderness. Warfare is never far worse. as do most public libraries. The bibliogra- away, as enemy raids could happen at any phy below gives some of the better books time. Raiding predators or monsters are Conclusion on the three cultures discussed in this constant dangers. Again, I’d like to point out that this arti- article. Read, learn, play and enjoy! A PC’s goal is honor and glory, not cle presents a very simplified look at wealth. Prowess in battle is a valued trait. Native-American cultures. The DM is Bibliography Most adventures involve threats to the encouraged to read on her own to learn Mystic Warriors of the Plains, Thomas E. home village, in the form of famine, more. The rules given here are not histori- Mails, 1972. drought, kidnapings, or enemy raiders. cally appropriate for all cultures, but a American Indian Warrior Chiefs, Jason The PCs will often be called upon to solve good cross-section has been given to make Hook, 1989. problems. a cohesive set of rules. North American Indian Mvthology, Cottie In time, the PCs likely will wish to ex- TSR has two supplements that discuss Burland, 1965. plore the continent. The first step is to Native Americans in game terms. The first The Indians’ Secret World, Robert Hof- travel to the lands of another culture, is GAZ14; The Atruaghin Clans. This sinde, 1955. which requires some adjustments. A D&D® product has several new spells that Indian Lore, Wendell E. Lamb and La- plainsman will find his horse less useful in are excellent for the culture, and can be wrence W. Schultz, 1964. the dense forests of the east, while a converted to the AD&D game easily. The Shawnee! J. H. Howard, 1981. woodsman will find the desert a terrible information inside is fairly good, although Life Among the , J. C. Cremony, place. It is possible to explore even further there are some quirks. (The plains tribes 1868. afield; the tundra, the tropics, or the equa- disdain to use bows!) FR14 The Great tor. It is possible to run a typical Glacier presents AD&D rules that excel- “dungeon” adventure; assume the ruins lently describe an Eskimo culture for the are the remains of an Aztec-like culture, FORGOTTEN REALMS setting. Both or even a prehuman culture. products are a little odd in that they place The ultimate adventure is the clash of a Native-American culture in the middle of cultures, as expeditions from beyond the a Europe-like continent. At the moment,

24 MAY 1994

Re-aligning the druid’s spell repertoire

by Jon Pickens

Artwork by Paul Jaquays

The case for change access to 12 spheres (All, Astral, Charm, One effect of the 2nd Edition game’s cler- Combat, Creation, Divination, Guardian, ical spell-sphere lists is that some spells Healing, Necromancy, Protection, Summon- central to the play of a cleric have become ing, and Sun), plus minor access to the Ele- much less available. For example, the good/ mental sphere. evil split has always been a core concept of Since major access to 12 spheres out of a the cleric class. In the Complete Priest’s total of 16 is a lot, reducing this number is Handbook, fewer than half of the sample desirable. The 12-sphere access really priesthoods even have access to the light looks excessive once you start spinning off spell, including some obviously good- specialty priests with major access from aligned ones (such as Guardian, Good, Jus- just three to six spheres. We’ll keep this in tice, Peace, and Redemption priesthoods). mind as we work through the spell lists Likewise, some evil-aligned priesthoods (eliminating the Astral sphere, and getting should have darkness, the reverse of light ready to retire Summoning to specialty- (notably the Disease and Evil samples). priest status). A second problem is that some spells, The spheres available to the druid in 2nd once the sole province of the druid, have Edition are All, Animal, Elemental, Healing, become available to most clerics. This has Plant, Weather, plus minor access to Divi- erased a certain amount of flavor from the nation. Not only does this net us a few druid character. In particular, spells like spells druids shouldn’t have, but we have heat metal, protection from fire, and pro- lost cure disease, dispel magic, remove tection from lightning, all once druid spe- curse, and sunray. cialties, have gone into almost every cleric’s Using the current sphere lists as a start- grab-bag. ing point, it should be possible to duplicate Third, by lumping all Protection spells the balance and feel of the original druid. into a single sphere, a priest either has all This article features a combined chart that such spells, or none. This grouping of puts everything together. spells by function limits the DM’s freedom to imbue her own special priests with dif- A matter of principle erent, yet equivalent, abilities. One thing to watch for in this process is Finally, certain oddities have crept in. For the idea of the “specialty” spell. In other example, reflecting pool and magic font do words, instead of placing a spell like re- almost exactly the same thing. flecting pool into the Divination sphere What can be done? The 2nd Edition simply because it is a divination, we re- game is far and away superior to the pre- spect the higher principle of clerical spe- vious edition, not to mention much more cialization. accepted and widespread among the play- In this case, reflecting pool is taken off ers. However, the following changes to the the Divination list, and added to the Weath- spell lists can return to the druid much of er list. At one stroke, this eliminates the the flavor that was lost. oddity of having two spells that do virtu- ally the same thing at two different spell What’s in a class? levels in the same sphere. The AD&D 2nd Edition game’s Player’s Furthermore, by limiting clerical access Handbook states that a standard cleric has to the Elemental spheres to Earth and Water (no access to Air or Fire), we can eliminate many of the druid’s specialty Revised Clerical Sphere List spells from the cleric’s list. All (C,D) Creation (c) Bless (1st) Light (1st) All for all Combine (1st) Magical Stone (1st) First, we must make sure that all clerics Detect Magic (1st) Aid (2nd) can do their jobs; that is, perform their Purify Food & Drink (1st) Continual Light (3rd) basic class functions of protection and Chant (2nd) Create Food & Water (3rd) support. The most obvious way to do this Dispel Magic (3rd) Negative Plane Protection (3rd) is to expand the All sphere. Remove Curse (3rd) Sticks to Snakes (4th) Move detect good/evil from this list to Glyph of Warding (3rd) Raise Dead (5th) both the Divination and Guardian lists. Tongues (4th) Animate Object Replace this spell with detect magic, which Atonement (5th) Blade Barrier (6th) all priests should have access to, be they Commune (5th) Heroes Feast (6th) cleric, druid, shaman, etc. Planeshift (5th) Chariot of Sustarre (7th) Expand the revised All sphere to include Quest (5th) Restoration (7th) the following spells: chant, dispel magic, True Seeing (5th) Holy Word (7th) remove curse, glyph of warding, tongues, Speak With Monsters (6th) commune, planeshift, quest, true seeing, Astral Spell (7th) Divination (c) speak with monsters, astral spell, gate, Gate (7th) Detect Evil (1st) symbol. Symbol (7th) Detect Poison (1st) The reason for the addition of dispel Augury (2nd) magic, remove curse, tongues, commune, Animal (D) Detect Charm (2nd) and quest is that they are basic class func- Animal Friendship (1st) Find Traps (2nd) tions for the cleric. Planeshift and the Charm Person or Mammal (1st) Speak with Animals (2nd) astral spell are added here to balance high- Detect Snares & Pits (1st) Locate Object (3rd) level mage spells and to avoid the oddity of Invisibility to Animals (1st) Speak with Dead (3rd) a two-spell sphere with no possible minor Locate Animals or Plants (1st) Detect Lie (4th) access. Gate and symbol match high-level Messenger (2nd) Divination (4th) mage abilities, and they are part of the Snake Charm (2nd) Magic Font (5th) balance between the classes. True seeing is Speak with Animals (2nd) Find the Path (6th) also a necessary counter to the class ability Hold Animal (3rd) Stone Tell (6th) of the mage to employ invisibility and Summon Insects (3rd) other illusion spells. Glyph of warding is Animal Summoning I (4th) Elemental strictly a judgment call; it reasonably could Call Woodland Beings (4th) Air (D) be placed here, or in the Guardian or Giant Insect (4th) Faerie Fire (1st) Protection spheres. I suggest putting it Repel Insects (4th) Dust Devil (2nd) here, as the spell can be endlessly mutated Animal Growth (5th) Call Lightning (3rd) to adapt it to nearly any cleric variation Animal Summoning II (5th) Air Walk (5th) that the DM desires. Speak with monsters Commune with Nature (5th) Control Winds (5th) should be on this list also. The ability to Animal Summoning III (6th) Chariot of Sustarre (6th) communicate where others cannot is a key Anti-Animal Shell (6th) Wind Walk (7th) class ability. Chant should be here be- Creeping Doom (7th) cause, in 1st Edition game, this spell was Reincarnate (7th) Earth (C,D) one of the few allowed to the nonhuman Dust Devil (2nd) shamans. Primitive cultures should not Charm (c) Meld into Stone (3rd) have as effective a selection of clerical Command (1st) Stone Shape (3rd) combat spells as more advanced cultures, Sanctuary (1st) Spike Stones (5th) and chant gives them a basic spell without Detect Charm (2nd) Transmute Rock to Mud (5th) giving them access to the whole range of Enthrall (2nd) Stone Tell (6th) combat spells. (Also, chant is appropriate Snake Charm (2nd) Transmute Water to Dust (6th) for some situations involving the more Hold Person (2nd) Animate Rock (7th) barbaric cultures, such as a trigger for the Sticks to Snakes (4th) Conjure Earth Elemental (7th) appearance of nasty DM specials, for Free Action (4th) Earthquake (7th) example.) Imbue with Spell Ability (4th) Transmute Metal to Wood (7th) Dispel Evil (5th) Party animals Confusion (7th) Fire (D) Moving to the Animal sphere, add com- Exaction (7th) Fire Trap (2nd) mune with nature from the Divination Flame Blade (2nd) sphere. An Animal sphere cleric should Combat (c) Heat Metal (2nd) have access to this, while a standard cleric Command (1st) Produce Flame (2nd) should not. Likewise, add detect snares & Magical Stone (1st) Flame Walk pits from the same sphere for the same Remove Fear (1st) Protection from Fire (3rd) reason. Add reincarnate to this list from Aid (2nd) Pyrotechnics (3rd) the Necromantic sphere. This spell is the Spiritual Hammer (2nd) Produce Fire (4th) druid’s equivalent of the raise dead spell, Prayer (3rd) Wall of Fire (5th) so it should be where the druid specialty Cloak of Bravery (4th) Conjure Fire Elemental (6th) priest can get at it—and where, in turn, Flame Strike (5th) Fire Seeds (6th) the druid can’t get the raise dead spell. Heroes-Feast (6th) Chariot of Sustarre (6th) Word of Recall (6th) Fire Storm (7th) Astral blues Holy Word (7th) Sunray (7th) As stated above, we can get rid of the 28 MAY 1994 small Astral sphere. It is true that in the Tome of Magic book, one low-level spell was added, detect ethereal/astral being. We’ll make this spell a specialty divination Water (C,D) Hallucinatory Forest (4th) in the Summoning sphere. The reason? Create Water (1st) Hold Plant (4th) This spell is esoteric enough that a general Water Breathing (3rd) Plant Door (4th) cleric probably wouldn’t have it (so we Water Walk (3rd) Speak with Plants (4th) don’t put it in Divination). On the other Lower Water (4th) Sticks to Snakes (4th) hand, it is exactly the type of spell that a Reflecting Pool (4th) Anti-Plant Shell (5th) Summoning specialist is likely to have. Part Water (6th) Commune with Nature (5th) Transmute Water to Dust (6th) Pass Plant (5th) Charmed, I’m sure Liveoak (6th) The revised Charm sphere contains Guardian (c) Transport via Plants (6th) spells that emphasize the qualities of sub- Detect Evil (1st) Turn Wood (6th) tlety and finesse. We’ve moved quest to Light (1st) Wall of Thorns (6th) the All sphere, so we don’t need it here. Protection from Evil (1st) Changestaff (7th) Add sanctuary to this list. This can be a Remove Fear (1st) considered a mind-effecting spell in that the Continual Light (3rd) Protection (c) cleric is altering the perceptions of the Abjure (4th) Endure Cold/Endure Heat (1st) subject. This is close enough to a charm Cloak of Bravery (4th) Protection from Evil (1st) function to be included here. Add detect Protection from Evil, 10’ radius (4th) Sanctuary (1st) charm in case some variant cleric is given Dispel Evil (5th) Silence 15’ rad. (2nd) access to Charm, but not Divination. Add Blade Barrier (6th) Resist Fire/Cold (2nd) snake charm. This spell always was availa- Forbiddance (6th) Withdraw (2nd) ble to the 1st Edition cleric, and was never Holy Word (7th) Magical Vestment (3rd) available to the 1st Edition druid. It makes Negative Plane Protection (3rd) sense that it be on a list to which clerics Healing (C,D) Remove Paralysis (3rd) have access. Add sticks to snakes. This is a Cure Light Wounds (1st) Water Breathing (3rd) stretch, but snakes and charming are con- Cure Blindness or Deafness (2nd) Protection from Evil, 10’ radius (4th) nected in the popular imagination, so we Slow Poison (2nd) Spell Immunity (4th) needn’t be too uncomfortable about includ- Cure Disease (3rd) Anti-Plant Shell (5th) ing it here. It also provides a reasonable Cure Serious Wounds (4th) Anti-Animal Shell (6th) follow-up to the snake charm spell. Add Neutralize Poison (4th) dispel evil since this is automatically suc- Cure Critical Wounds (5th) Summoning (S) cessful at breaking evil charms and en- Dispel Evil (5th) Protection from Evil (1st) chantments. A cleric specializing in charm Heal (6th) Dust Devil (2nd) magic should have access to this. Delete Regenerate (7th) Messenger (2nd) both remove fear and cloak of bravery. Detect Charm (2nd) Fear effects are not quite the same as Necromantic (c) Wyvern Watch (2nd) charm effects, and these are better off as Invisibility to Undead (1st) Abjure (4th) core spells available to war priests. Aid (2nd) Protection from Evil, 10’ radius (4th) Cure Blindness or Deafness (2nd) Dispel Evil (5th) “Attack!” Slow Poison (2nd) Aerial Servant (6th) The revision of the Combat sphere will Animate Dead (3rd) Animate Object (6th) produce a list that emphasizes a fairly Cure Disease (3rd) Conjure Animals (6th) direct and unsubtle approach. The sphere Feign Death (3rd) Weather Summoning (6th) needs to be beefed up, since chant is mov- Negative Plane Protection (3rd) Word of Recall (6th) ing to the All sphere. Add command. This Remove Paralysis (3rd) Creeping Doom (7th) is the only clerical spell that a cleric really Speak with Dead (3rd) Exaction (7th) has a chance to cast quickly in a show- Neutralize Poison (4th) Succor (7th) down with a mage, in spite of its short Dispel Evil (5th) range. Add remove fear which is a direct Raise Dead (5th) Sun (D) support for friendly warriors. Add aid, Regenerate (7th) Light (1st) another support spell that gives the war- Restoration (7th) Continual Light (3rd) riors these clerics hang out with a quick Resurrection (7th) Starshine (3rd) boost. Add cloak of bravery, which is like Moonbeam (5th) remove fear. Plant (D) Rainbow (5th) Add heroes' feast which plays right into Entangle (1st) Sunray (7th) the theme of the heroic warrior-cleric. Locate Animals or Plants (1st) Add word of recall. This might be some- Pass Without Trace (1st) Weather (D) thing of a stretch. However, being able to Shillelagh (1st) Faerie Fire (1st) retreat and regroup is an important part Barkskin (2nd) Obscurement (1st) of battle tactics, and front-line fighting Detect Snares & Pits (2nd) Call Lightning (3rd) clerics are going to need this occasionally. Goodberry (2nd) Control Temp., 10’ radius (4th) (Also, we are planning to convert Sum- Trip (2nd) Protection from Lightning (4th) moning to more of a specialty discipline, Warp Wood (2nd) Reflecting Pool (4th) and we don’t want to strip word of recall Plant Growth (3rd) Control Winds (5th) from all the standard clerics in the mean- Snare (3rd) Rainbow (5th) time). Delete shillelagh. This specialty spell Spike Growth (3rd) Weather Summoning (6th) is appropriate only to druids (although you Tree (3rd) Control Weather (7th) could make a case for its being a granted

DRAGON 29 power of the WORLD OF GREYHAWK® well. Of course, we dump the druid spe- If you are splitting the Elemental sphere clerics of Cuthbert). The druids pick it up cialty spells changestaff and wall of by element, the Air elemental list is too in the Plant sphere, so there’s no reason to thorns. They are specific to the druid and short to be viable (even if you include dust keep it on this list. available through the Plant sphere. devil). In this case, borrow from the Weather sphere, including faerie fire, call Art of creativity Divinations lightning, and control winds. (As an aside, The Creation sphere needs to be expand- As noted in comments on the All list, an air cleric might be augmented from the ed, for there is little here. Add light. Re- detect good/evil is moved to this list. With wizard spell list, possibly including: feath- member that few specialty clerics actually tongues, commune, and true seeing going er fall, whispering wind, and gust of get this staple spell. Putting it here allows to the All sphere, and reflecting pool and wind.) specialty priests better access to it. Also, commune with nature being specialty The sunray spell should be on this list. the creation of light is traditionally sym- spells, the upper levels of the sphere of Its original use was to give druids a spell bolic of creation. Of course, if we add Divination look quite thin. No matter, what to use against undead and oozes, slimes, light, we also must include continual light. is left is pretty potent, and the standard and jellies. On a clerical list, it is little more Add magical stones. Their effect against cleric will keep major access, anyway. In than a poor man’s flamestrike. In short, it undead suggests the presence of raw part two of this article (see “Arcane Lore” is useful for a druid, for a cleric it is mere- positive material energy, which is the stuff in this issue), we shall take a closer look at ly redundant. of creation. Add negative plane protection upper-level divinations. for the same reason. Add sticks to snakes. The stone tell spell should be added Guardians of nature Although this might be stretching, this from the Elemental list. It is both a divina- Currently, this sphere just needs devel- traditional power of the standard cleric tion spell and has traditionally been availa- opment. A fair number of people haven’t class fits in well with a creationist theme, ble to clerics of sufficient level. Finally, caught the difference between this sphere as this was a power commonly attributed delete the druid specialty spells detect and Protection. The primary difference is to priests with this background in tradi- snares & pits and locate animals or plants. that this sphere wards areas, whereas tion and myth. Also add aid, raise dead, These go to the Animal and Plant spheres. Protection spells are personal. Both suffer and restoration. Since creation gods theo- Move reflecting pool to the Weather from the same problem, the cleric either retically created everything, including sphere, and commune with nature to both has all spells of the type, or no spells of people, it is reasonable to assume that they the Animal and Plant spheres. the type. can imbue others with some of their own It has been suggested to just let this creative force. The last addition is holy Elementally, my dear druid sphere be absorbed into the others. (The word. Its inclusion is based on the assump- Standard clerics should have their minor comment was that splitting spells between tion that the ability to create includes the access to this sphere limited to the Earth and this sphere and Protection is a lot like ability to preserve the essence of the crea- Water elements. This gives them a good splitting Comeliness off from Charisma; an tion from outside intruders. It is somehow selection of spells, while keeping them away interesting experiment, but ultimately, fitting to give the powers of creation not from the druid specialties. Standard clerics why bother?) I disagree with this view; the only the first word, but the last one as should remain limited to minor access. addition of the sacred sentinel and holy 30 MAY 1994 guardian spells from the Tome of Magic tainly recommend that, as a general rule, druid divination spells into the Animal and add enough to this sphere to keep it. The clerics and priests have at least minor Plant lists, we eliminate the need to give glyph and symbol spells go to the All access to the Divination sphere), this en- the druid minor access to divinations. (I sphere. Also move silence, 15' radius to sures that clerics with this specialty can know I recommended that all priests have the Protection sphere (for use against use these spells. at least minor access to Divinations, but sound-based attacks), and move wyvern the druid specialty is the infamous excep- watch to the Summoning sphere. Added to To serve and protect tion that proves the rule). this sphere from the Summoning sphere Moving on to the Protection sphere, Three small adjustments also should be are abjure and dispel evil. It makes sense dispel magic needs to be moved to the All made to the list of the druids granted that a guardian priest should be able to get sphere. A cleric who can’t dispel magic is powers (this includes all specialty priests rid of otherplanar or evil entities or ef- blocked from one of his basic game func- of a nature deity): fects. Also, the light spell should be added tions. The most important spell to add 1. Druids receive speak with animals as here. Its ability to reveal (as light) or con- spell here is water breathing. This is an a first-level spell instead of a second-level ceal (as darkness) within the area of effect, important clerical spell and the cleric (who spell. plus the alignment slant it would intro- may not have Elemental access) can get 2. Druids receive cure light wounds as a duce to this sphere strongly argue for its access to it here. Finally, all the druid second-level spell rather than a first-level inclusion (and where light goes, continual specialty spells should be deleted from this spell. light follows, so we add that spell to this list: barkskin, protection from fire, and 3. Druids receive neutralize poison as a list, too). To reinforce the alignment slant- protection from lightning. The latter two, third-level spell instead of a fourth-level ing of the Guardian sphere, add protection especially, are unbalancing power adds for spell. from evil, protection from evil, 10’ radius, the general cleric; the first totally outper- The reason for the first is to allow even and holy word to this sphere also. forms the standard clerical resist fire, and starting druids the ability to communicate One last note: In the Player’s Handbook, the latter gives a party too much protec- with animals directly; a key character the forbiddance spell was left off the sphere tion against lightning-based attacks, which ability. lists in the back of the book. It should be were specifically designed to be hard on The reason for the second is that the cure listed as a Guardian sphere spell. party magic. These specific advantages of light wounds spell is so useful that in most the druid were supposed to make the campaigns it nearly always drives out other Priest, heal thyself druid a viable alternative choice on a party first-level spells. This important modification Currently, half the spells a healer needs level; if every cleric can use these, then of the druids granted powers brings back are in the Necromantic sphere. Add the why go with the specialist druid? into play the first-level druid specialty spells, following spells to the Healing sphere: such as entangle and faerie fire. It also cre- cure blindness or deafness, cure disease, Summon knocking on ates a very different sense of pacing for dispel evil, regenerate. my door those playing druid characters. Note dispel evil. With the disappearance The Summoning sphere list is a little Likewise, another key druid ability was of the exorcism spell, dispel evil has be- short. In particular, it is impossible to have the early access to the neutralize poison come the counter spell to a hostile crea- minor access to this sphere, as all the spell. In low/mid-level groups, one of the ture taking over a character or object. spells in it are 4th level or higher. Add to primary reasons to seek out druid charac- Thus this spell needs to be on this list to the list: dust devil, messenger, and wyvern ters was their ability to save poisoned let a Healer address this problem. watch. Also add protection from evil and adventurers. protection from evil, 10’ radius. These Necromantic needs additions are based on the principle that a Odds & ends Closely related to the Healing sphere, summoning specialist also would have One curious question that came up was because it deals with life-force manipula- access to the spells that would protect him how to add new clerical spells to the game, tion, the Necromantic sphere needs a few from summoned creatures. The last addi- since, theoretically, every cleric knows every spells added: slow poison, remove paraly- tion is detect charm, since this allows the spell on the standard list. How, exactly, does sis, neutralize poison, dispel evil. The summoner to determine if an extraplanar clerical spell research work if all clerical reason these need to be together is that creature is controlling an item or creature. spells are divinely given? evil necromancer NPCs need their re- Again, the druid specialty spells should be One solution that works is to assume that versed forms. removed: animal summoning I, II, III; the spells are available if the cleric knows The speak with dead spell should be summon woodland beings; and wall of how to ask for them. Thus, the basis for added to the list. The only other key thorns. Also, remember to add detect clerical spell research is the cleric’s discovery change here is to move reincarnate to the astral/ethereal beings here if you have the of how to ask a patron for the appropriate Animal sphere. The availability of raise Tome of Magic book. spell. The key factors in the attempt: adven- dead, resurrection, and so on make rein- turing time lost, monetary expenditures, and carnate here superfluous. The spell origi- Here comes the sun chance of failure are, of course, equal to nally was the druid counter to character Aside from noting that the Sun spell list is those of a wizard researching a magical death, and putting it into the Animal a little light (ouch!), I have no major recom- spell. Once a spell is discovered, it either sphere restores it to its proper niche in mendations for changes. The list can be may be made available to others of the same the game system. bolstered by adding sunburst from the religion or perhaps left as a spell unique to Note that the previous sphere, Healing, GREYHAWK® Adventures book. A version of the PC cleric. This is the DM’s decision, does not have access to raise dead and the spell is reproduced in the “Arcane Lore” perhaps to be transmitted in the DM’s role of similar spells. This is to allow the more column that accompanies this article. the PC’s patron. primitive priests (and others, like druids) Clerical spheres: All, Charm, Combat, to have healing beyond minor access with- Weather or not Creation, Divination, Guardian, Healing, out allowing them the capacity to bring All the Weather sphere spells are fine Necromancy, Protection; Elemental (Minor back dead characters on a regular basis. for druids and for weather or sea specialty access limited to Earth/Water spells). priests. Druid spheres: All, Animal, Elemental, A green thumb Healing, Plant, Sun, Weather. Add locate animals and plants, detect Druids: The final frontier C = Cleric sphere, D = Druid sphere, snares & pits, and commune with nature The changes noted above should return S = Specialty priest only. to the Plant sphere. While some may con- the original “feel” to the druid character. sider these listings redundant (and I cer- As a bonus, by moving the various special 32 MAY 1994

Divination sphere spells the result, whatever it is. This protection lasts for up to a full month, but any benefit Seal of destiny (Abjuration) not used within that time is lost. The spell Level: 6 Comp.: V,M itself may be cast only once per month, lest Range: 30’ CT: 1 turn an unspecified doom strike the caster. Dur.: Permanent Save: None Area of Effect: 1 creature or object Elemental Air spells

This spell seals a creature or object Windbearer (Invocation/Evocation) against divinations that would reveal its Level: 3 Comp.: V,M destiny, fortune, fate, or role in epic Range: 10 yds./level CT: 6 events. This includes all casting of augury Dur.: 1 turn + 1 rd./lvl. Save: Special spells with respect to the subject, and the Area of Effect: Special general failure of any other divinations that would reveal such information. It pre- This spell creates an pillar of air 5’ in vents any forecasting of the subject’s influ- diameter and up to 5’ tall per level of the ence on greater campaign events, making caster. The vertical dimension is decided at general campaign-level divinations more the time of casting. The pillar of air exerts difficult. Any caster whose divination is an upward force of 40 pounds per level of blocked by this spell will realize that block- the caster. If this is sufficient to counter ing magic of some type is involved, and any the weight of an object or creature enter- priest with major access to divination spells ing the area, the latter will rise vertically to has a 5% chance per level of knowing the the top of the column in a single round. exact cause. The seal can be removed only Unwilling creatures are allowed a saving by a dispel magic spell cast expressly for throw vs. spell to avoid the effect. The that purpose by a caster of higher level caster can vary the height of the pillar than the one who placed the seal. The cast- from the possible maximum to a minimum er ages one year with each casting of the of 5’ by concentrating for one round. seal of destiny. Calm winds (Invocation/Evocation) Alter luck (Abjuration/Divination) Level: 4 Comp.: V,M Level: 6 Comp.: V,M Range: 0 CT: 7 Range: Touch CT: 1 turn Dur.: 1 turn + 1 rd./lvl. Save: Special Dur.: Special Save: None Area of Effect: 20’ radius globe Area of Effect: 1 creature This spell creates an area in which the air This spell alters the luck of the recipient, remains perfectly calm. This will negate the allowing three chances to avoid bad luck. effects of whirlwinds and spells such as dust At any time within the next month of cam- devil and gust of winds within the protected paign time, the character’s player can re- area, although the spell itself will not be end- roll a total three failed dice rolls, in effect ed. Creatures from the plane of elemental getting a second chance at success. (Typical Air, and wind-based creatures such as vorti- rolls include: attack rolls, saving throws, ces and windwalkers, will shun and seek to system shock or resurrection survival rolls, leave the area at the earliest opportunity. damage rolls that inflict less than maxi- This area is mobile with the caster, and lasts mum damage, treasure distribution rolls, as long as the caster concentrates undis- and the like). Only one reroll per event is turbed (up to half movement allowed, but no allowed, and the character must abide by other strenuous actions). Clear air (Invocation/Evocation) Elemental Water spells size and destructive power of the wave Level: 4 Comp.: V,M depends on the amount of water present, Range: Touch CT: 7 Precipitation (Alteration) and can be up to 10’ high per level of the Dur.: 1 turn + 1 rd./lvl. Save: Special Level: 1 Comp.: V,S,M caster. An average river can wash away a Area of Effect: 20’ radius globe Range: 10 yds/level CT: 4 farmstead, an ocean can inundate an Dur.: 1 round Save: None entire town. The tsunami washes away This spell creates an area in which the Area of Effect: 30’ diameter cylinder up to and scatters unprotected creatures with air remains perfectly clear. It banishes 60’ high up to three hit dice (save vs. death or smoke, gas, fog, and instantly settles parti- drown). Unprotected creatures with four cles such as blowing sand, soot, or grit. This spell precipitates a light rain out of or more hit dice will take 3d6 points of Creatures in gaseous form are immedi- the air, drizzling on everything in the area damage per round of exposure. The tsu- ately expelled from its confines and they of effect. Small flames (candles) will be nami has the same effect as an earthquake cannot enter the area while the spell is in extinguished. Small fires (torches and on all structures except those made of effect. The spell will affect the area sur- campfires) will gutter and smoke for a solidly constructed stone. rounding the creature touched, and it is round after the drizzling stops. Bonfires mobile with it. and most magical fires will be unaffected. Guardian sphere spells Large magical fire effects (fireball, wall of Conjure air elemental fire, flamestrike) cast into the area during Animate statue (Invocation/Evocation) (Invocation/Evocation) the rain will create a warm fog that ob- Level: 4 Comp.: V,M Level: 7 Comp.: V,M scures vision in an area 60’ in diameter. Range: Touch CT: 7 Range: 30 yds. + 10/lvl. CT: 7 This lasts 2-5 rounds, half that in a breeze, Dur.: 3 rds. + 1 rd./lvl. Save: Special Dur.: Instant. Save: Special and but one round in a strong wind. Area of Effect: 20’ radius globe Area of Effect: 40’ radius globe The precipitation spell has doubled effect in humid climes, causes only slight This spell allows the caster to animate a A caster who performs this spell sum- dampness in arid climes, produces light normal statue and have it fight for him. mons an air elemental to do his bidding. sleet at temperatures near freezing, and The statue can be from 3-12’ tall and can The elemental is 60% likely to have 12 Hit creates snow if the temperature is below be made of wood, stone, or crystal. When Dice, 35% likely to have 16 Hit Dice, and freezing. animated, the statue has AC 5, 4d8 hit 5% likely to have 21 to 24 Hit Dice Note: This spell also is added to the points, attacks as a 4-HD monster, and can (20 + ld4). Furthermore, the caster needs elemental Air and Weather lists. be damaged only by magical weapons. The but to command it, and it does as he de- statue has one attack per round, either by sires, for the elemental regards the caster Cloudburst (Invocation/Evocation) weapon or a blow for 1-8 points of dam- as a friend to be obeyed. The elemental Level: 3 Comp.: V,S,M age. The statue can be deactivated by a remains until destroyed, dispelled, sent Range: 10 yds/level CT: 6 successful dispel magic spell. away by a dismissal or holy word spell (see Dur.: 1 round Save: None If the spell is cast on a statue that is the conjure fire elemental spell), or the Area of Effect: 30’ diameter cylinder up to already magical, the statue will animate spell duration expires. 60’ high and attack the caster, pursuing until the caster successfully escapes it or is slain. Whirlwind (Invocation/Evocation) This spell precipitates a rush of water Level: 7 Comp.: V,M out of the air, instantly drenching every- Lesser guardian seal Range: 120 yards CT: 1 turn thing in the area of effect. Normal fires (Invocation/Evocation) Dur.: 3 + 1d4 rds. Save: Special will be extinguished. Permanent magical Level: 4 Comp.: V,M Area of Effect: cone 30’ x 270’ high fires will go out, but will re-light in 1-2 Range: Touch CT: 7 rounds (weapons in 1 round). Fire-based Dur.: Special Save: Special This spell creates damaging, gale-force spells of first or second level are negated Area of Effect: One portal winds, capable of destroying structures of immediately. less than the sturdiest stone construction. Fire-based spells of third level or higher This spell allows the caster to magically On land, the whirlwind will appear as a are also negated, but will create a steam seal a door, window, box, etc. against one tornado, at sea, it will appear as a hurri- cloud with a 120’ diameter. Those within type of creature (ghouls, bears, elves, etc). cane. The whirlwind can be created only the steam cloud are scalded for 1-3 points The seal is effective against any such crea- where there is room for it to fully form, of damage per round (twice this for cold- tures whose hit dice are equal to or less and its formation requires a full turn. It based creatures). The steam cloud lasts 2-5 than the caster. More powerful creatures automatically scatters unprotected crea- rounds, half that in a breeze, and but one will shatter the seal. tures with up to three hit dice (save vs. round in a strong wind. In addition all magical and enchanted death or be killed), and grounds all flying This spell has doubled effect in humid creatures cannot pass the sealed portal, creatures (save vs. death or crash). Unpro- climes, causes a heavy dampness in arid nor are their magical abilities effective tected creatures with four or more hit climes, produces slush and sleet at temper- against it. Other creatures can try to phys- dice will take 3d6 points of damage per atures near freezing, and creates up to ically destroy the door, box lid, etc. The round of exposure (from buffeting, flying 10” of snow if the temperature is below warding magic will inflict one-quarter debris, etc.) and cannot move into the freezing. damage (round up) caused to the closure wind (i.e., toward the caster). The whirl- Note: This spell also is added to the back upon the creature trying to break wind has the same effect as an earthquake elemental Air and Weather lists. through. (Player’s Handbook, page 233) on all struc- The seal lasts until the portal is opened. tures except those made of solidly con- Tsunami (Invocation/Evocation) structed stone. Level: 7 Comp.: V,M Greater guardian seal The whirlwind moves at a rate of 30 to Range: 240 yards CT: 1 turn (Invocation/Evocation) 60 yards per round, according to the Dur.: 1d4 rounds Save: Special Level: 6 Comp.: V,M desire of the caster, and the caster can Area of Effect: Variable Range: Touch CT: 9 vary its direction by up to 60 degrees per Dur.: Special Save: Special round. The caster must concentrate on the This spell creates a huge, racing wall of Area of Effect: One portal whirlwind for a full round to change its water that will destroy structures of less speed or direction. than the sturdiest stone construction. The This spell is the same as the lesser 36 MAY 1994 DRAGON 37 guardian seal, except that whole classes of may result in its failure, or even visit the creatures are warded out: lycanthropes, effect upon the caster. The ancient curse undead, faeries, giants, etc. must be spoken in the presence of the malefactor and its conditions clearly an- Imbue purpose (Enchantment) nounced. Thereafter, it is in effect. Level: 6 Comp.: V,M The caster decides what form the curse Range: Touch CT: 1 hour will take (subject to the approval of the Dur.: Special Save: Special DM). The effects will be long-term, devel- Area of Effect: 1 weapon oping over months and years, extending for centuries, affecting not only the origi- This spell allows the cleric to give a nal recipient, but his descendants as well. weapon the purpose to slay a particular Typical ancient curses include poverty, ill- type of creature (ghouls, bears, elves, etc.) luck, a haunting, the onset of a degenera- for a period of 24 hours. If the cleric is tive disease, the periodic devastation of good, the creature type must be evil. The one’s household or property, and so on. weapon is treated as a +3 weapon for The spell is not necessarily permanent. attack and damage unless it is a magical An atonement spell or divine intervention weapon that has greater bonuses. in conjunction with a quest involving Any subject creature hit by the weapon deeds of a magnitude equal to those for must make a saving throw vs. death or be which the ancient curse was invoked can slain instantly. If a creature with 8 or counter it. more hit dice is slain by the weapon, the spell ends immediately. Any subject crea- Protection sphere spells ture that is hit by the weapon and survives must make an immediate saving throw vs. Shield of the archons (Abjuration) spell or flee as if affected by the fear spell. Level: 7 Comp.: V A cleric cannot imbue purpose to more Range: 0 CT: 1 than one weapon at a time. The material Dur.: 1 rd./2 lvls. Save: None component is powdered diamond dust Area of Effect: 120° arc worth 1,000 gp. This spell creates a mystic shield of Inner sanctum (Enchantment) beneficent energies that interposes itself Level: 7 Comp.: V,M between the caster and incoming attacks Range: Touch CT: 1 turn by spell, innate spell-like ability, or magical Dur.: 30 min./level Save: Special device (wand, stave, etc.). Attacks the Area of Effect: 20’ diameter sphere caster that are within the arc protected by the shield hit the shield instead, and may This spell seals a 20’ sphere or a single shatter it. Roll 1d20 for every spell it inter- room of like size against scrying, psionics, cepts. The shield shatters if the roll is less and magical entry (teleport, dimension than or equal to the spell level of the inter- door, etc). It allows no access to or from cepted spell. A shield that shatters pro- other planes or dimensions. If not cast in vides protection from the spell that an enclosed area, the sanctum area not shattered it. only blends into the surroundings, but If an area-effect spell would include the subtly affects the senses of creatures caster, but is not directly targeted on him, around it so that not only will its presence then the shield provides a +4 saving not be detected, but creatures will subcon- throw bonus and reduces damage by -2 sciously avoid entering the warded area. points per die. This protection also is The caster may, at will, allow others to see afforded against breath-weapon attacks and enter his sanctum. The caster can see that would cause physical damage. his own sanctum. The spell boundaries are If attacks are launched at the caster not solid and do not prevent the entry of from different directions, the shield inter- physical material, such as rain. poses itself between the caster and the most dangerous threat, as determined by Ancient curse (Abjuration) the DM. Level: 7 Comp.: V The shield provides no protection Range: Special CT: 1 round against attacks other than those specified. Dur.: Special Save: None A caster can create a shield of the archons Area of Effect: Special but once per day. Its reverse, shield of the tanar’ri, is simi- This spell allows the cleric to call down lar, but uses baneful energies. This form of the wrath of the patron power in the form the spell is used by evil priests. of a terrible and lasting curse on those who commit acts of great wickedness Sun sphere spells against that power. Typical acts include the desecration of a major temple or bur- Warmth (Invocation/Evocation) ial place, the massacre of a congregation, Level: 3 Comp.: V,M the theft of an important relic or artifact, Range: Touch CT: 5 and the like. In all cases, the principle of Dur.: 4 hours + 1 hr/lvl. Save: None retribution is central to successful casting Area of Effect: Creature touched of the spell. The use of the spell is adjudi- cated by the DM, and misuse or overuse Continued on page 96 38 MAY 1994 DRAGON 39

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Write to: MARCON 29, P.O. Box incorrect information sent to us by conven- 211101, Columbus OH 43321. II ENCONTRO INTERNACIONAL DE RPG tion staff members. Please check your May 27-29 convention listing carefully! Our wide NORTHWEST GAMEFEST II, May 13-15 OR This convention will be held at the Parque de circulation ensures that over a quarter of a This convention will be held at the Monarch Ibirapuera in Sao Paulo, Brazil. Guests include million readers worldwide see each issue. Hotel in Clackamas, Ore..Events include role- Mark Rein-Hagen. Events include role-playing, Accurate information is your responsibility. playing, board, and miniatures games. Other board, and miniatures games. Write to: Douglas Copy deadlines are the last Monday of activities include dealers and Wizards of the Quinta Reis, Rua Augusto de Toledo, 83, Sao each month, two months prior to the on- Coast staff members. Registration: $15 preregis- Paulo-SP 01542-020 BRAZIL. sale date of an issue. Thus, the copy dead- tered; $18/weekend or $10/day on site. Write to: line for the December issue is the last NRMR, P.O. Box 6068, Salem OR 97304. GAMESCAUCUS II, May 27-30 CA Monday of October. Announcements for This convention will be held at the Airport North American and Pacific conventions OASIS 7, May 13-15 FL Hilton in Oakland, Calif. Events include role- must be mailed to: Convention Calendar, This convention will be held at the Orlando playing, board, and miniatures games. Other DRAGON® Magazine, P.O. Box 111, Lake North Hilton in Altamonte Springs, Fla. Events activities include dealers, two painting contests, Geneva WI 53147, U.S.A. Announcements include role-playing, board, and miniatures a flea market, and movies. Registration: $30 on for Europe must be posted an additional games, plus dealers, an auction, videos, and site. Write to: Trigaming Assoc., P.O. Box 4867 month before the deadline to: Convention panels. Guest of honor is Raymond E. Feist. Walnut Creek CA 94596-0867. Calendar, DRAGON® Magazine, TSR Write to: OASFIS, P.O. Box 940992, Maitland FL Limited, 120 Church End, Cherry Hinton, 32794-0902. GAMEX ‘94, May 27-30 CA Cambridge CB1 3LB, United Kingdom. This convention will be held at the Airport If a convention listing must be changed GAMERS’ CON ‘94, May 14-15 NJ Hyatt in , Calif. All types of family, because the convention has been can- This convention will be held at the Hightstown strategy, and adventure board, role-playing, ceiled, the dates have changed, or incor- American Legion hall in Hightstown, N.J. Events miniatures, and computer gaming are featured. rect information has been printed, please include role-playing, board, and miniatures Other activities include dealers, flea markets, contact us immediately. Most questions or games. Other activities include dealers and on- seminar, and demonstrations. Registration: $25 changes should be directed to the maga- site refreshments. Registration: $8 preregis- preregistered; $30/on site. Write to: STRATEGI- zine editors at TSR, Inc., (414) 248-3625 tered; $10 on site. Single-day rates vary. Write CON, P.O. Box 3849, Torrance CA 90510-3849. (U.S.A.). Questions or changes concerning to: Shorecon, Inc., 142 South St., Unit 9C, Red European conventions should be directed bank NJ 07701-2216. MIGSCON XV, May 27-30 to TSR Limited, (0223) 212517 (U.K.). This historical gaming convention will be held MADISON GAMES CON ‘94, May 14-15 WI at the Holiday Inn in Hamilton, Ontario. Events indicates an Australian convention. This convention will be held at the Edgewood include board and miniatures games. Other indicates a Canadian convention. High School in Madison, Wis. Events include activities include dealers. Write to: MIGSCON indicates a European convention. role-playing, board, and miniatures games. XV, P.O. Box 37013, Barton Postal Outlet, Hamil- indicates a South American convention. Other activities include a game auction. Judges ton, Ontario, CANADA L8L 8E9. DRAGON 41 NASHCON ‘94, May 27-29 TN CAMELOT VI, June 10-12 AL John Steakley. Other activities include panels, This convention will be held at the Days Inn- This convention will be held at the Radisson movies and videos, dealers, and 24-hour gaming. Airport in Nashville, Tenn. Events include role- Suite Hotel in Huntsville, Ala. Guests include Registration: $25 on site. Write to: NEW OR- playing, board, and miniatures games. Other Clyde Caldwell and R. A. Salvatore. Events LEANS SF&F FESTIVAL, P.O. Box 791089, New activities include guests, dealers, and a game include role-playing, board, and miniatures Orleans LA 70179-1089. auction. Registration: $18 ($15 for HMGS and games. Other activities include a banquet. NASAMW members). Write to: NASHCON ‘94, Registration: $25. Write to: CAMELOT VI, P.O. PAXCON ‘94, June 26-26 MD c/o Games Extraordinaire, 2713 Lebanon Pike, Box 14223, Huntsville AL 35815. This convention will be held at the Best West- Nashville TN 37214. ern Maryland Inn in Laurel, Md. Events include RECONN ‘94, June 11-12 CT role-playing, board, and miniatures games. SILI*CON ‘94, May 27-30 VA This convention will be held at the Ramada Other activities include RPGA™ tournaments This SF&F convention will be held at the Plaza Hotel in Stamford, Conn. Events include and dealers. Registration: $12 preregistered; $15 Howard Johnson in Norfolk, Va. Guests include role-playing, board, and miniatures games. on site. Write to: Chesapeake Games, P.O. Box Dean Stockwell and Armin Shimerman. Activi- Other activities include dealers and a video 13607, Silver Spring MD 20911-3607. ties include SF&F movies, Japanimation, com- room. Write to: Gaming Guild, c/o Jim Wiley, puter software demos, a writers’ workshop, an 100 Hoyt St. 2C, Stamford CT 06905. PHENOMENON ‘94 art show, dealers, and gaming. Registration: June 25-27 $35/weekend; daily rates vary. Write to: SILI- SAGA ‘94, June 11-13 This convention will be held at Karabar high CON, 44 N. Armistead St. Suite 103, Alexandria This convention will be held at Glebe high school in Queanbeyan. Guests include Ed Green- VA 22312. school in Sydney. Guests include . wood. Events include role-playing, board, and Events include role-playing, board, and minia- miniatures games. Other activities include 3-RIVERS GAMEFEST ‘94, May 27-30 PA tures games. Other activities include freeforms. freeforms. Write to: PHENOMENON, P.O. Box This convention will be held at the Airport Write to: SAGA, c/o Dennis, P.O. Box 881 Bur- 308, Belconnen ACT 2616 AUSTRALIA. Marriott in Pittsburgh, Pa. Events include role- wood, NSW 2134 AUSTRALIA. playing, board, and miniatures games. Registra- WAR!ZONE SOUTH ‘94, July 1-4 FL tion: $18. Daily and visitor passes are available. CON*TRETEMPS 8, June 17-19 NE This convention will be held at the Sheraton Write to: Andon Unltd., 3-Rivers Gamefest ‘94, This convention will be held at the Ramada I.T.T. in Ft. Myers, Fla. Events include role- P.O. Box 3100, Kent OH 44240. Inn in Omaha, Nebr. Guests include Robin playing, board, and miniatures games. Other Bailey, Nick Smith, and Roger Tener. Events activities include dealers, a flea market, an WAR!ZONE WEST, ‘94, May 27-30 FL include role-playing, board, and miniatures auction, and open gaming. Registration: $15/ This convention will be held at the Holiday games. Other activities include panels, videos, weekend preregistered before June 17; $19/ Inn Crowne Plaza in Tampa, Fla. Events include filking, dealers, and gaming. Registration: $20 weekend or $7/day on site. Write to: WAR!ZONE role-playing, board, and miniatures games. before May 31; $25 thereafter, Write to: CON- SOUTH, c/o Wolf Entertainment, P.O. Box 1256, Other activities include dealers, a flea market, TRETEMPS 8, P.O. Box 4071, Omaha NE 68104- DeLand FL 32721-1256. an auction, and open gaming. Registration: $19/ 9998. weekend or $7/day on site. Write to: WAR!ZONE ARCANACON XII, July 7-10 WEST,c/o Wolf Ent., P.O. Box 1256, DeLand FL WYVERCON ‘94, June 17-19 WA This convention will be held at the Col- 32721-1256. This convention will be held at the Skagit lingwood Education Centre in Melbourne. County Fairgrounds in Mt. Vernon, Wa. Events Guests include Ed Greenwood. Events include CONWEST VI, June 3-5 NM include role-playing, board, and miniatures role-playing, board, and miniatures games. This convention will be held at the Howard games. Other activities include a costume con- Other activities include freeforms. Write to: Johnson Plaza in Albuquerque, N.M. Events test, dealers, and a miniatures contest. Registra- ARCANACON, P.O. Box 125, Parkville, Vic, 3052 include role-playing, board, and miniatures tion: $15 before May 31; $20 on site. Daily rates AUSTRALIA. games. Other activities include tournaments, a available. Make checks payable to SVGA. Write games auction, a storytelling contest, and a to: WYVERCON ‘94, P.O. Box 2325, Mt. Vernon ORIGINS ‘94, July 7-10 CA miniatures-painting contest. Registration: $10. WA 98273. This convention will be held at the McEnery Registration doesn’t include game fees. Write to: Convention Center in San Jose, Calif. Guests Weregamers Guild, SAC Box 48, SUB, UNM CAPITALCON X, June 18-19 IL include Larry Niven and Steven Barnes. Events 87131. This convention will be held at the Prairie include scores of role-playing, board, and minia- Capital Convention Center in Springfield, Ill. tures games. Write to: ORIGINS ‘94, P.O. Box ILLINICON ‘94, June 3-5 IL Events include role-playing, board, and minia- 3100, Kent OH 44240. This convention will be held at the Hendrick tures games. Other activities include a House dorm on the University of Illinois campus miniatures-painting contest, an auction, and NONCON ‘94, July 15-17 in Urbana, Ill. Events include role-playing, door prizes. Registration: $10. Write to: John This convention will be held at the Queens- board, and miniatures games. Other activities Holtz, 400 E. Jefferson St., Springfield IL 62701. land University of Technology in Brisbane. include open gaming, free movies, a game Guests include Ed Greenwood. Events include auction, prizes, and dealers. Registration: $5. ARCHON 18, June 24-26 IL role-playing, board, and miniatures games. GMs are welcome. Send an SASE to: Urbana This convention will be held at the Gateway Other activities include freeforms. Write to: Gaming House, 904 West Green, Box 1801, Center in Collinsville, Ill. Guests include Jack NONCON, P.O. Box 328, Carina, Qld, 4152 AUS- Urbana IL 61801. Chalker and Martha Soukup. Events include TRALIA. role-playing, board, and miniatures games. D-DAY ‘94, June 4-12 CA Other activities include dealers, , POLARISCON 3, July 8-10 MN This convention will be held at Game Towne videos, and gaming. Registration: $19 before This convention will be held at the Thunder- in Carlsbad, Ca. Events include board-game May 31; $22 on site. Write to: ARCHON 18, P.O. bird Hotel and Convention Center in Minneapo- tournaments. Other activities include miniatures Box 483, Chesterfield MO 63006-0483. lis, Minn. Events include role-playing, board, games, a miniatures-painting contest, and and miniatures games. Other activities include prizes. Write to: D-DAY, Game Towne, 2933 DALLAS GAME EXPO ‘94, June 24-26 TX seminars, demos, videos, dealers, an art show, Roosevelt, Carlsbad CA 92008. This convention will be held at the LeBaron and a masquerade. Registration: $20 before Hotel in Dallas, Tex. Events include role-playing, June 1; $25 on site. Write to: POLARISCON 3, c/ FANFAIRE ‘94, June 9-12 SC board, and miniatures games. Other activities o Time, Space, &, Fantasy, Inc., P.O. Box 8908, This convention will be held at the Holiday include dealers. Registration: $10 preregistered; Lake St. Station, Minneapolis MN 55408. Inn in Greenville S.C. Guests include Ardath $15/weekend or $5/day on site. Write to: DAL- Mayhar, Holly Lisle, and Ruth Thompson. Events LAS GAME EXPO, P.O. Box 824662, Dallas TX V-KHAN, July 8-10 CO include role-playing, board, and miniatures 75382. This convention will be held at the Holiday games. Other activities include an art show and Inn North in Colorado Springs, Colo. Guests auction, prizes, contests, and a charity auction. NEW ORLEANS SF&F FESTIVAL include Andrew J. Offutt. Events include role- Registration: $20 before April 30; $25 there- June 24-26 LA playing, board, and miniatures games. Other after. Single-day rates $10 on site. Write to: This SF&F convention will be held at the New activities include dealers, a miniatures-painting Fanfaire Prod., P.O. Box 1801 Greenville SC Orleans Airport Hilton in Kenner, La. Guests 29602-1801. include C. J. Cherryh, George Alec Effinger, and Continued on page 122 42 MAY 1994

©1994 by John C. Bunnell

Photography by Charles Kohl

The fall of night and of heroes

44 MAY 1994 THE LEGEND OF NIGHTFALL with little difficulty. consistent supporting detail is a constant Mickey Zucker Reichert The Legend of Nightfall is a strikingly source of low-level frustration. Wentworth DAW 0-88677-587-6 $5.99 quick read considering the book’s impos- has built a provocative Game, but the Given the imposing thickness of this ing size, which is a tribute to Reichert’s Niven-Barnes Dream Park series still re- novel, and its publisher’s penchant for narrative ability. Light, deft storytelling is flects a better balance of game elements world-spanning multi-volume epics, it’s a valuable commodity in the ranks of with real-world logic. quite a surprise to learn that The Legend sword-and-sorcery novelists, and it’s one of Nightfall is a mild-mannered and entire- that Reichert possesses in notable FALLEN HEROES ly self-contained yarn whose title charac- measure. Dafydd ab Hugh ter is much less extraordinary than the Pocket 0-671-88459-X $5.50 songs about him would indicate. The sur- THE IMPERIUM GAME You know you’ve got an unusual Star prise, though, is altogether pleasant, and K. D. Wentworth Trek novel on your hands when the back there’s still enough adventure and sorcery Del Rey 0-345-38729-5 $4.50 cover copy could have read “EVERYBODY afoot to make the reading lively. The good news about K.D. Wentworth’s DIES!“—and been essentially accurate. Legend and rhyme call Nightfall a de- novel about a high-tech role-playing game What’s even more unusual is that Da- mon incarnate, but the truth is that he’s gone mysteriously haywire is that the fydd ab Hugh has managed to kill off most merely a superb self-trained thief and Imperium Game itself is an intriguing of the familiar Deep Space Nine crew assassin. He does, however, have one construct—a replica of ancient Rome without writing an overly depressing inborn magical gift: the power to alter his where the challenge is to rise from plebei- story. Though there’s plenty of grim, dra- body’s mass at will, from feather-lightness an to Emperor. The bad news is that it’s a matic heroism to go around, there’s also to rock-hard immobility. Thus when he’s construct with no visible means of sup- an upbeat quality to the tale that neatly finally taken as the book begins, his cap- port. The future in which Wentworth offsets the carnage and destruction. tors have two different reasons for hold- places her Game is too important to the It doesn’t hurt that the two longest-lived ing him. King Rikard wants him bound by plot to be ignored entirely, yet too thinly characters in the book are Odo and Quark, a sorcerous oath to act as bodyguard and developed to make the Game’s continued who escape the assault of a mysterious teacher-by-example to his younger son, existence remotely believable. band of deadly invaders by being inadver- whose high-minded crusades are idealistic Playing the Game is, by implication, tently bumped three days forward in time. but hopelessly impractical. His chancellor mostly a pastime of the very rich, where a Author ab Hugh perfectly captures the Gilleran would much prefer Nightfall campaign for the Imperial throne can take pair’s laconically barbed relationship, dead—for by ritually slaying a man with a years and an Emperor’s daughter can which serves as an effective counterpoint mage-gift, a sorcerer can absorb the ability reach her teens almost without having set to the fact that in this near-future future, for himself. foot outside the Imperium. (There are everyone else on the station is dead or Initially, Gilleran must obey his king, and reduced rates for artisans, who can offset missing in action. so the novel quickly finds Nightfall and the cost by selling their wares, but that’s But the constable and the Ferengi are far Prince Edward headed out of Rikard’s described as the exception rather than the from the only players in ab Hugh’s drama. small kingdom by royal decree. The pair rule.) What’s not explained is how players The narrative flips smoothly back and are an awkward but beguiling match as can lead full lives inside the Game without forth between times, and in the “normal” Nightfall’s cynicism and experience run totally depleting their personal fortunes. time-frame, the rest of the crew is desper- head-on into Edwards naive faith in pure Overworked programmer Arvid Kerickson ately trying to stop the invasion force. principle. The catch is that by the terms of runs through most of his salary paying his Their efforts are ingenious, thoughtful, Gilleran’s spell, Nightfall can’t reveal his ex-wife’s Game fees, so one wonders how and well-executed, but the aliens are re- true identity or his obligation to see prospective Emperors find time to manage lentless, well-armed, and utterly single- Edward achieve landed status. outside business interests while piling up minded. The result is that nothing Sisko or In Reichert’s hands, neither character is authenticity points. O’Brien or Kira does is quite enough, and a cardboard cutout. We learn enough The parallel puzzle is that all this reve- ab Hugh chronicles each sacrifice with a about Nightfall’s street-born background nue doesn’t seem to go anywhere. Kerick- sensitive hand. These are not deaths with- to understand his native caution and suspi- son and his coworkers aren’t getting rich, out reason, nor do they evoke the comic cion, and Edward, though often inept, and apparently neither is HabiTek, the book sense of death as something designed gradually proves to be much more than a corporation that owns and operates the to create a jump in the sales curve. half-brained fanatic. When an old flame of Game. In fact, on the slim details Though no punches are pulled where Nightfalls is added to the equation, the Wentworth provides, the Game’s profit violence is concerned, neither does ab resulting triangle is portrayed with a margin is so thin it’s a wonder it hasn’t Hugh indulge in mayhem and gore for convincing blend of bitterness and be- been shut down long ago. their own sake. mused wit. The novel’s third mystery isn’t actually Of course, because this is after all a Star The plot likewise proves to be both the murder of the Games current Emper- Trek novel, it’s not giving away much to straightforward and rambling, with a few or, for which Kerickson quickly becomes reveal that ab Hugh manages to restore neatly executed twists. Not surprisingly, the chief suspect—although Wentworth’s DS9 to its original condition before the Gilleran’s ambitions prove to reach well plotting is suitably convoluted. It’s that the adventure is over. But even the eventual beyond one man’s mage-gift, but more computerized, cybernetically augmented rescue is handled cleverly and with a good than one opponent must be removed law-enforcement team sent to investigate eye for character. The final tag in particu- before the sorcerer’s plans can be fulfilled. the killing is utterly ineffective at tracking lar is an impish bit of poetic justice as Reichert juggles the assortment of allies either the real murderer or the conspiracy skillfully delivered as any closing moment and adversaries with polished smoothness, behind the crime. That task goes to of a DS9 television episode. unveiling the overall pattern at a leisurely Kerickson, aided and hindered in equal Perhaps what’s striking about Fallen pace without sacrificing suspense. In addi- measure by a pantheon of software-driven Heroes is that it’s an extremely good en- tion, Nightfalls magical ability is thought- Roman gods who are running badly out of semble story, playing to the strengths and fully and thoroughly worked out, proving control. foibles of every member of its cast with remarkably versatile for all its limited The inconsistent background isn’t remarkable even-handedness. Writers of nature. Reichert gives enough detail about enough to make The Imperium Game the original-series Star Trek books have the overall nature of sorcery and mage- unreadable; appealing characters and occasionally managed this, but it has been gifts that interested gamers could work carefully worked out game design are noticeably rarer in the TNG line. The fact out a plausible adaptation of the system partial compensations. But the lack of that ab Hugh has achieved it with only the DRAGON 45 fourth entry in the DS9 canon—and with promises a follow-up volume. tory of the imagination, rather than mere- less than two seasons of the TV show from ly passing pleasantly through the old. which to draw source material—is little A COLLEGE OF MAGICS short of remarkable. If future DS9 novels Caroline Stevermer can hold to this standard, readers will be Tor 0-312-85689-X $22.95 Ed Greenwood well served indeed. One usually associates Regency fantasy TSR 1-56076-839-8 $5.95 with airy swashbuckling and witty ro- As the co-creator of the FORGOTTEN JONES AND THE WHITE mance, the sort of story that’s deftly con- REALMS® setting, Ed Greenwood is almost WITCH structed and vastly entertaining but by definition one of the premier Dungeon Martin Caidin doesn’t carry a lot of literary baggage. Masters in the business. That’s the chief Bantam 0-553-56194-4 $4.99 Caroline Stevermer has written or co- difficulty with Crown of Fire; it’s a first- You’d think a novel with the Indiana written that sort of book (and very well, rate adventure campaign, but its pluses on Jones name in its title would be chock-full too), but A College of Magics takes the that score don’t always translate well into of action, adventure, narrow escapes, and form further. While it’s still very much a the novel form. suspense. But flip open Martin Caidin’s fantasy of manners, with all the stylish- One of these difficulties is the slightly newest addition to this series at random, ness that category implies, it’s also a novel archaic speech characteristic of Green- and in at least two out of three cases, of depth and wisdom. woods alter-ego, the wizard . you’ll hit a history lecture, an internal It should first be noted that “Regency” The dialect works well enough in the monologue, or a strategy session. describes the books tone but not its set- context of short articles in DRAGON® The lectures are especially frustrating ting, at least not strictly. There are several Magazine and framing material in assorted on two counts. First, both Indy and fellow new, small principalities on Stevermer’s adventure modules, but it begins to wear archaeologist Gale Parker are billed as map of Europe unknown to real-world thin after a few chapters of a novel in experts on ancient mystical beliefs and cartographers, and technology is far which the Old Mage is a major supporting artifacts, but whenever Caidin needs to fill enough along for trains and steam power character. Elminster usually functions as a in some historical background, one of the to be well-established. At the same time, storyteller and sage rather than an active two suddenly loses all memory and rea- however, magic is an advanced if largely participant in Realms-tales, and the voice soning ability so that the other can deliver theoretical discipline, and the Church a that works for the former role eventually several pages of scholarly-sounding details more muted influence in Stevermer’s grates in the latter. on the subject at hand. The practice is world than in ours. Since this is a sequel to—or more accu- wildly out of character for Indy, and the The reader’s guide to this landscape is a rately, a continuation of—Greenwood’s lectures occupy an alarming percentage of young woman named Faris who has been earlier novel Spellfire, its protagonists are the novel. sent off to boarding school to get her out Shandril Shessair, the much-sought wield- The second historical problem is one of of the way at home. Faris, her school, and er of spellfire’s power, and her husband, credibility. Caidin strongly asserts in an her classmates are far from ordinary. Faris the far more ordinary mage Narm. Yet Afterword to that all of the Wiccan and is in line to be duchess of one small coun- Shandril is not so much the subject of the Arthurian lore mentioned in the story is try and perhaps queen of another, depend- present story as she is its object, what genuine. While his aeronautic and military ing on how the other heirs and claimants with a host of Zhentarim mages and dark- material is easily verifiable, he cites no sort themselves out. Greenlaw’s is the er creatures out to seize spellfire for their sources for his interpretation of the Ar- most highly regarded college of magic on own purposes. thurian cycle (failing even to name which the Continent. And among Faris class- Greenwood knows the Realms well accounts he consulted), and claims person- mates, in time, are a ranking diplomat and enough to keep all the assorted players in al experience as the foundation for his use a would-be rival for at least one of her line so that readers don’t need a scorecard of Wiccan tradition. In both cases, his thrones. to keep track of them. But he’s not quite assessments are intriguing but hardly as Instead of a leisurely romance, then, we smooth enough to make the inverted plot conclusive as he suggests—a cavalier dis- get a tense political thriller, complete with and his choice of heroine interlock com- missal of the academic that seems out of spies, bombs, assassins, terrorists, and hair- fortably. Instead, what we get is something character in connection with Jones. trigger chases. We get it with all the courtly of a MacGuffin hunt from the viewpoint of One might forgive the maverick mysti- style and wit characteristic of the setting’s the MacGuffin, and while it’s an interest- cism if it had been accompanied by a solid, Regency heritage. Then there’s the magic. ing concept, the execution is slightly off compelling adventure plot. Such is em- Something in the fabric of the supernatural kilter. phatically not the case, however. The is badly out of alignment, and if Faris doesn’t On the plus side of the equation, devoted villain is an utter nonentity who gets find the inner strength to confront and Realms’ enthusiasts will get about as thor- scarcely more than a walk-on at the end of correct the imbalance, all the political machi- ough an insight into Zhentarim politics as the story; those who’ve read Caidin’s prior nations may prove irrelevant. you’re likely to find anywhere, and the list Indy Jones novel will recall the character, What comes through all of this, as the of Shandril’s allies reads like a roster of but will find him less than a shadow of his scene shifts between Greenlaw’s and Paris the Realms’ best-known adventurers. former self. Even Indy seems like he’s and a peasant farmhouse and assorted Greenwood includes a healthy dose of barely paying attention to his surround- castles, is a sense of moral dimension that magical pyrotechnics, though the spell- ings, to the extent that traveling with two the average swashbuckler takes for grant- craft tends to focus on mass destruction highly attractive women fails to arouse ed. Where the Musketeers or the Ruritani- and subtle camouflage, with little moder- even the faintest hints of romance. an nobility serve the cause of right almost ate between the two extremes. There’s one impressive bit of plot leger- automatically, Faris comes to her own On balance, Crown of Fire is neither demain near the climax, when Indy pulls a sense of justice the hard way, through wildly successful nor strikingly inferior. clever if rather cold-blooded rabbit out of experience and shared peril. Stevermer Perhaps it’s best described as something of his own bag of tricks. But it doesn’t re- does a sparkling job of mixing wry humor a throwback, because what it tends to deem the novel as a whole. Readers are and heart-wrenching sacrifice, particularly demonstrate is that Ed Greenwood’s con- advised to stay well clear of Indiana Jones late in the book when it turns out that she siderable storytelling skills are most deft and the White Witch; it’s a sharp disap- hasn’t left out the romance after all. when he’s playing or sage pointment and much weaker than Caidin’s That makes A College of Magics a defin- rather than novelist. earlier entry in the series. One hopes it’s itely satisfying novel, and a rarity among not a sign of things to come, but that may of manners—a book in which a Continued on page 102 be a vain wish, as the ending virtually second reading is likely to chart new terri- 46 MAY 1994

News of people and events in the gaming industry

You can send us news, press releases, designer of the MAGIC game, and John radio plays, games, comics, and animated and announcements using the Internet at Tynes, president of Pagan Publishing. series. Written by TSR designer Bill Slavic- [email protected]. We welcome WotC also has secured a line of miniatures sek, the Guide also includes all the races, your comments at Rumblings, DRAGON® for the MAGIC game due out soon from places, and gear from the recent Timothy Magazine, P.O. Box 111, Lake Geneva WI Heartbreaker Miniatures. Zahn novel trilogy. 53147 U.S.A. Lead story: Habla espanol Return of a swashbuckler TSR acquires DANGEROUS DRAGON Magazine has had a French Nightshift Games has acquired the rights JOURNEYS™ game system edition for more than two years now, but to the LACE & STEEL* role-playing game A two-year lawsuit involving the rights our Spanish edition is brand, spanking by , originally published by The to the DANGEROUS JOURNEYS™ multi- new. Congratulations to Luis Vigil, Francis- Australian Games Group and discussed in genre role-playing game recently came to co Jose Campos, and the entire Spanish Roger Moore’s “Kinky games” editorial in a conclusion. On March 18, TSR, Inc., staff. Teutonophiles should note that work DRAGON Magazine issue #177. This is a Game Designers Workshop (GDW), Omega also has begun on a edition. TSR, game of swashbuckling adventure, har- Helios, Trigee Corporation, and Gary Gy- Inc., also publishes books and games in pies, centaurs, and a Reformation-era gax jointly announced all rights to the Danish, Finnish, French, German, Hebrew, magic and dueling. The release this fall game system were acquired by TSR. Hungarian, Italian, Japanese, Polish, Portu- will be a single book. The specific terms of the settlement are gese, Russian, and Spanish. undisclosed, but all parties are satisfied Appearances with the amicable agreement. According Raiders of the lost licenses Affable Ed Greenwood will be signing to the parties, GDW will cease distribution West End Games, justly famous for their his new novel, Crown of Fire, at The of DANGEROUS JOURNEYS game products STAR WARS* game, has signed with Lucas- Worldhouse in Toronto on Sunday, May

as of April 1, and TSR will receive remain- film to produce The World of Indiana 1st, from 1-3 P.M. He also will sign at the ing inventories. Jones* boxed set this August, using West Silver Snail Comic Shop in Toronto on May

The parties said the tremendous Ends new MasterBook* system. The de- 15th from 3-5 P.M. In June, Greenwood is amounts of time, money, and energy ex- signer of the 144-page world book will be off to Australia to attend three conven- pended on this lawsuit have left the gam- Brian Sean Perry, and the game will in- tions: Phenomenon in Canberra from the ing industry measurably poorer than it clude stills from the movies. A campaign 25th to the 27th, Arcanacon in Melbourne might have been otherwise. However, the pack will be released in September, and a from the 7th of July to the l0th, and Non- ability of the parties to negotiate a mutu- Raiders of the Lost * supplement will con in Brisbane from the 15th to the 17th. ally acceptable settlement allows the par- follow in November. See the “Convention Calendar” for conven- ties and the industry to coalesce and move tion dates and locations. forward in positive and constructive direc- Bloody book deal tions with all parties working together. White Wolf Games Studio has signed a Books into print deal with Harper Collins to publish novels Roy V. Young’s first novel, Captains Out- Interact in their World of Darkness* setting: Neil rageous, is one that TSR’s Brian Thomsen Inter*Action, the first serious and schol- Gaiman and Michael Moorcock have has wanted to publish for some time. arly magazine of role-playing, was signed for early novels, though no details Roger Zelazny calls it “a light, unpreten- launched on April 30th. It covers the the- have been released. tious fantasy romp by an author worth ory of role-playing in education, training, watching." Roy Young will be signing his psychotherapy, and entertainment. We are From dragons to the stars book at Bretano’s Bookstore in Rolling Hills promised that “It won’t be as pompous as is beginning work on a Estates, Cal., from 1-3 P.M. on Saturday, it sounds," and the cost is $10 per issue. Star Wars hardcover novel for Bantam May 28. Also, he’ll be signing from 1-3 PM. For more information, contact Inter*Ac- Books. She will be working closely with at Waldenbooks in Torrance, Cal., on Sat- tion at 29a Abbeville Road, London SW4 Lucasfilm. The wait for this one isn’t quite urday, June 4. 9LA, GREAT BRITAIN or e-mail as long as the wait for the next movie [email protected]. (rumored to be scheduled for a 1997 re- Correction lease): the novel will be released in May of Though caffeine may play a large part in New wizards next year. Sandy Petersen’s new position at id Soft- , flush with success Del Rey has just released The Guide to ware, he does no coding. from its MAGIC: THE GATHERING* card the STAR WARS Universe, Second Edition, game, has hired on even more full-time an encyclopedia of the creatures, places, * indicates a product produced by a company other designers including Prof. Richard Garfield, and gear from over 80 movies, books, than TSR, Inc. 48 MAY 1994

by David “Zeb” Cook

Artwork by Tony DiTerlizzi & are hard and worn with care, then fresh with youth. There is no way to tell. From the final journal of Ambran the Chronepsis banishes all reflections, so that Seeker, former paladin, who forsook his even the smoothest water does not share god, name, and country to remain on the what it sees. Outer Planes. May Oghma forgive him of Glin is impatient to leave. He worries his errors; may King Azoun not judge him that Chronepsis, sole inhabitant of this too hastily realm, will change his humor. I am reluc- tant to leave. I have never been in the presence of a god before, even a scaled hird day in the one like Chronepsis. Still I have become Mausoleum: I have lost all track used to the presence of petitioners of days and nights. The march throughout the land, so it is strange to sun across the sky, the falling find none here. What becomes of those grains of the hourglass—what is the use of destined for Chronepsis’ land? Perhaps these things in Chronepsis’ realm? The they are the grains within his hourglasses. span of days is his to rule, within the Glin is right. It is time (if there is time Mausoleum’s shattered boundaries. Per- here) to leave. haps I have aged here, perhaps I have not. First day outside the Mausoleum: Glin greeted me this morning, his face Glin’s fears seemed unfounded. Indeed I unlined and horns just budding. By after- wonder if Chronepsis truly knew we were noon he was aged again. Could the same there. Perhaps we are still there in the be happening to me? Sometimes my hands shuffled randomness of the dragon lords DRAGON 51 hours, arriving with our heads bowed Dream One: I dream about the book. I during its breakfast, leaving quietly again curse it in my dreams. Each night pages at lunch, only to reappear during dinner come to me and press themselves against counting the hourglasses in their niches. my flesh, carving their images into my Outside the limits of the Mausoleum, the skin. The chapters construct places that I land has changed. It is no longer green, will go. They build themselves word by but has the sere look of fall. It reminds me word, slowly tattooing their knowledge of Cormyr. Since the Mausoleum I can no onto me. When they are finished they will longer count the days from Sigil. take me to these places, these places I do Five days after the Mausoleum: The not want to go. land grows worse—more rugged than I There is a man I see who travels toward expected. This morning Glin asked his first me, sometimes straight, but more often with question of me, beyond the usual queries the path of the lost. There is a page in the of every day. He was curious about my book my dreams are writing for him. When dreams, if I had any recently. I have not it is done he will stand before me. and told him so. Seven days after the Mausoleum: When I awoke, my arm stung and Glin asked again about my dreams. His itched. Rolling back my sleeve, I was horri- interest is more than curiosity. fied to find a band of writing freshly tat- Glin says we should pass over Ilsensine’s tooed there. A single word girdled my realm soon. Although he did not add any forearm— Fallendor. more to that statement, he clearly does not For the first time since I left Faerun, I want to linger there like we did at the am truly afraid. The terrors of Baator I Mausoleum. glimpsed in Ribcage cannot compare to Eleven days after the Mausoleum: I this. They were real, at least. I could have understand now why the bariaur wishes fought them if it had come to that. Gro- to hurry. The air here is filled with a sub- tesque as they were, they at least had flesh tle pain that, were it stronger, would drive and substance. me mad. It began this morning with a What have I done in leaving the safety of buzzing burn at the back of my thoughts, Toril? What a fool I was to feel safe in a a verminous fly lodged behind my eyes. world where my dreams turn against me. All day the drone has grown stronger. By Seventeen days after the Mausole- this afternoon there was the distinct sen- um: Glin has stopped asking, although I sation of thoughts—images and whisper- still think he covets the images in my ings that were not mine. Hands without mind. I know what he is after now, and skin, whimpers from the room of a dark- will not fall for his traps. I’m not a fool—if ened inn, the ranting of a fevered fiend, he can’t trick me into giving him what he and scraps of other thoughts I could not wants, he may try violence. Let the basher identify—these things have filled my mind. try—I’ll be ready for him. Even focusing on my writing is hard. Worse still, the dreams have not stopped Glin solicitously asked about my dreams. and we have left Ilsensine’s realm. Each I think he only pretends concern—there is night they become stronger and more more in his eyes than care. It is like he insistent. My left arm is almost completely expects an answer, casting his net to col- covered by tattoos. Why does this no lect my dreams. Perhaps he’s not a Free longer concern me? Leaguer as he claimed. Is he a follower of the Fated, those who seek to understand Dream Two: Slowly moves the tattooing the planes by taking it from others? If I tell hand, carefully inking the script on skin him what I dreamt, do I lose my visions so like the whorls of a finger. With each that they can become his? touch of the needle, another syllable is Thirteen days after the Mausole- whispered. I shape the sounds carefully um: Glin’s question persists and this adding a little more of myself to the ink. morning I lied. I can no longer trust his Carefully I inject the memories into the motives. flesh, layering a new skin over the old. I told him no, but I did dream. It was a Ambran becomes no more. He is the can- persistent buzzing that skirled behind my vas, the escape from the prison the Codex eyes. It was not my dream, but the dream has built for me. of another that slipped away in the tangle of other preoccupations. I can even imag- Nineteen days after the Mausole- ine a man, a shadow at the back of the um: This morning the tattoos advanced burn. Perhaps because of Glin’s curiosity I beyond the collar of my jacket to coil feel compelled to write down these around my neck. Glin has seen them for thoughts, or is this some effect of the the first time and I can see his fear. He no -lord’s realm? Glin says Ilsensine’s longer hungers for my dreams. Perhaps domain is in caverns beneath our feet, now he knows what they are. The bariaur tunnels lined with the pulsing veins of can no longer be trusted. Ilsensine’s mind. Perhaps the mind-flayer Twenty-three days after the Mauso- gods knowledge is too great for it to con- leum: We have reached Bedlam, gate- tain. Whose dream is this—mine, an- town to Pandemonium. After all my other’s, or the secrets gathered by the wandering through the Outlands, now I thing beneath the ground? travel with a purpose—to reach Pandemo- nium. I have forced my journey upon my 52 MAY 1994 guide. I lead and he follows, increasingly that now covered nearly all my face. “You have wiped away the blood and ink. When apprehensive over the paths I choose. Pike know about this?” I wake he will be before me. He nears the it, I tell him when whines. “I am Hrava—leader of the Sarex. Come door to my cave. I when I wake, I, Fallen- into the shadows if you want to hear the dor, will reach out my hand and pull. I will Dream Three: By day I serve as a slave chant." draw him out, trap him within this shell. I to the Codex of the Infinite Planes, copying It was foolish, but I followed the voice. I will be free! the pages. Today’s entry was on the Grotto needed to know. “What is happening to I feel his footsteps through the earth. My of Bones at the heart of Hruggekolohh’s me?” eyelids tremble . . . realm. With fearful patience, I described There was a soft caress of shadow the cluster of skulls that ring his throne, across the bridge of my nose, tracing the Procampur: I still struggle with the how those heads whisper of their lives patterns of words etched in tiny lettering transformation. There are parts of Am- when the winds of Pandemonium blow there. “You’re being replaced. Word by bran left behind that press me to act through their moldering sockets. word, memory by memory. Each sentence against my will. I wonder how his incom- I know that when the words are done I on your skin’s the thought of another, plete spirit feels in that cave in Pandemo- will go there, but I cannot stop the dreams every syllable a moment of their life." nium? I wonder if he too is a slave of the from flowing out of me. The best I can “Impossible!” That was ridiculous to say, Codex? manage is to tarry over the arch of a let- but I did. I thought I was free of the Codex, but ter, the flourish at the end of a line. The “And yet it happens." even now I realize this too was a lie. I no pages of Tzunk’s work that I have found “Who—” longer see it in my dreams, but its words show the same touches, the same devotion “Who is doing it? A prisoner and a slave. still bind me. These notes, for one. I can- to artistry, as he too came to understand There is an ancient book—the Codex of not resist the urge to write my experi- his fate. the Infinite Planes. Perhaps you have ences, even though I always burn them At night the Codex visits me, filling me heard of it?” later. My passions are printed on this face; as its receptacle. Even as it does so, I shape I nodded to the eyes I could dimly see. these hands describe the childhood of my dreams and send them to Ambran. “To exist and to grow, the book becomes another body. All the things that Fallendor Each night I tattoo a little more, painting the dreams of a prime. The slave writes was are written for everyone to see—his him while he sleeps. Each night I sense what he dreams and goes where the pages hopes and his final treachery. People see that he is a little closer to me. I am amazed take him, until eventually the slave is a this tattooed face and shun me. Words still that the Codex does not suspect me, even useless husk. When he finally writes his enslave me. as my escape nears its finish! own page in the dead book, the book waits for another and continues its pages." Twenty-seven days: Where I have “I’ve been captured by the book?” been is meaningless. Where I am going is “No, you berk, you’ve been snagged by the only thing that matters. Today I dis- the slave." The darkness gave a dry, missed Glin and he was glad for it. He is throaty chuckle to my plight. “Sometimes useless as a guide. I know where my jour- the slave learns from the Codex even as it’s ney will end. using him. He learns how to ball up his Still, I fight my fate. I have tarried now dreams and send them to some poor sod for four days in Bedlam, staying to the like you.” high ground of the Citadel. The inhabit- “And?” ants are saner here than on the lower “And you become him. And he escapes slopes, so close to Pandemonium’s gate. the Codex’s grip—even if he does have Every moment I struggle to resist the urge wear his memories on his skin for the rest to descend and pass through the iron arch of his life—makes for an interesting life." to Pandemonium. I started to shiver. “What happens to The tattoos continue to appear. The me?” memory of a past love is written in the The shadows swirled around me and the curve behind my ear. I cannot see it, but I voice whispered in my ear. “Maybe you’re already know what feelings the words destroyed. Maybe you’re trapped inside carry. I am less of myself and more of your own body. What does it matter?” someone else. I was sick with fear then. “Why are you What is happening to me? telling me this? What do I owe you?” Twenty-nine: Today I almost suc- The laughter came again, fading into the cumbed. I was searching for a sage, a darkness, “Owe? Nothing. I’m Hrava, the member of a group called the Sarex. I had shadow-fiend, what you’d call a thing from a hope he would explain these tattoos the pits of the Abyss. I told you because it (what would Trandleer say?) when I real- amuses me. But I’m a fiend—am I lying or ized my steps were carrying me from the telling the truth?” With that he left me in safe haven of the Citadel and into the the darkness. tangle of the lower slopes. I could barely I have given up looking for answers in remember the prayers to Oghma to Bedlam. strengthen me! Pandemonium: Now I have even given My distress did not go unnoticed. Even up counting days. My body carries me as I fought for strength, a voice addressed forward as if it knows where to go. The me from the shadows. At first I thought it wind cuts and screeches in my ears, trying was another part of the madness that has to drive me insane. It can’t—what more taken me. can madness do to me now? I (or someone “You are in great danger," it whispered. else?) still harbors the hope that I can “The Slave of the Codex has written upon escape this fate. you.” I was dumb-founded. Until this point, no Dream Four: He is here! My needles one in Bedlam had even noticed the tattoos have pricked the last letters. My hands

DRAGON 53 “Forum” welcomes your comments and 2. In a parallel way, some schools of however, they do have to be safeguarded— opinions on role-playing games. In the thought claim that an evil person in the even at the risk of the party. Suppose one United States and Canada, write to: Fo- process of doing evil actions and who of the evil clerics had surrendered and rum, DRAGON® Magazine, P.O. Box 111, intends to continue to do evil actions (has asked to be protected from the others in Lake Geneva WI 53147 U.S.A. In Europe, not repented and shows no signs of doing the temple so he could escape their syndi- write to: Forum, DRAGON Magazine, TSR so), is a legitimate threat and should be cate. To aid this, I suggest that whoever Ltd, 120 Church End, Cherry Hinton, eliminated at once. This protects the inno- commissions a paladin and his group to go Cambridge CB1 3LB, United Kingdom. We cents and stops the “evil one” from having into an evil temple should at least give ask that material submitted to "Forum” be to answer for subsequent evil actions. them a few diminution potions and a either neatly written by hand or typed 3. However, from a military standpoint, “pouch of holding” to bring out prisoners with a fresh ribbon and clean keys so we prisoners are never killed; and wounded without compromising the mission. can read and understand your comments. prisoners are healed. As long as someone In short, it is okay for a paladin to allow We will print your complete address if you is no longer a threat (has surrendered, is to die or even help kill evil creatures that request it. no longer attacking, etc.), he deserves still pose some kind of threat to the com- protection from the rigors of battle, and is munity he is under oath to protect. DRAGON® Magazine issue #187 included sent to the “rear area” for questioning and Though killing them might question his a letter from Mr. Nicholas Abruzzo asking safety. The information that the intelli- mercy, not killing them would question his for advice on how his paladin should gence officer can get from prisoners (by dedication. I recommend he work this out behave. As a Catholic priest who has spent treating them well, not by torture) often with his DM (as the head religious author- the last five years in the U.S. Army an- can save many lives. The prisoners be- ity of his religion), or if in a tight spot, let swering those kinds of questions for real come a benefit rather than a threat. the other members of the party “distract” paladins (my soldiers) and having been a 4. Yet, prisoners are sent back to the the paladin by having him heal someone, game player since 1979 (when my parents rear defenseless. They are not sent there etc., while they kill the still-threatening bought me the game right after ordina- armed in any way. One can argue that an evil prisoners. tion), I affirm that his paladin’s actions are evil cleric or sorcerer or assassin would Hope this can be of some help to Mr. correct, true, and normal. always be a threat because of the spells or Abruzzo and any others. A paladin is called by her deity to en- other special skills that couldn’t be re- Patrick J. Dolan hance goodness and eliminate evil. This is moved from them without torture or Chaplain (CPT) not just the “greatest good for the greatest maiming. Even if the paladin had a huge Kentucky National Guard number” but includes as well not violating army with him to take these wounded the rights of the innocent even for some prisoners back for healing and question- I am writing in response to Nicholas very great good. ing, he would not be obliged to do so— Abruzzo’s letter in DRAGON issue #187, The reason the actions of Mr. Abruzzo’s though ESP spells might recover some where he states his confusion concerning paladin are “good” requires some distinc- very useful info for the cause of good. the lawful-good alignment in the AD&D® tions and use of logical analysis, which Moreover, if the evil clerics or assassins game. most of us do instinctively. Allow me to are still in any way functional (not coma- I must agree with him in the situation he distinguish between reformable and non- tose or at negative hit points) they are still states. I do not believe it is the paladin’s reformable creatures, and between bene- a threat because of their spells, concealed responsibility to incarcerate evil priests fit and threat. devices, etc. Until they are dead (and and assassins, no matter what level he is. 1. If a creature does not have free will burnt in the case of trolls) they can still be I believe the paladin class to be, in many (animals, insects) and if it is doing evil (a considered a threat. Furthermore, fighters ways, like the Knight of Solamnia in the dog attacking a child, mosquitoes carrying (including paladins) may sneak up on a DRAGONLANCE® setting. The Knights are a disease, etc.), then killing that creature is sentry in an evil area and kill the sentry as dedicated to the lawful-good god Paladine, a “good” act. Some players claim that part of the attack on the evil fortress. This and are defenders of justice, just like the “orcs” and similar creatures are not capa- sense of “cleansing away evil" and “remov- paladins. ble of acting altruistically, incapable of ing threat” is probably in the paladin’s If you have read the DRAGONLANCE doing a free, good act. These creatures commissioning oath and training. In reali- novels, characters such as Huma and thus would never be innocent, and would ty, only clerics are the ones who convert. Sturm Brightblade are good examples of always be a threat that any paladin would Paladins protect the clerics and the inno- Solamnic Knights, their primary concern seek to destroy, much as we would rid a cent bystanders while that is happening. being honor and virtue, as well as combat- house of termites or roaches. 5. If one does have legitimate prisoners, ing evil. 54 MAY 1994 Did Huma fall out of Paladine’s favor ment; paladins must not substitute private human? What are their duties toward the after having slain scores of evil minions of justice for the law if there is any choice." society they grew up in? How should they the Queen of Darkness? Or did Sturm The second and last sentences cover the behave toward the laws of other lands and Brightblade, when he ran the evil Lord situation described. I understand the DM’s peoples? Toward laws that do not seem Verminaard through? Certainly not. These point of view; the most desirable outcome good or popular? were justifiable killings, the key word for a paladin dealing with evil enemies is 3. If the DM defines everything too being justifiable. I think lawful-good char- their conversion to good, and if there is exactly, there will be no fun left in role- acters must have a reason for killing mon- some reasonable way to achieve this I playing the paladin. Leave nuances and sters, other than because “They’re evil." would expect that an attempt be made. gray areas for the player to explore, dilem- For example: Sturm Brightblade is wan- Perhaps the DM believed that prisoners mas to taunt and possibly haunt the pala- dering in the wild country and he happens could have been brought back without din. Try to ensure that such gray areas are upon a nomadic band of goblins. Sturm undue difficulty. To the players, however, an inherent part of the trials and tribula- runs into their midst and slays every last the circumstances appeared to make much tions of being a paladin, rather than acci- one, because they are, by nature, evil. This a course of action foolish. Slaying helpless dental oversights caused by the DM’s is unacceptable behavior for a lawful-good foes is a harsh, unpleasant measure, but failure to tailor the AD&D system’s paladin character. leaving them to die slowly is cruel and class to the specific campaign in which the Now, if Sturm hears a woman’s scream cowardly, while healing them and leaving individual PC is involved. and races to the scene to find the goblins them to recover allows them to commit 4. Give the paladin the benefit of the torturing an innocent girl, he would have further evil. A quick, clean swordstroke doubt. Some DMs seem to follow every just cause for killing them. was the best available solution. step the paladin takes just waiting for a Those of you have read the Dark Elf Alan Clark slip, then Wham!—massive XP penalty, loss trilogy (set in the FORGOTTEN REALMS® Kingston RI of special powers or whatever. If a DM is campaign world) may recall Drizzt DoUr- so reluctant to see PCs with the kind of den’s inner conflict following his slaying of I am writing in response to the plea for powers that paladins possess, then why a group of bugbears, feeling that perhaps help from Nicholas Abruzzo. I offer some not just ban the class? It’s the DM’s world. the creatures did not deserve death. thoughts on role-playing paladins, from The challenge in playing a paladin should DMs must be careful not to punish the DM’s point of view. For quite a few not be to avoid the DM’s “divine” wrath, lawful-good characters (such as paladins) years I have been collecting articles on but to turn a rounded character, without for simply following the wishes of their alignment within the AD&D game; the straying from the straight and narrow. gods. However, it is the player’s responsi- subject is seemingly inexhaustible, and the In my own campaign there are three bility to know when killing an opponent is paladin is the clearest and commonest paladins (in different groups): one is a an acceptable solution to a problem. example of how alignment play and align- rather boring cardboard cut-out, one is an Dan Cuomo ment enforcement can clash. eminently plausible, low-key warrior for Verona PA In my opinion, what Mr. Abruzzo’s DM Good, and the third is an equally plausible did in the example cited in his letter is character worn down by doubt and in Reading Nicholas Abruzzo’s letter in tantamount to saying: “You must play by danger of angering his deity. Before I take DRAGON issue #187, I note that alignment the rules. You may not know the rules any action to punish the “Doubting Thom- continues to be a hindrance rather than a until after you have played, when you as” paladin, I will discuss his actions and help for many gamers. The good align- shall be judged." If a paladin is bound by a outlook with the player and try to agree ments, and lawful good in particular, cause code, she will know what that code is. on a role-playing solution: for example, the the problems. To some extent this is rea- There may (indeed, should) be gray areas player could agree that the paladin is sonable, since being true to these align- not covered by the code, or there may be gradually losing the necessary degree of ments places the most restrictions on contradictory elements within the code (as conviction, and come up with a response behavior, but there’s a lot of confusion there was within the medieval code of within character (atonement, despair, etc.). over what such an alignment demands. chivalry), but it is unfair to have paladins Alternatively, I might gain an insight into It seems to me that a lawful alignment constantly guessing what their deity (as the paladin’s reasons for wavering, and means believing that the desires of individ- played by the DM) expects of them. Below decide to wait before making any decision. uals should be subordinate to the laws of are several areas of concern. 5. As with the game as a whole, the society, and good alignment means placing 1. If, as a DM, you wish to include pala- definition of a paladin belongs just as high value on the needs, goals, and lives of dins in your campaign, you must put them much to the players as to the DM. As long others. Alas, it’s not always easy to trans- in a context. Are they members of a cult as players do not merely abuse the paladin late such general guidelines into specific responsible to that cult? If so, their code as a fighter-with-frills, collaboration morals. will be taught to them just as a priest should produce a variety of paladin per- In an attempt to make things simpler for learns the tenets of his church. Or are sonalities to spice up even the most jaded players of paladins, I’ve worked out a they inspired individuals marked out from quests. paladin’s code for my own campaigns. I’d even the most pious of normal folk by Craig Hilton like to offer a piece of it here. The code’s their potential for good? If so, how do they London, England main points, in no particular order, are receive guidance on what is expected of valor, mercy, honesty, piety, and modera- them? It seems to me that only a basically This addresses issues in issue #187. tion. PCs run into trouble on all these mischievous and chaotic deity would send Regarding Nicholas Abruzzo’s problem points, but the issue raised by Mr. Abruz- its special disciple into action without any about alignment, I’m inclined to find nei- zo deals with mercy. Here, the code says: clear guidance on a whole range of possi- ther himself nor his game master blame- “Paladins must show mercy to vanquished ble dilemmas. less. He considered the matter to be about foes—within limits. Genuinely evil beings can 2. Define “lawful" in terms of your own understanding the lawful-good alignment, be spared only if they will embrace the campaign. One interpretation is that of especially as applied to paladins. The case paladin’s faith, and be consecrated to it after law enforcement. Paladins who are expect- he was arguing was that it was a lawful- ritual purification. Others may be dealt with ed to uphold the law must know what the good act for a paladin to execute van- as the situation permits. It is most unchival- law is and how it is to be upheld. Are quished (and almost certainly evil) rous to slay nonevil prisoners without offer- paladins merely jumped-up police officers, opponents. The game master thought that ing some alternative. or do they have the powers of a justiciar? the only acceptable action for a paladin “Whenever possible, prisoners should be By divine right or through the worldly was to take the vanquished opponents as handed over to the authorities for judg- organization they represent? Are they pro- prisoners and cart them home for conver- DRAGON 55 sion. Logistical difficulties with this proce- forest and the human mage is contemptu- ful beings (i.e., gods) to whom those ethical dure were no reason not to attempt it, the ous of everyone who is thaumaturgically issues matter a lot. If multiclassed charac- game master ruled. illiterate, how the heck did these guys get ters keep getting into trouble because of My opinion is that a paladin’s alignment together in the first place? the number of pies they have fingers in, is less important than the preferences of It’s a tough question and one that is, they may be comparatively powerful but the god that presumably called the paladin unfortunately, entirely up to the game you won’t have other players envying to go clean out the evil temple in Mr. master to answer. Individual players can them. Abruzzo’s example. Does the god take a create their characters and also do the There is some logic in the rules- fairly harsh line regarding opposition? Is bulk of defining their characters’ personal- ignorance that Loeffler proposes for good the god pro-life? What does the god have ities (likes, dislikes, and prejudices). But it’s role-playing. Nonwizard characters don’t to say about what happens to people (good going to be the game master’s job to take usually know the details of magic spells. If or evil) after they die? The paladin’s under- the individuals and make up the wildly Bob the Barbarian sees someone in funny standing of the answers to questions like unlikely story that glued the gang togeth- clothes waving his hands in a strange these will necessarily be lawful good and er. (The gathering isn’t necessarily role- manner, he won’t know what the guy is should guide the paladin in deciding played, but the game master does need to doing or to whom. He will have no idea whether summary execution is acceptable determine what the story was.) The play- where it’s safe to stand or, even after the for him (and his deity). ers and their characters can have their bright lights have gone off, whether all the As for the game master, he still has the own feelings about the events of the story, effects that might have resulted have option of just saying no to whatever the but the fiction is the game master’s to occurred. Wizards, no matter whose side paladin decides. In the final analysis, it’s recount. The only suggestion I can make they’re on, can be expected to make Bob his universe. However, the way this game about the story, is that it doesn’t have to nervous. master chose to pass judgment was not have a single cosmic coincidence that On the other hand, Bob should know good for the game. If the cosmic forces brought everyone together at once. The how far he can expect to be able to jump that maintain the universe (i.e., the game dwarven cleric and thief may have without repeatedly finding out the hard master) were offended by the way the been forced into an uneasy alliance against way. If Bob routinely uses swords and paladin was behaving, then it was their the overgrown races of the world while daggers, Bob should know what each responsibility to advise the paladin (not the the ranger may be hanging around a mage weapon is good for and when it makes player) of their displeasure. Crudely, this whose wooden personality reminds her of sense to switch from one to the other. (i.e., might be an attention-getting lightning bolt home. The outrageous coincidence that the player running Bob can read and use and a voice from the heavens. Better brings these two pairs together and teach- even the most detailed rules about those would be media appropriate to the pala- es them to depend on each other is left as weapons and it would be appropriate role- din’s god. If the game master had worked an exercise for the cagey game master. playing.) within the system (as it were) to declare Instead, let’s move along to a pair of The rules are only a codification of what his understanding of appropriate morality, letters from Dorian Loeffler and Andy is generally understood to work best. Most the player of the paladin would have had Shockney that continue to explore the folks will tell you that a two-handed sword no basis for argument and the paladin tension between rules and role-playing. will work better than a dagger at prevent- would have gained a new and possibly Dorian’s letter asked how to role-play ing a hill giant from mauling you. But if unsatisfying understanding of the god that knowing the rules of the game. Specifi- Bob the Barbarian believes in his lucky recruited him. cally, it is suggested that ignorance of the dagger (because it’s worked so well before It all comes back to role-playing. Naked rules may lead to better role-playing. and the player running Bob had decided game mechanics (“You can’t do that!” Loeffler contrasts this with a position that that Bob puts a lot of stock in fortune) “Where’s it say I can’t?“) are inherently there should always be a good role-playing then Bob may choose to flout conventional ugly in the middle of a role-playing game. explication of the rules. wisdom and go after the giant with a The AD&D game’s alignment descriptions, Loeffler should read Andy’s letter dagger. (The sword still would have left as they are, are little more than game closely, because the contrast proposed worked better but never try to stop a mechanics. They are such an incredible doesn’t go far enough. Andy’s letter is lucky barbarian.) over-simplification of morals, philosophies, from a game-playing world where the If Loeffler is counting ballots, my vote is and belief systems that hanging the actions rules are the thing and could well be the that there is a place for the rules in the of your game on them is only asking for only thing. There is no sense of role- role-playing. trouble. Some people may not care to flesh playing coherence to the assemblages of Alan Lauderdale out the personalities of the characters equipment and capabilities that are called Englewood NJ they play and may want simply to take the characters. (If Albert the dwarf is a cleric most appropriate alignment label and of and Bernard the dwarf is a In issue #187, the issues of alignment paste it on the character while they devote fighter/cleric of Clanggedin, would you be and of PC background were raised. La- their attention and limited time to some able to tell them apart after a couple of wrence Davison was looking for input on other aspect of the character that really blind interviews?) In Andy’s game, the how to determine plausible reasons for interests them. That’s fine, but there may players look at one each character’s array such a disparate group of beings, such as be problematic reality checks in the role- of potential abilities and complain, de- compose most adventuring parties, should playing later. If a player wants to create a manding some sort of perfect balance team up. Nicholas Abruzzo had a disagree- character with a playable personality, then among all the character classes and sub- ment with his DM on how a paladin some thought has to be given to the char- classes that TSR contemplates for its should behave in a certain situation. Both acter’s philosophy (and history). After that, AD&D game. of these problems could be dealt with by an alignment label may be distilled from Andy’s mistake is in wanting to “fix” the involving the players more closely in the that thinking. character classes his players are complain- campaign before role-playing begins. Which, in a way, brings us to Laurence ing about. What he should do—as master About a month before play begins I get Davison’s question about party formation. of the universe in which his players’ char- all the players together to roll up charac- Suppose you have one of those ideally acters live—is show the characters the ters. At that meeting I brief the players on balanced parties (one of everything and reasons why it isn’t always good to be campaign background, i.e., social struc- duplication of little except muscle) that are multiclassed. A fighter/cleric ought to ture, religious philosophies, economic always being called for in adventures. If encounter a lot of ethical quandaries, and realities, and other common knowledge the dwarven cleric doesn’t trust the half- ethical quandaries can be made very con- that characters would have that players do ling thief and the elven ranger misses her crete by the simple introduction of power- not. I then give the players their home- 56 MAY 1994 work assignments. First I ask each player Inn in at 2 A.M., or in the a limited part of a world or campaign is a to define, in writing, her PC’s alignment. dungeon (jail type) beneath the keep of useful experience. In addition to easing the She should do at least one paragraph on Duplicitous the Untrustworthy, or wher- load on the DM, having the players partici- law, on good, and on lawful good (or what- ever and ask the player to say how he got pate in designing the campaign has an- ever her alignment may be) this should be there and why. The players obviously other advantage. If the player who is as specific as possible. Then I ask each to know that they will be playing together, running the party’s cleric has helped de- write her own background, including how but I like the characters to decide to band sign his PC’s religion, then religious ques- the character got to place “X” at time “Y” together after their first adventure. This tions from PCs can be directed to the where all the other PCs just happened to way the DMs job is only to find a plausible cleric to answer (subject to DM approval). be. Finally, if I have any experienced or reason for these strangers to need each Keeping the players in character is very would-be DMs I ask them to design an other’s help to accomplish some immediate helpful when it comes to running a aspect of the campaign. I might ask a thief task and then let the players role-play smooth, successful, believable campaign. to lay out the thieves’ guild that he belongs their joining together. Lawrence asks Getting the players involved in the de- to or a cleric to describe the traditions of “how, for example, is the GM supposed to sign process early is extremely helpful, his sect. All this needs to be done within explain how a Sindar elf, a dwarf, a Dune- both in the design of their characters and two weeks so that I can make any adjust- dain, a half-, and a corsair managed to their characters’ alignments and, if possi- ments, discuss any disagreements, and start adventuring together?” My answer is ble, in the design of pertinent parts of the make any necessary changes to either the that while he could do this, he probably world. The more the DM knows about the world or to the opening scenario. shouldn’t. Let the players do it. They prob- characters, the‘ easier it is for her to de- If Nicholas and his DM had done this ably will do a better job, the five of them, sign interesting adventures and also to before their campaign they would have than the overworked DM will, and they “hook” her players into those adventures. discovered, as is often the case, that the will remember and know it better than if The more the players know about the player has a much more pragmatic view of they simply read their background off of a game world, especially in areas of their his alignment than the DM does and they sheet and stuck it in the back of their file characters’ expertise, the easier it is for could have worked this out. Nicholas’ folder. The DM should have this informa- them to role play effectively. dispute with his DM arose when Nicholas’ tion, including character background and Paul Peterson paladin euthanized some wounded ene- personality information, early enough that North Las Vegas NV mies (evil clerics and assassins) rather than he can design an, initial scenario with binding their wounds and taking them hooks for each character. [Editor’s Note: Gamers who are inter- back as prisoners to be converted. In this The third assignment, designing a part ested in further discussion on the topic of case I tend to agree with Nicholas and I of the world, is not for all players. Players paladins’ ethics and behaviors are encour- believe that the DM is trying to apply 20th- who have been or are DMs should be aged to seek out PHBR12 The Complete century morality to a medieval situation. I willing to help and players who would like Paladin’s Handbook, TSR Product #2147, would remind Nicholas, however, of the to learn to be a DM will find that designing on sale in June.] words of the immortal Rocket J. Squirrel that “Sometimes when you’re a hero you have to do stupid things, Bullwinkle.” The question of the treatment of prisoners is one of the most important things that should be dealt with in the player’s defini- tion of his PC’s alignment. It also should be noted that two players whose characters have the same alignment do not necessarily have to agree with each other on their definitions. Players and DMs also should know that fantasy morali- ty must be more black and white than in the real world. Evil is evil and it is the duty of the good heroes to destroy it. Nicholas’ DM would not expect his PCs to extend such “humane” treatment to orcs or an evil dragon, I hope. By dealing in advance and in writing with questions of align- ment, DMs and players can avoid disputes like the one above. The player in the proc- ess of describing his character’s alignment in writing is likely to have to give the question more thought than he otherwise would have, and to internalize his charac- ter’s beliefs more thoroughly. Further, the DM may find some interesting adventure “hooks” in the players’ written descrip- tions of their character’s moral beliefs. In the descriptions of the players’ back- grounds, the DM should ask for a descrip- tion of the character’s personality, his motivation (especially why he wants or is forced to be an adventurer), where he is from, and a brief description of how he got to where he is. The DM should tell each of the players that his character is in the common room at the Yawning Portal DRAGON 57

Can you save your Homeworld?

Reviews

GATEWAY II: HOMEWORLD * * VGA IBM Legend Entertainment Co. Design: Mike Verdu, Glen Dahlgren, Bob Bates Art: Kinetic Arts, ‘Lil Gangster Studios Animation: Mark Poesch, Anne Marie Cox System programming: Duane , Mark Poesch, Glen Dahlgren

Homeworld is a text adventure, bol- stered by graphics. If you’ve ever played the old Infocom games, Homeworld’s style will be quite familiar to you. It does not require particular speed to run, since almost all the graphics are still pictures. It takes up around nine megabytes on your ©1993 by Sandy Petersen hard disk. Legend has been doing a number of these types of games. Some of you may remember last issue’s review of Compan- ions of Xanth, or the old game Sorcery 101, published by MicroProse Software, but designed and implemented by Legend. In a brief conversation I had with Bob Bates, he said that they were happy to inherit the Infocom mantle, and that we can expect more games in this style. I hope that they will be more in the style of Xanth than Homeworld. Homeworld is closely based on the series of science-fiction novels by Frederik Pohl—the so-called “Heechee saga.” The basic idea is that humanity has discovered a number of artifacts left behind by the mysterious Heechee super-race, as well as their ancient foes, the Assassins, who are known to wipe out other intelligent spe- cies as a sort of hobby. At the start of the game, Earth has discovered a gigantic spaceship out around the orbit of Pluto. It might be Heechee, and you are sent to find out if this is so. Of course, heaven forbid that it is an Assassin probe! The game’s interface is older than that of Xanth, and it shows. Each “room” you enter presents you with a static image. Also on the screen is a scrolling menu GATEWAY II: HOMEWORLD (Legend) showing all the objects available to you in this room (with no distinguishing between verbs that the game can handle. This selected a verb, a list of appropriate parti- items you’re carrying and objects sitting in includes useful terms such as “save” and ciples also appears for you to choose the room itself). In addition, there is an “load,” meaning “save the game” or “load among. However, it turns out that the extremely lengthy menu showing all the the game.” I found it a little strange to easiest way to play the game is to simply include such disk-access functions in the type in your sentences. I only rarely used Computer games‘ ratings same list with “jump," “fire," and “investi- the fancy interface, because it was too gate,” but it didn’t require any real effort much trouble to scroll way down the X Not recommended to get used to it. The most-used verbs are menu, looking for verbs, then clicking on * Poor grouped together at the very start of the the correct noun then, if I had selected the ** Fair list, which then goes on to list all the verbs wrong one, to discard my sentence and *** Good in alphabetic order. start over. . . you get the idea. The inter- **** Excellent In theory, you can write sentences to the face was not simple, and I disliked it quite ***** Superb game’s parser by clicking on a verb, then a bit. If you think it would pose little trou- on a noun, and so forth—once you’ve ble to you, you’d like this game more than DRAGON 59 I did. Go buy it. THE HAND OF FATE **** stop where she stands, and if she happens The graphics are unimpressive. As previ- VGA IBM Westwood Studios to have stopped right at the edge of the ously mentioned, they are mostly static Written and directed by: Rick Gush map, you can’t get her to walk off until shots filling up only about a fourth of the Programmed by: Michael Legg you first have her walk a little way away screen. Lead artist: Rick Parks from the edge, then have her go back. In Homeworld, you must solve deadly Producer: Brett W. Sperry Also, if you’re used to double-clicking and puzzles at every stage to continue. Some- occasionally misfire, you’ll find yourself times the answers to the puzzles are obvi- The Hand of Fate is, as far as I know, frequently frustrated by Zanthia’s unwill- ous, but usually they’re quite obscure. A Westwood Studio’s first foray into the ingness to obey. few times I felt the answers were unfair, world of graphic adventures. It’s pretty Most of the time the interface is fine. I i.e., I didn’t think the game had provided darn impressive. It takes place in the fan- had the game hang on me one time, which me with enough clues to figure out the tasy land of Kyrandia, which is a lot more is less than perfect, but it could have been answer. The game includes a hint book, so like Xanth or Oz rather than Middle Earth worse. Also, the characters’ reactions are at least you won’t be stuck forever if you or Hyboria. The land teems with bizarre wrong sometimes. For instance, once get to a hard part. The story is quite lin- characters such as human-sized and you’ve purchased a voucher from the ear. If you can’t get through a particular talking trees. It fills 17.5 megabytes of mustard salesman (don’t ask), if you return node, you usually can’t go do something your hard drive. with more gold coins for him, he tells you else and come back to it later—you’ve got Westwood has done good games in the that he only accepts gold coins for the to solve it or be stuck forever. past, and, unlike some companies, their vouchers. It’s just a loose end that the The SF story that the game tells is pretty games have been improving with time. designers forgot to tie up, but I wish they interesting. I got interested in it, and the Certainly their Lands of Lore game ex- had done it. There are other examples in aliens you encounter also are quite fine. ceeded either of their previous Eye of the the game. The game doesn’t keep notes for you Beholder products (completed for SSI). Like other graphic adventures, the point (unlike some other games I’ve tried), so Now with The Hand of Fate they’ve of this game is to solve puzzles. The puz- you’ll have to write down information proven they can do things beyond role- zles are moderately easy, I felt, which was from time to time. playing games. okay, because every game needs to seek its The best way to learn this game is to The interface for The Hand of Fate is own level of difficulty. This game is cer- start playing it. If you get stuck, look at pretty simple. At the bottom of the screen tainly suitable for newcomers or occasion- the hint manual, which is cunningly di- are little icons (some animated) for all the al dilettantes in the field of adventure vided into three categories of clues, so you objects that your character, Zanthia, is games. It’s possible, I suppose, that a real can pick just how obvious an answer you hauling around with her. To accomplish hardcore adventure gamer might find it receive, from “vague” to explicit. any task, either click on an on-screen too trivial. A number of puzzles can be There are plenty of other graphic adven- object or location, or click on one of the solved more than one way, for instance. tures on the market nowadays, and most objects in your inventory (which, in the The game has plenty of humor, not only of them have interfaces light-years ahead time-honored fashion, transforms your visually, but also in the fine dialogue and of Homeworld. Unless you really like cursor into that object) and then click comments made to the viewer by his alter- Frederik Pohl’s work, or think back long- again on either another object in your ego, Zanthia. She is an alchemist, and does ingly to the good old days of Infocom, I inventory or something else on the screen. all her magic by means of mixing objects advise you to try one of the others. To move Zanthia around the screen, into a big cauldron. At game start, she has click on locations, and she’ll walk there. lost her recipe book, and is relegated to This technique is not yet perfected, unfor- using an old school notebook, with such tunately. If you click a second time, she’ll trivial potions as “Snowman” and “Lunch." 60 MAY 1994 Naturally, these prove sufficient to save The animation is a little cruder and the you learn what the Ring of Powerlessness the day. monsters don’t move, as much as they looks like, you can discard all similar rings With one exception, it is impossible to teleport from tile to tile. On the other you pick up. However, the objects do take actions that block all possibility of hand, you can play Dungeon Hack forever change in appearance in different games, finishing the game. That exception is without finishing it. Not that you can’t so just because the avocado wand pro- death. Unlike many new graphic adven- beat the game—it’s just that you can start duced a Haste Monster effect in your last tures, you can die in The Hand of Fate. another game immediately thereafter, with dungeon doesn’t mean it will do so in this However, whenever a possible death scene an entirely different dungeon to solve! one. So you must learn anew which ob- is coming up, the game warns you ahead Therein lies the appeal of this game. jects have which effects in every dungeon. of time, so that if you are killed, you know You start out by creating your character, Still, experience has its virtues, because full well you walked into trouble. Some- following the AD&D® game rules. Wizards you do learn what the possibilities are times it warns you a couple of times be- get to be 5th level at the start, while fight- when you pick up an object. fore it lets you die. This gives you an ers are only 3rd level. You only get one On each level of the dungeon there’s excellent chance to save your game before character in your “party,” which may seem usually a blue orb that you can insert taking that last step toward doom. Dying is worrisome, because only clerics can heal, coins into. A silver coin heals you, a gold not common, and the death scenes are not for instance. Don’t worry, the game pro- coin not only heals you, but also cures particularly spectacular, so they are clear- vides for this. You can choose whatever poison. (This is handy if you have no anti- ly not intended to be dwelled on (unlike statistics you want for your character, up poison magic of your own). the amazing deaths in Rex Nebular for to and including straight 18s across the As you progress through the dungeon, instance). board (with 18/00 strength if you’re a you earn experience points, and will fre- The game isn’t particularly fast-moving— fighter). The designers didn’t mind, be- quently advance in level. At the very bot- you have no way to speed up Zanthia’s cause the game can be played again and tom of the affair is a reasonably dreadful motion across the screen, and this can be again. If you want to challenge yourself, monster that will tax you, so you may a bit frustrating, especially when you choose low stats. It’s up to you. want to go back upstairs and get a few know exactly where you’re going. You also can customize the dungeon more experience points before tackling it. All in all, I rate this one of the best you’re about to enter. You can decide how In an appalling case of mismatch, for graphic adventures I’ve played, exceeded common food is, for instance, or whether example, my wizardling’s end-of-game only by products of LucasArts Entertain- or not undead are present (that bane of monster was a Balor, seething with magic ment. However, I’m torn—if Westwood is AD&D players since time immemorial). resistance, so my spells were worthless, going to do more of these adventure You can select the number of levels to the yet it was able to deliver plenty of damage, games, does this mean it’s going to skimp dungeon, from 10 to 25, how tough the so I dared not engage it in hand-to-hand on its also-excellent role-playing games? I monsters are, how frequently they appear, combat (not a very good idea anyway, with hope not. the frequency of pits, and so on. You can a mage). Sigh. I still haven’t beaten the just pick Easy, Medium, or Hard. The only dang thing. DUNGEON HACK *** objectionable selection provided is the The puzzles in the dungeons are not IBM DreamForge Intertainment “Character Real Death” option, which I particularly difficult, but I guess it’s hard produced for SSI thought was absurd. With this option to “randomize” puzzles. They’re mostly a Producer: James Namestka selected, if your character is killed in the case of “get through this door to get Key Programming: Thomas Holmes dungeon, all your saved games including A, then use Key A to open the door guard- Design: Thomas Holmes, Chris Straka him also go away! What’s the point? You ing Key B, so you can finally open door B Art: Jane Yeager, Jon Grayson, Frank can always simulate this “option” by choos- to continue onward,” or simple things like Schurter, Robert C. Taylor, Lynn Helf- ing not to replay a guy who’s died! All it “The bull’s horn must fit on the sculpture ferich does is make a certain choice irrevocable of the bull’s head." Alas, because of the (if you start playing with this option turn- randomization, sometimes you’ll solve one Dungeon Hack is a role-playing game of ed on, then you can’t change your mind of the puzzles, or fight your way through a rather unusual, almost experimental, later on, of course). No one has to select it, a particularly dense batch of nasties, only type. It runs fine on a 386 machine, and so I suppose it’s a minor point. to find out that your reward is a single bag uses rather old-fashioned technology and The dungeon walls vary greatly from of food or, worse, nothing at all. graphics (using a bit-mapped view rather level to level, but have a rather appalling The dungeons themselves are quite than true 3-D, for instance). It takes up sameness on the same level, evidently to varied, better than I’d expected. One level around nine megabytes on the hard drive. save memory. A given level only boasts might just be a maze of hallways, with no Many years ago, before there were good two main types of monsters tops, though rooms whatsoever, while another might be PCs, there was a primitive role-playing near the level’s exit, there’s generally a a series of areas connected only by tele- game called alternately Rogue or Hack. It single example of third type, usually some- porters. Each area is completely filled with consisted of a top-down view of a what tougher. I suppose it’s an attempt to halls, rooms, or walls, so by looking at the dungeon, usually composed of ASCII char- simulate a “boss” monster. The so-called automap you can tell exactly which re- acters. The character was displayed as a “boss” isn’t too great a problem, because gions you haven’t explored. smiley face, while the monsters were usually the very next level you enter has Speaking of the automap, it’s a work of various letters. “E” stood for “Emu,” for these very same monsters as one of the art. As you explore you see a small view of instance. You had to quest through the standard encounters. the area around you to one side. When dungeon finding vast quantities of magical Magical items are strewn around the you need to see the entire map, just click items to recover the amulet that would let dungeon, along with food and useful ob- on a scroll bar, and the entire screen is you escape. The game was primitive, but jects such as keys, armor weapons, etc. filled with whatever portion of the its appeal held, because the dungeons The magical items are preselected such dungeon you’ve explored to date. Mysteri- created were random, and hence infinite. that they are always useful to the charac- ously, all the monsters in areas you’ve seen Dungeon Hack is a sort of remake of this ter you’re running. Well, not exactly use- are made visible on this map. It’s handy to old idea. It’s taken the concept of an infi- ful, but at least usable. Frequently they’re see the monsters, though. The only cavil I nitely variable random dungeon, and crocked magical items—cursed weapons, have about this otherwise fine map is that upgraded it to late 1980s technology. potions of poison, and similar gifts that are DreamForge did not provide any method When you first load it up, Dungeon Hack just plain bad. So it’s good to inspect an of marking on the map. Hence, you’ll have looks a lot like Dungeonmaster, Eye of the item carefully before using it. All the rings to remember just where the healing orb is, Beholder, Might & Magic, Wizardry, etc. look a little different, for instance. Once or which teleporter leads to which area. DRAGON 61 In summary, Dungeon Hack has all the inspect objects, open doors, and perform advantages and disadvantages you’d expect all the myriad of other tasks not already in a set of randomized dungeons. I feared it covered by “walk to” or “fight”. would turn out to be a sad collection of If you cannot walk to a place, attack Continued from page 8 barely-acceptable maps, and it turned out something, or look at something, a “not” much better than my expectations. Despite symbol (the classic red circle with a diago- I also learned that when someone in the its drawbacks, it deserves a place in every nal line through it) covers your cursor. party yells “Bork! Bork!” it means “Hit the computer role-players’ repertoire, if only so Annoyingly, if you try to attack or look at dirt because I’m about to do something that you always have a place to play in while something that is out of your line of sight, that’s either really stupid or really brilliant waiting for the next blockbuster from some you can still click on it, and you receive a and either way you’d best not be in the other company. message saying that you can’t see it. This line of fire when I do it.” would be less annoying if it were always And, casting a fireball in a small hallway Game tips obvious if something is in your line of to kill the giant wasp that’s heading for the 1. If a monster’s right on your heels, you sight or not. doorway you’re all standing in can be a can’t stop to rest (obviously). However, you In combat, you take turns moving your good thing, provided you remember to tell don’t have to be all that far away to rest— characters in an order chosen by the game the wizard to close the door immediately run away from a bad monster and down a (though you can modify it with a minimum after casting the spell! It’s much safer for hall. You only need to be a few tiles off of effort), while the opponents move at the all of you, and besides—charred wasp before the game lets you stop and rest for same time. The screen jumps to follow smells really, really bad. as many hours as you need, restoring your each character or opponent, no matter Perhaps the ultimate thing I learned was health, your spells, etc. Then, all beefed how distant they are from one another, so that sending your party’s mage up on a up, you can return to the monster and nail the screen spends a lot bopping around flying carpet, both having been made him. Or, if he starts getting the upper the battle arena, another mild source of invisible, with jugs of holy water is an hand again, run off to heal again. annoyance. effective way to stop the lich who’s just 2. All the mazes I’ve tried so far respond Spell-casting is taken care of by symbols. waked from his sound sleep and burst up to the old system of “keep to the right." When you select “cast spell or use psi- through the lid of his casket and is about onics” for a character, you get a bizarre to blast your party into oblivion. (Hey, like DARK SUN™: THE SHATTERED assortment of colored icons instead of a I said earlier, we didn’t ask questions. The LANDS * * * menu. By passing your cursor over the DM couldn’t figure out how to stop us, IBM & compatibles SSI various spells, you can figure out which is and he allowed it to happen. We rejoiced Producer: Bret Berry which, but it is still a difficult system to and made merry for days.) Lead programmer: Rus Brown get used to. Once you cast a spell, if it has So, the next time someone challenges Tools programming: John Miles an area of effect, you get to shape the you to tell them what’s so great about role- Lead artist: Maurie Manning sphere, cone, or other shape on the playing, forget all about learning to coop- screen, a little like using an art program. erate, building lasting friendships, gaining Dark Sun: Shattered Lands is a grim and The game is difficult, no doubt about it. social skills, polishing problem-solving gritty sort of game that takes up almost 16 You have to engage in many lengthy and (I abilities, and the rest. Tell them it’s the megabytes on the hard drive. felt) rather tedious combats. You must only place where you can vicariously take I recommend a fairly fast computer to walk each of your characters around the someone who’s really, really been bother- run this thing, as it was quite slow and screen each turn, select the opponents ing you, turn them into a goat, find out clumsy on a 386/33, and was only barely they bash on, fire their missiles, cast their they’ve failed their system-shock roll, and reasonable on a 486/33. The game system spells, etc. Then, you wait for the oppo- feed them to a table. (Let them stew for a used resembles Paragon’s Challenge of the nents to do the same right back to you. while, and if they still don’t get it, reveal to Five Realms or, to a lesser extent, Micro- It’s rather interesting to solve the game’s them that the table was really a mimic.) If Prose’s late lamented Darklands. puzzles, talk to the various characters, and that doesn’t sway them to your view, You begin as a group of four trained gladi- explore the world around you. I thought it nothing will. ators, destined to fight and die in Athas’ was rather a pity that the game’s designers grim coliseum for the entertainment of the were so fixated on combat and death, which bloodthirsty populace. Soon enough, you proved to be the dullest part of the game. * indicates a product produced by a company other find out how to escape from the coliseum, than TSR, Inc. and make your way into the barren country- side, where you find lost villages of other escapees, and band them together into a force to challenge the villainous sorcerer- priest who rules the local city. The view provided is a sort of three- quarters view, and your characters are fully animated. Enemy and friendly indi- viduals also are animated, and you can see them wandering around the view. You have three different potential cursors, each used for a different purpose. The default cursor, a simple triangle, is used to select the area you want your group to walk toward next. Then there is a sword or, if used to point at a foe far distant, an arrow. This second cursor is, of course, used to begin combat. Then there is an eyeball, which is used to talk to people,

62 MAY 1994

64 MAY 1994 DRAGON 65 66 MAY 1994

Plan to attend the GEN CON® Game Fair now It’s Never Too Early

The GEN CON® Game Fair just keeps an encore presentation of most accomplished comic-book and getting bigger—and the bigger it gets, the Saturday, which was a massive hit when science-fiction writers in the field. Many of better it gets. this “mini-convention” was staged for the the comic world’s most popular illustrators This year’s extravaganza runs from first time at the 1993 Game Fair. The orga- will be in residence in the Artists’ Alley, August 18-21, once again at the enormous nizer of 1993’s extravaganza, Sue Wein- and the schedule for all four days of the MECCA Convention Center in downtown lein, is on the job again. This year’s Game Fair includes several exhibits and Milwaukee, Wis. Every square inch of the extra-special guests for Science Fiction demonstrations designed to appeal special- convention complex will be filled with Saturday will be two of the stars of Star ly to comic and super hero fans. role-playing tournaments and other gam- Trek: The Next Generation, Majel Barrett Of course, the heart and soul of every ing of all types; exhibits and sales booths Roddenberry ("Lwaxana Troi”) and John GEN CON Game Fair is the gaming. Tour- sponsored by hundreds of companies; de Lancie ("Q”). naments and seminars devoted to role- seminars, special events, and more celebri- New to the Game Fair lineup this year is playing games make up the biggest part of ties than there are pages in the average Super Hero Sunday, orchestrated by TSR’s the convention schedule, but every other autograph book. own comics guru, . The kind of game activity—from popular board High on the list of special attractions is Guest of Honor is Peter David, one of the games and card games to historical/ military simulations to miniatures to com- puter games—will be going on constantly throughout the long weekend.

Tournaments Most of the hundreds of gaming compe- titions are set up as tournaments that award prizes to the winners and highest finishers. More than $10,000 worth of prizes will be handed out, and some of the major prizes are gifts that really keep on giving. For instance, the high scorer in the RPGA® Network AD&D® Game Feature, “Rustymane’s Flight,” will receive one copy of every TSR product for a year, worth several hundred dollars. TSR, Inc., , and FASA Corp., are among the companies offering gift- certificate prizes of as much as $100 or $200 to the winners of some of the major role-playing game events. Among the special tournaments known as Pinnacle Events are the AD&D Game Open, the BATTLETECH* Open, the ADVANCED SQUAD LEADER* Challenge, and the Games Magazine Triathlon, to name a few. Over 950 different gaming events, rang- ing from single-session competitions to multiple-round tournaments, are listed in the Game Fair Pre-Registration Book, which is available free of charge from TSR, Inc. (See the end of this article for information on how to request a book and how to pre-register for the convention.)

Board games In this broad category, most of the activi- ty centers on historical and military simu- lations and other types of strategy games. Noteworthy events will include the Game Fair’s ninth annual DIPLOMACY* tourna- ment, the sixth annual UP FRONT* compe- tition, a 100-player NUCLEAR WAR* tournament, an enormous EUROPA* dem- 68 MAY 1994 onstration, and an AXIS & ALLIES* mega- tioned above), the RPGA Network is stag- 30th, but it’s a good idea to get your name event. The Game Company is ing nearly 20 other game events that will in as soon as possible because events that once again staging its Classics Open tour- award rich prize packages to the top fin- have a limited number of participants are nament, including competition in FOR- ishers, as well as more than a dozen semi- filled on a first-come, first-served basis. TRESS EUROPE*, PANZER LEADER*, nars of special interest to Network You can get a Pre-Registration Book by PANZERGRUPPE GUDERIAN*, RUSSIAN members. If you’re planning to come to return mail by sending your name and CAMPAIGN*, VICTORY IN THE PACIFIC*, the Game Fair and you’re not a Network address to Pre-Registration Dept., 1994 and WAR AT SEA* games. All the most member, you should be aware that only GEN CON Game Fair, P.O. Box 756, Lake popular games from the early days of Network members can preregister for Geneva WI 53147. Requests for the book board and war gaming will be played at RPGA game events—but you can apply for also can be made by fax at (414) 248-0389. the convention, as well as many of the a membership on the same form that’s The book is 116 pages long and contains newer titles. used to register for the convention itself. details about every feature of the Game The War College Lecture Series, one part The Networks Guests of Honor this year Fair, plus information on hotels in the of the Game Fair’s extensive schedule of are David “Zeb” Cook, veteran TSR game Milwaukee area that are offering discount seminars and workshops, gives strategy- designer, and Tom Dowd, the developer of rates for people attending the convention. game hobbyists a chance to learn more the SHADOWRUN* game from FASA. Get one soon, and you’ll be glad you did. about their favorite subjects from profes- sional military experts. Special guests for . . . And there’s more the lecture series this year are Lt. Cmdrs. In next month’s DRAGON® Magazine, * indicates a product produced by a company other Dan and Mark McDonagh from the Naval you’ll find out more about Science Fiction than TSR, Inc. War College. Other speakers include Major Saturday, Super Hero Sunday, the celebri- David Wesley and Captain Louis Zocchi, ty guest list, and other features of this both of whom participated in last year’s year’s Game Fair. However, you don’t have program. to wait that long to receive a Pre- Registration Book and start making your Open gaming library own plans. Sponsored by Games Magazine, the open The deadline for pre-registration is June gaming library will have more than 100 different popular favorites that Game Fair attendees can check out for a quick pick- up game or to fill a few spare moments of time. The library is the headquarters for the Games Magazine Triathlon, which will feature competition in OTHELLO*, CLUE*, and SCRABBLE in a marathon six- hour session on Friday.

Miniatures The Game Fair will offer nearly 200 tournaments and single-session events for miniatures enthusiasts, including an exten- sive lineup of events for the BATTLE- TECH*, CAR WARS*, and SILENT DEATH* games, plus dozens of other games rang- ing from 15-mm ancients to World War II naval scenarios to STAR WARS* battles and everything in between. Premier events include the BATTLETECH* Open, the official CAR WARS* AADA World Racing Championship, and a three-round ® tournament. Also in the realm of miniatures is the Game Fair’s 14th annual Miniatures Paint- ing Competition, with prizes to be award- ed to the most attractive figures and dioramas in several different categories. New this year is the Historical Miniatures Gaming Society Masterpiece Competition, cosponsored by HMGS and the Game Fair, which will present the prizes to the best miniatures displays at the convention.

RPGA® Network events In addition to the AD&D Game Feature Tournament “Rustymane’s Flight” (men- DRAGON 69

by

If you have any questions on the games a character using a wildfire spell creates a acters. First, I explained that a lot of produced by TSR, Inc., “Sage Advice” will sword +2 out of nothing and then cast iron or steel next to the skin dis- answer them. In the United States and permanency to make the sword last longer rupts magic. Things were fine for Canada, write to: Sage Advice, DRAGON® than the 1d4 + 6 hours that wildfire ob- awhile, but now they carry plate Magazine, P.O. Box 111, Lake Geneva WI jects usually last. There are two problems armor with them and insist on 53147, U.S.A. In Europe, write to: Sage with this: First, wildfire objects cannot be wearing it after they have used up Advice, DRAGON Magazine, TSR Ltd., 120 made permanent. Second, wildfire objects all their spells. Church End, Cherry Hinton, Cambridge have no special properties beyond their This is what comes from asking too CBl 3LB, United Kingdom. We are no strength (stronger than steel), weight many questions about a fantasy game. longer able to make personal replies; (almost no weight at all), and virtual inde- Fantasy, by its very nature, deals with the please send no SASEs with your questions structibility (immune to everything except inexplicable and concerns itself with the (SASEs are being returned with writer’s dispel magic and wish). The caster has what; the why is left to philosophers, guidelines for the magazine). great latitude in shaping the wildfire en- science-fiction authors, and your ever This month, the sage answers a few ergy, but the energy does not include any helpful “Sage Advice” columnist. My first questions about The Complete Book of magical bonuses. Note that the wildfire suggestion to you is to consider the obvi- Humanoids (CBH). (The answers given description (TOM, page 48) says the spell ous: If you’re assuming that large masses here are official.) The sage also considers a can be used to create magical items, but of metal in close proximity to a wizards few magical particulars, revisits psionics, this refers to using wildfire in conjunction body foils spells, then it is relevant to ask corrects an error, and provides some with an enchant an item spell. just how your armor-toting wizards are missing maps. carrying all that armor. If they’ve bundled The Player’s Handbook (PH) lists it up in a pack, guess what? It’s still too The CBH text on bugbears says the range of the speak with dead close. bugbear shamans and witch doctors spell as “1," but does not give a unit Actually, the situation is a little more have a level limit of 7, but the table of distance. complex than that. Character-class armor on page 21 says the limit is level 5. Officially, speak with dead has a range of and weapon restrictions are among the Which is correct? one yard, and this is the way the spell will few basic and unalterable rules in the The advancement limit is 7th level for be listed in the upcoming Priest Player AD&D® game. As always, the rule is neces- both shamans and witch doctors. Screen and in future printings of the PH. sary because of game balance and game Note that this is an error picked up from logic. It’s been awhile since I repeated one The CBH says some voadkyn are the original PH, where the range probably of my little exercises in game balance and druids, but there is no level limit for was one scale inch. That is, the spell had a game logic, so let’s go through the game voadkyn druids listed in the table range of 10 feet indoors and 10 yards logic first: on page 29. outdoors. While most spell ranges in the Armor is heavy, hot, and confining. Voadkyn druids are very rare, but there current game convert scale inches into Fighters gain their various combat abilities are a few. Their advancement limit is 5th tens of yards, my colleagues here at TSR only after undergoing long and rigorous level. felt that 10 yards was too great a distance physical training that begins in their for conversations, even with the dead. youth. (A medieval knight’s training began Table 8 in the CBH says aarakocra, at age six.) This explains why they can do voadkyn, flinds, and satyrs can be Can you use the item spell to things like slay 30 giants using swords less bards, but the tables for these races shrink a living creature? How about than four feet long, and keep on fighting contain no bard advancement limits. an undead creature? The descrip- even when peppered with arrows. Wear- Aarakocra, voadkyn, and flinds cannot tion (PH, page 150) says the spell ing armor is an impressive physical feat. become bards. The advancement limit for works on fires. Will a fire subjected The stuff is hot, heavy, and generally satyr bards is 7th level. to this spell continue to consume its uncomfortable. It takes a long time before fuel? a person can even bear to wear it for any Table 13 in the CBH says alaghi can The item spell has no effect on crea- length of time, much less fight or explore be fighter/shamans, but the alaghi tures, living or dead. a dungeon while encased in it. Fighters, race table lists no shaman advance- A fire that is simply reduced to 1/12th however, develop the ability to resist phys- ment limit. size continues burning merrily along, ical hardships of various kinds and can The advancement limit for alaghi sha- consuming fuel and oxygen. It still is hot, soldier on through conditions that can kill mans is 6th level. and can burn anything that is susceptible other characters. to normal fire. If, however, the fire is On the other hand, wizards spend their If a wizard used a wildfire spell reduced and turned to cloth it becomes youth and all their spare time sitting and (from the Tome of Magic) to create a inert (and harmless) for the duration of reading. This sharpens their minds, but it magical sword +2, could a perma- the spell. does not build the kind of physical skills nency spell be used to make the that fighters enjoy, even in wizards who sword last forever? I’m having a real problem with a have naturally high Strength and Constitu- No. At least, not if you’re asking whether few players and their wizard char- tion scores. All that sitting around and DRAGON 71 studying turns wizards into sedentary your campaign is going to be playing an Further, the character gains no experience bookworms who do not have enough armor-clad wizard. for the adventure in which he dons armor stamina to walk around in armor. They I suggest you sock your armor-loving to protect himself. If he makes a habit of probably can’t even walk a straight line wizards with any or all of the following wearing armor, he might even lose a level while wearing armor—a wizard in armor penalties: or two. probably would stagger about like a little Encumbrance: Even if the characters in kid carrying a sack of potatoes. Further, all question have high enough Strength Is it my imagination or are there that studying gives wizards an entirely scores to carry the weight of the armor, some maps missing from FRS1 The different mindset than fighters have. They knock their movement rate down to one Dalelands? prefer to use their brains to attack their half (two-thirds if you’re feeling generous). Yes, maps of two towns, Archendale and problems; they come to regard accoutre- They also should make a Dexterity check Essembra, are missing. They appear in this ments such as swords and armor as crude every turn or fall down and go boom. It issue courtesy of Dalelands author, Rich and beneath their dignity. It’s not so much easy to lose one’s equilibrium when one is Baker and DUNGEON® Adventures’ cartog- that wizards can’t wear armor, but that carrying an unaccustomed weight, and a rapher, Diesel. they won’t armor. It’s too hot, too uncom- wizard might easily trip. The encumbered fortable, too noisy, and just downright wizard also should check Dexterity every The description for gauntlets of unfashionable. time he tries anything that even remotely ogre power in the DMG (page 169) Now, on to game balance: Wizards are requires ability: running, jumping, using suggests that their combat bonuses potentially the most powerful character stairs (in either direction), getting on a are cumulative with a girdle of giant class in the game. They have access to a mount, etc. strength only when the wearer is considerable array of offensive and defen- Fatigue: Single-classed wizards who hurling a war hammer. Is this cor- sive magic and can literally lay waste to wear armor or carry shields should make rect? What is the strength score of a whole city blocks. The price they pay for a Constitution check every turn (more character wearing gauntlets of ogre this power is an almost complete lack of often if its very cold or very hot). Failure power and a girdle of giant physical power. In the beginning, they are indicates fatigue. The character must strength? so weak that they must depend on the remove the armor and rest awhile. If the As a general rule, an AD&D game char- characters around them for support and weather is bad, the character also must do acter using two similar types of magic gets protection. Fighters, on the other hand, something to cool off or warm up. the benefit of only the strongest item. A don’t have access to a mighty arsenal of Uncertainty: All this reliance on physical character using both gauntlets of ogre magic. All they have is their wits, their things undermines the mental discipline power and any giant strength item (girdle weapons, and their equipment. As the only the wizard needs to command his magic. or potion) get only the benefit of giant class with unrestricted access to both There is a 25% chance that any spell he strength for purposes of encumbrance, weapons and armor, they are playable, but casts during the next 24 hours will fail bending bars and lifting gates, opening they remain so only as long as the DM outright. (Of course, if the character is doors, and most attacks. does not allow other characters to poach wearing prohibited armor at the time of There is an important exception to the on their territory. Otherwise, everyone in casting, the spell fails 100% of the time.) general rule in this case, however. A char-

72 MAY 1994 DRAGON 73 acter wearing gauntlets of ogre power and initiate the power and concentrate on a girdle of giant strength can combine using the ring at the same time. If, how- both items’ combat bonuses (and any ever, the psionicist were already moving normal strength and specialization bonus) an object and was merely maintaining the anytime he uses a magical war hammer— telekinesis power, he could use the ring’s in both melee and missile combat. This is a lifting capacity to reduce the maintenance special property of magical war hammers cost. Likewise, if the object were a table in the AD&D game; though the rule itself and an opponent grabbed it or jumped on appears in the girdle of giant strength it, the ring could be brought into play to description (DMG, page 170). handle the additional weight. I suppose that a lenient DM might allow a psionicist Does a psionic attack mode’s one- to establish a partial “pull” on a large ob- two punch apply to both closed ject, for example, spending 80 PSPs to tug (psionicist) and open (nonpsionicist) at a 100-pound object, and then use a ring minds? If so, what happens to the of telekinesis during the next round to contacted mind if the power works provide the extra power. (In this case, the both times? total PSP cost would be 120 PSPs, 80 to Yes, the one-two punch applies to all initiate the power, and 40 more to main- types of opponents. When a psionicist tain the power on the second round vs. pays the initial PSP cost for the psychic 150 PSPs to move the object with the crush science, or the ego whip, id insinua- telekinesis power alone). tion, mind thrust, or psionic blast devo- tions, she gets to use the power twice, It seems to me that the eighth-level provided both attacks occur in the same wizard spell mind blank should round and are directed against the same protect against all forms of psionic opponent. Note that the psionicist must attack. Why isn’t this the case? make a power check for each use. Actually, mind blank offers considerable Remember that the psionicist must take protection against many types of psionic the time to establish full contact (three attacks; see the spell description (PH, page tangents) with the opponent, even when 190) for the list. The protection is magical, the opponent is not using defense modes. however, and psionics are not magical. If the psionicist uses the one-two punch This allows an attacking psionicist a saving against a fully contacted mind, the results throw vs. spells to overcome the defense. vary according to the power. If the power Because mind blank is an eighth-level spell, allows a saving throw, such as psychic I suggest that you require a save each time crush or psionic blast, the victim must a psionic uses a power against a protected save each vs. each successful use of the character—the spell presents a formidable power and suffers accordingly if the save barrier that does not weaken even if the fails. If the power does not allow a saving psionicist already has breached a few throw, two successes in the same round times. Note that bonuses from defensive are not cumulative; however, the psionicist items, such as rings of protection, do not gets to use the best of the two results. For modify this save. Wisdom bonuses can example, if the one-two punch delivers apply if the DM allows them to. two successful uses of the id insinuation devotion, the psionicist would roll twice to Back in DRAGON issue #191 you see how long the opponent would remain said spells cast from scrolls in the in a moral uproar and only the highest roll DARK SUN® setting could have defil- would count (though the DM might let the ing effects, but page 62 of the DARK psionicist might let the psionicist choose SUN Rules Book says the act of set- which roll to take). ting a spell to a scroll strips it of its defiler characteristics. Can magical spells or items and That’s correct; no spell cast from a scroll psionics work together? For in- on Athas has defiling effects. My error. stance, can a contingency or chain contingency spell he used to trigger Pantheon of the Month psionic powers? Can a psionic char- These are unofficial suggestions for acter wearing a ring of telekinesis using the optional spheres of priest spells use the telekinesis science to boost from the Tome of Magic with the deities of the effect? the Nehwon pantheon in the Legends & Contingency and chain contingency spells Lore book: trigger other spells. Psionics are not spells Gods of : These deities do and cannot be part of a magical contingency. not have priests and do not grant spells. Likewise, contingency cannot be used to Issek of the Jug: Major: Wards; Minor: trigger magical items, breath weapons, gaze None. attacks, or spell-like abilities. Gods of Trouble: Major: Chaos; Minor: Under some conditions, it might be None. possible to use a ring of telekinesis and Hate: Major: Chaos; Minor: None. psionic telekinesis together, but this Death: This deity does not have priests wouldn’t happen very often. If faced with and does not grant spells. an object too big to lift with the telekinesis Kos: Major: Law; Minor: None. power, a psionicist wouldn’t benefit from a Tyaa: Major: Time; Minor: None. ring of telekinesis because he couldn’t Red God: Major: War; Minor: Wards.

ail in the north,” cried the lookout, and Liam Rhenford winced on the quarterdeck. It was not necessarily the pirate, but he feared it was, and he could tell from the worried looks ex- Cap changed by the mate and the Old Man that they feared it, too. “Masthead there,” he called. “Any pennant?” “It’s on the horizon, Cap,” the lookout shouted back. Renvoort’s “Just the sail as yet.” Liam caught the Old Man and the mate in another look. “Probably a fishing smack,” he said, as calmly as he Luck could. “I’m going below. Call me if you make out a pen- nant.” Forcing himself to go slowly, he went down the ladder to the waist of the ship and then into his own cabin. Once there he bunched his fists and indulged in a silent curse. There were no fishing smacks abroad in Rushcutter’s Bay that season, no vessels of any kind except his and the pirate’s. Only he had been foolish enough to make sail, and now he was caught. He gave himself a full quarter-hour of despair, berating himself for his stupidity, then began making plans. He pulled out charts, established his position, gauged wind by Daniel Hood and current. His ship, the Pride of Dordrecht, was no fast sailer, but after a long set of calculations he figured to make the port he was headed for in three days. If he could stay out of the pirate’s hands that long he would be safe. Not that a port was necessarily so safe, given the pi- rate’s reputation. In addition to the huge number of ships he had taken and sunk in his extraordinary three-month campaign, he had sacked three cities. Still, poor hope was better than no hope, and if the Pride of Dordrecht was caught on the sea, its destruction was certain. There was a knock on his cabin door, and by the confi- dent sound of the knuckles he knew who it was. “Come,” he called. The Old Man entered, touching his forehead casually. The other crewmembers treated him with considerably more respect, but Liam accepted the informality. If the ancient sailor hadn’t volunteered to sail with him, none of the younger ones would have come. “Well, Cap Renvoort, our luck’s out.” He frowned grimly. It certainly seemed that way. “We can make Ushant in three days. We only have to stay clear until then.” Ushant was the Freeporter colony they were headed for, with a cargo of lamp oil and wool. The Old Man smiled. “The Pride’ll never outrun ‘im. Den Huys’ll have us for sure.” Liam’s frown deepened. The Dordrechters seemed unable to separate myth from reality. The present pirate had taken the name of a long-dead sea rover, a nightmare who had ruled Rushcutter’s Bay almost a century before, but they refused to see the difference. Liam had not grown up in the Freeports; the infamous name had never been used to frighten him as a child, and he could not under- stand the atavistic fear they associated with it. “It’s not Den Huys, you know. It’s just a clever man, who’s taken the name.” Illustrations by Martin Cannon The Old Man gave him a knowing look. “Sure, Cap.

DRAGON 77 But he’ll have us anyway.” The afternoon passed in a flurry of tasks. The barrels of “I mean, it’s impossible. Den Huys has been dead for oil and bales of wool had to be secured, storm canvas eighty years.” fitted out, a hundred small things attended to. Both the He would have gone on, but the Old Man’s smile pirate ship and the storm line grew closer, but by nightfall stopped him. He should have known better than to try to there was still a considerable gap between them and the argue the Dordrechter out of his prejudices. He couldn’t Pride of Dordrecht. Liam retired to his cabin when the first even make them pronounce his name properly. stars showed in the sky, and was offering prayers to the “In any case, we’ve got a chance. It’s only three days, Storm King when the Old Man rapped on the door with and the Pride runs well.” his confident knuckles. “Not well enough,” the Old Man said, his smile deep- “Come,” Liam said. ening as the frustration showed on Liam’s face. Liam was “Well, Cap, seems I spoke too early.” aware suddenly of the difference in their ages. He was “About my luck?” only twenty-eight, while the man he commanded was “Aye,” the Old Man said, tapping lightly on one of the easily twice, if not three times, as old. That he was captain cabin’s beams. Liam copied the gesture, touching the at all was the result of a fluke, the fact that he alone of all wood of the bulkhead behind him. those capable of running a ship had dared the pirate’s “We may yet get away. If the storm hits before the pi- lake. And he was also aware that he had a crew only be- rate, we might lose him. The bay is big.” cause the Old Man had volunteered, and his reputation “We’ll want to make port when we can, Cap. Even if was such that other sailors had followed. we lose him, Den Huys’ll smell us out wheresoever we The sailors had trusted the Old Man, the Old Man had are, unless it’s a port.” trusted him, and he had trusted his luck to make the jour- Liam shook his head and risked a confident laugh. “I ney without encountering the pirate who called himself know there’s no point, but I’m going to tell you again. It’s Den Huys. Now his luck had deserted him. not Den Huys. He’s been dead a hundred years, and this “Regrets?” is just a clever impostor.“ Liam started, surprised at the way the Old Man had “Not dead, Cap Renvoort, just marooned. He’s a wiz- read his thoughts. ard, after all. What’s a hundred years to him?” “No,” he said at last, and firmly. “It’s not over yet.” Catching at the statement, Liam raised a finger. He went up on deck. The Old Man, an approving ex- “That’s a good point. But if he is a wizard, how come no pression on his lined face, followed in his wake. one’s seen him work any magic? There’s been no reports of demons summoned, or magic winds, or anything of the It was several hours before the lookout confirmed their sort. If he’s a wizard, how come no one he’s attacked has fears. The sail on the horizon had grown, the hull gradu- mentioned the use of magic?” He smiled, sure he had ally appearing, until the sharpest set of eyes on the ship made a telling argument. called out. “No one he’s attacked has lived to mention anything,” “There’s a pennant, Cap!” the Old Man answered softly. “We’ll just have to hope for On the quarterdeck, Liam frowned again and paused Ushant.” before answering. With that he left Liam to his cabin. “What sign?” “Skull and cross bones,” was the reply, and the phrase The next morning dawned fair and clear like the last. was repeated in a fearful whisper by the off-watch seamen The pirate ship was much closer, but so was the storm who had gathered in the ship’s waist. line, and Liam went up to the quarterdeck in good spirits. “Belay that,” Liam growled. As if no one but the ancient They were now only two days from Ushant, and it seemed pirate of dark legend could fly that pennant, he thought. The like the storm would hit before the pirate. He checked the sailors spoke no more, but milled restlessly in the waist positions, smiled, and called over the Old Man, who was until the Old Man dispersed them with quiet words. Liam teaching knots to a group of younger seamen. The sailor was grateful for the support and turned his attention to the scrambled nimbly up the ladder to the quarterdeck, wear- northern horizon. ing nothing but a pair of salt-stained breeches. His skin It was a clear, hot day, and he could just barely make out was leathery, his eyes perpetually squinting. Liam consid- the sail at the extremity of vision, miles away. It was just a ered his own pale skin and the linen trousers and shirt he smudge, but a bar of black outlined it against the sky. was wearing, and wondered once again what mad impulse “Mate,” he asked, “what do you think of the sky there?” had made him volunteer to captain the Pride. The mate shook his head, as if to clear it of the vision of Gods, give me luck, he prayed, and greeted the Old Man. the pursuing ship, and examined the thin line where the “That storm line is closer.” sea met the sky. “Aye,” the Old Man said, squinting back over the rail “Storm,” he said suddenly, a smile breaking on his face. at the horizon, letting his gaze rest pointedly on the pi- “A storm out of the north.” rate. “But so’s Den Huys.” Liam smiled too, slightly relieved. If the storm caught “Yes,” Liam agreed reluctantly. up with them before the pirate did, they might escape in “He’s making near a mile an hour on us.” the murk. He called out a volley of commands, and the “That much? How long for the storm, do you think?” sailors jumped eagerly to work. The Old Man paused, sniffed. “They’re neck and neck, I’d say. It’s a toss-up which’ll have us first.”

78 MAY 1994 Liam realized the sailor was being deliberately obscure. At that provided him a view of the sea behind; the Pride’s sea, he knew, it was bad luck to predict, to try to pin fate furrow-straight wake cut the clear turquoise of Rushcut- down. He gave up asking and began a tour of the ship. ter’s Bay in a line that ran directly to the distant pirate. It was like a lifeline, tethering the two together across the The hours crept on. At the mate’s suggestion Liam expanse of water. Liam stared heavily at the other ship, ordered the ballast shifted, and they saw a slight gain in noting its rapid approach. speed as the Pride rode the waves better. The pirate, Sitting in a tavern in Dordrecht, it had not seemed so though, still gained, and by noon the sharp-eyed lookout difficult a task to captain a ship across the bay. He had not could count all her sails. imagined that the pirate would find him, and had thought Liam stood at the rail, staring back at the distant ship that the older captains who refused to sail were, if not and the even more distant storm line. He was not un- cowards, at least old maidish. Now he thought they were aware, however, of the murmuring in the crew, or the far wiser than he; he had not realized that volunteering little knots of sailors that the Old Man broke up from time implicated not just himself but the crew that followed him to time. They thought it was the old Den Huys after and the ship he captained. He had reckoned it a purely them, a black mage with demons and thunderbolts at his personal venture, a gesture of courage, not responsibility. command. Liam could not blame them for being afraid, And the responsibility weighed on him. It had made him and was glad he had the Old Man to keep them in line. If snap at the Old Man, who was his staunchest supporter they could only stay ahead long enough for the storm to with the crew, and it was clouding his thinking. break, they might well escape. He knew there must be a way to escape the pirate, a In the midafternoon, with the pirate’s hull easily dis- logical plan that would have made itself apparent to a cernible from the quarterdeck, and the solid bar of the more seasoned captain, but he could not discover it. He storm dissolving into individual black thunderheads, Liam could only trust to his luck, and to the storm line behind went down to his cabin and ate. the pirate. He had just finished his meal when he heard the Old Man’s knock and called him in. On deck late in the afternoon, Liam could see that both “Which is closer?” the storm line and the pirate were far closer. Standing “Den Huys, a-course. She’s a devil of a ship he’s got. alone by the stern rail, he could make out both individual The boy at the masthead says it’s old Cobber Waakzam’s sails and individual thunderheads. In an hour, maybe less, ship, the Bright Feather, lost last season. A sweet sailer. both storm and pirate would be in hailing distance. He He’ll be on us by dusk.” squinted sourly across the water, frustrated and unwilling Liam frowned and dropped his eyes to the floor. “We to show it to the crew, which had again gathered in little could cut for the coast, but with the wind so strong for knots in the ship’s waist. Occasionally one of the knots south we’d lose time going east. We’ll have to hope for the would send an envoy to the Old Man, ensconced on a storm. There’s nothing else.” mass of cordage in the forepeak. “Aye,” the Old Man said. “Nothing else.” Liam furtively watched these approaches, noting the way Liam stood and stretched, self-reproach and frustration the Old Man sent each away with their questions unanswer- hidden. “Have the mate break out the weapons. We can ed, and wondering what was being asked. Now more than at least fight.” ever he regretted having blown up at the ancient sailor. A The Old Man laughed harshly. “Against magic? Cap dead hush had fallen over the ship, despite the song of wind Renvoort, we’ll stand a better chance with your luck than in the rigging and the creak of the hull. The leadsman had with swords! Den Huys is gonna burn us to the waterline stopped throwing the log; the Pride’s speed was insignificant before he’s even in hailing distance!” compared to the speed of the ship behind. Liam was not normally impatient nor intolerant, and he They won’t mutiny, Liam thought. What good would it do knew he was a much less experienced sailor than the Old them? Man. But he had spent enough of the night berating him- He allowed himself a grim laugh at the idea, and turned self for leading the ship into danger to have it, as he back to his study of their pursuers. thought, thrown in his face. “Look you, get those weapons out and distributed! I’m Dusk brought many things. The sun was westering on the still captain here, at least until your precious dead pirate horizon; the pirate was almost within hailing distance. Liam blasts us into pieces.” He paused, and when the Old Man could see that she was big-far bigger than the Pride, with did not move but only stood regarding him coolly, Ren- high sides and four masts crammed with sail. The growing voort shouted, “Hop, you bastard! Move!” distinctness of the pirate’s ship, which many of the crew Almost the moment the Old Man was out of the cabin, recognized, sent a murmur of dismay among them and Liam regretted his outburst. There was nothing he could do sparked an intense round of discussion in the waist. Liam about it, though. He was captain, and the custom on was aware of it and was very little surprised when a sailor Freeport ships was for the captain to remain aloof. He had came up on the quarterdeck, an obvious deputy. violated enough of that spirit by his frequent consultations “Cap Renvoort,” he said, coughing respectfully and with the Old Man; he could not stoop lower and apologize to knuckling his forehead. him. Liam swung around to face him and the sailor quailed. Liam remained alone with his thoughts for the next It was not Freeport custom to question the captain, and he hour, brooding in his cabin. There was a gallery window obviously did not relish his charge.

DRAGON 79 “Cap Renvoort,” he stammered, “we in the crew’ve punctuated by cracks of thunder. Many of the crew fell to been thinking.” their knees in fear, including the deputy, but Liam only spun “It’s Rhenford,” Liam said softly. In the hours since the around to face the pursuing ship. He was glad that he had knots had formed in the crew, he had been preparing told the men it was the Den Huys of old who followed; it was himself for such as this. “You’re mispronouncing it.” clear that only a wizard could send such a hail, and besides, “Cap?” there was no way short of sorcery for the other ship to have “My name. You’re mispronouncing it. It’s Rhenford.” seen their name, painted as it was in the bow. “Yes, Cap,” the sailor said, confused by Liam’s com- Still, the sight of the pirate so close made him clutch the ment, then hurried on. “As I said, we’ve been thinking, rail and set his heart beating fast; if Den Huys could send his and we wonder if we oughtn’t turn to and give up. Maybe voice a mile across the open sea, what else could he send? Den Huys’ll let us go and just take the ship. At least, A second later the answer came: a brilliant flash of light that’s what we’ve been thinking. Cap.” that struck the mainmast and rent a topsail in two, reduc- Liam frowned, appearing to consider the proposal, then ing the ship’s way. The Pride shuddered, sending more of raised his head and looked out over the crew. He noticed the crew tumbling to the deck. that the weapons—bows, axes, a few rusty swords and Liam stared in awe at the sail, the torn edges sprouting spears—had been handed out, but that the sailors held fingers of flame that began to spread across the canvas. them carelessly and with a certain distrust. They stared up The immensity of the magic struck him speechless, and it at him, awaiting his response. He also saw that the Old was the Old Man who answered the danger. Man was still on his rope seat in the forepeak, watching “Get up there, you monkeys,” he shouted, leaping from the proceedings with apparent indifference. the pile of cordage to slap two sailors into action. “Up, “Look you,” Liam said, raising his voice to address the and cut it free! We’ll burn to the waterline!” The sailors crew directly, “we could turn to and give in, if this were he hit came to their sense and scrambled up the ratlines; a any normal pirate. Gods, if this were any normal pirate, few others followed their example, pulling knives to cut we could even fight. But it’s not. It’s Den Huys, as you free the burning topsail. Liam, though, and most of the well know, and he’s a black magician who takes no pris- crew, simply stared at their efforts. oners. If we turn to, we’re dead. But if we keep on, and The Old Man trotted across the deck to where Liam that squall hits us before he does, we may keep out of his stood and placed himself squarely before the captain. hands. It’s a small chance, but with luck we may get away. “Well,” Liam said thickly, “it looks like you were right.” I give you the choice— turn to and die at Den Huys’ “They’re neck and neck,” the Old Man said, pointing hands, or keep on and maybe get away.” over Liam’s shoulder. Liam turned and saw at first only the There was a profound hush, and Liam looked to the Old Death, all sail crowded on, bearing down on them like a de- Man, who nodded once in approval. The sailors in the waist mon; but then he tore his eyes away from it and saw that the began to mutter among themselves, considering the choice storm was just beyond it and rapidly gaining. In a moment the captain had offered. Liam remained aloof, looking up at the black clouds had swept over the Death, and for the first the rigging, as if he were considering the set of the sails. A time Liam could accurately gauge its rate of approach. million thoughts raced through his head, not the least of “Gods,” he whispered, “it’s a real blow.” Then he turn- which was to ask whether he really believed now that the ed to the Old Man. “We’ve got to get braced.” pirate chasing them was the Den Huys of legend. In the The sailor nodded again and dashed off into the waist to minutes while he waited for the crew to decide, a strange rouse the still-dazed majority of the crew. premonition stole over him that it really was the wizard “Into the lines,” Liam shouted. “It’s a real blow!” pirate, risen from his grave to harry the Pride—and Liam— By the time the burning topsail had been cut away and to the ends of Rushcutter’s Bay. He shivered as the sun sank the stunned crew brought to their senses, the Death was into the water, though the night was warm. completely obscured by the approaching storm, but an- Gods, what if it really is the old Den Huys? What if he blows other hail came nonetheless. us out of the water before that storm hits? “Ahoy the Pride! I’ll have your damned souls, storm or no!” It seemed like hours before the crew decided, but it was The crew paid this no mind, their attention riveted on only minutes. In those minutes, however, two things hap- the black squall that rushed across the ocean to engulf pened: the pirate closed to within a mile of the Pride, and them. Piracy and black magic they could not counter, but the storm line visibly picked up speed. preparing for a storm, no matter how monstrous it ap- The crew had recalled its deputy and given him their peared, was something they knew. In a matter of minutes message; he walked back to the quarterdeck, again obviously they had the Pride battened down, storm canvas fully unhappy, and prepared to tell Liam the crew’s decision. rigged and all but the most crucial sails hoisted in. He never had the chance. As he set foot on the quarter- There was a full minute of waiting, with everything deck, a booming roar of thunder shook the sea, momen- prepared, before the storm hit them with full force. All tarily tearing the wind out of the Pride’s sails and setting eyes focused on the raging clouds and the vicious, hissing them flapping. Then a voice shouted out of the clear sky. curtain of rain, the pirate hidden in its depths forgotten “Ahoy, Pride of Dordrecht! Turn to and prepare to be for the moment. boarded! This is the Death, Den Huys master, and we It hit them like a snarling tiger, a palpable darkness with a mean to have your souls and your ship! Turn to!” thousand lashing whips, an angry wall of water and wind The hail came from all around, in a whistle of wind and that seemed bent on overwhelming them all at once. Two

80 MAY 1994 sails split immediately and Liam, desperately clutching the A single bolt of light lancing from the Death convinced rail to avoid being swept away, was completely blinded in the him it was not. The magic shot out and crashed into the first minutes. It was all anyone could do simply to stay with crest of a wave as the Pride rode up it, flames momentarily the ship, and a man was torn out of the rigging by the playing along the surging water and then dying out. storm’s prying fingers without anyone noticing. At least he can miss, Liam thought. The first angry blow of the storm was its greatest, and when the front of the storm had passed them, its anger The Pride rode the storm all through the night, rising and was spent, though not its strength. After long minutes of falling on the mountainous waves, struggling to keep canvas blind clutching at the rail and feverish praying, Liam on the masts and the sea out of the hold. Great sheets of cold found he could open his eyes and stand, though water still water crashed across the decks, rendering fingers numb and poured down from the sky and the wind howled, gusting lifelines slick and treacherous. Three more men went over- strongly through the rags of the sails. Stumbling through board as the ship raced on before the blow. the rivers that gushed along the deck, he made sure of the Liam kept his post on the quarterdeck, scarcely aware mate at the wheel and sent sailors along the deck, shouting of the line by which the Old Man had secured him to the orders directly into men’s ears and ensuring that the ship rail or the thick cloak the sailor had brought him. Some would still sail. captains might have gone below—there was little he could The force of the storm was amazing; he had never seen order of which the mate or the Old Man wouldn’t have one so strong, and from the look on the Old Man’s face already thought. But he had never mastered the art of when he came to the quarterdeck, he was impressed as well. sleeping in a storm at sea, and the idea of huddling below “It’s hell’s own blow,” Liam shouted into the ancient in the cold, wet darkness of his cabin did not appeal to sailor’s ear. him. So he struggled for footing against the waves and the “Doesn’t seem to’ve stopped him,” the Old Man shout- rain and kept his position behind the two men now re- ed back, jerking a thumb over the rail. Liam followed his quired to hold the wheel, watching as best he could the gesture and dimly made out the Death, cresting a giant Pride’s progress, and that of their pursuer. wave behind them. He swore to himself and then shook The Death kept pace with them. It could be seen occa- his head. It could not matter. If the storm hung on long sionally, three or four wavecrests behind, rising high enough, they would have to lose the pirate—unless they above them for a moment to disappear down into a broached to beneath the towering waves, or shipped so trough. At each descent, Liam offered a prayer that Den much water they sank. Liam briefly wondered if the storm Huys’ ship would not rise, but each time it did, cresting wasn’t the worse of their two enemies. the peaks like an avenging demon, all sails set in a gesture that defied the power of the storm’s winds. last brought himself to agree. Bolts of lightning, more brilliant and fearsome by far than “Very well. Toss it over the side.” the natural ones of the storm, shot from the Death toward the The Old Man allowed himself a brief, querying look at Pride. Most fell unheeded into the angry sea, coruscating on Liam, wondering at the leaden tone of the captain’s voice, the black water, but a number struck home, setting rigging then set the crew to pitching the heavy, sodden bundles of and yards blazing with fire despite the downpour. Sailors prickly wool over the side. It took the better part of an scrambled out to cut away the ropes and wood hit by the hour, and when it was done the Pride had gained apprecia- magic, dropping them into the sea. One bolt struck the rail bly in speed, enough to maintain an even distance from to Liam’s left, and he snatched up an axe to help hew away the Death. The Old Man went back up to the quarterdeck. the afflicted wood. As the last piece fell, another bolt streaked “Cap Renvoort, if we could toss the oil as well, we overhead and, turning, he watched it catch a sailor high in could gain a little more speed.” the rigging full in the chest. With a cry heard over the full- “It’s Rhenford,” Liam said, a small smile playing over throated roar of the storm, the man fell like a flaming star his lips. “And no, we’ll need the oil. Have the men set to into the sea. He sank, but the magic fire continued to burn preparing the boats.” around him, and long moments passed before it disappeared The Old Man was as much surprised by the captain’s into the depths. new expression of purpose as by his earlier dullness, but Throughout the night the storm wore on. Liam was com- he obeyed. pletely numb, his drenched cloak like a lead weight on his Liam had been set thinking by the jettisoning of the shoulders. Toward dawn he became aware of a cloudiness of wool, and by the nearness of the Death. Since the storm mind. He sensed that the gale’s power was diminishing, but had stopped, no more bolts had come from the pirate, and he could not bring himself to consider what that meant. The Liam imagined that the other ship bore an even grimmer Death was still close behind them; running out of the storm appearance as it came on beneath the lowering clouds. An meant facing the pirate as before, with the ship in far worse imaginative leap suggested something to him: Den Huys condition. The rigging and yards were a shambles, the sails did not mean just to sink Pride or burn it with magic from mere rags. They could not hope to do more than run a few a distance. He now wanted to punish them for the long miles before they were caught. chase in the storm. And that suggested something further. By insensible stages the storm wore itself out. The howl- Dropping his heavy cloak to the deck, Liam strode ing slowly dropped in pitch, and the sea flattened itself in quickly off the quarterdeck and went below. a process so gradual it could not be perceived until it was done. The lashing rain resolved into a steady downpour, When Liam came back on deck an hour later, all was which slowed to a drizzle. clearly lost. The Death was less than half a mile behind, Liam watched all this apathetically. The long run before though no more hails had come. The rain had stopped the storm and the sense that his luck had run out op- and the clouds were breaking up, offering long glimpses of pressed him, driving all conscious thought away and re- the surface of Rushcutter’s Bay littered with storm wrack. ducing him to a bystander in the ship’s progress. To the east, pieces of coastline could be made out. Liam The sailors at first took the calming of the storm as a good went to the rail and considered these for a moment. The sign, but they quickly realized that the Death was with them, Old Man joined him. and set grimly to prolonging the chase as long as possible. “The storm’s brought us in close. Shore’s only a few The Old Man circulated among them, giving the orders miles away,” he observed. Liam should have, keeping them at the necessary tasks long “Yes,” Liam said, his earlier smile still on his face. He after their exhausted bodies should have given out. looked tired and dirty, smudged by the filth of the lowest It was not an issue of seamanship that roused Liam holds. “Are the boats ready?” from his torpor, but a question of money. Dawn had come “Aye, Cap. What’s the plan?” behind the clouds, diffusing a dull grey glow over the sea; “We’ll pull in as close to the coast as we can, then dis- the rain slackened. The positions of the day before were embark. We’ll lower the boats on the far side, so they resumed—the Pride still in front, the Death ever closer. The can’t see us, then pull like madmen for land.” Old Man had set all possible sail, but it was clear that they The Old Man shook his head. “Den Huys’ll blow our could not stay out of the pirate’s hands for more than an little boats out of the water. It’s best maybe to stay and hour. With a glum expression, the sailor trudged up to the fight it out.” quarterdeck and approached Liam. To his surprise, Liam laughed and clapped him on the “Well, Cap, it looks like we’ve almost reached the end back. “Don’t worry about that. He’ll be so busy with the of our run.” Pride he won’t notice our boats. Now make sure they’re Liam only grunted, sunk in his own dark thoughts. ready to be dropped.” “We can get a few more miles out of her,” the Old Man With that, he jogged up to the man at the wheel and went on, “if we could start the wool over the side. It’s had him set the ship in toward land. shipped a mess of water and’s weighing heavy in the hold.” Slowly the idea penetrated Liam’s mind, and his first They did not get much closer, just enough to make out the reflection on it was that, even faced with a deadly pirate low dunes and marshes in more detail. The pirate was still and a vicious storm, the Freeporters’ respect for property several cable lengths away, a full fifteen minutes’ of sailing, made throwing away cargo an important issue. Then, by when Liam gave the order to turn to. Shrugging, the mate degrees, he made himself consider the situation, and at complied, spinning the wheel and turning the ship in a tight

Continued on page 109 82 MAY 1994

by Spike Y. Jones

Artwork by

In the average AD&D® or D&D® cam- paign, one thinks of magic to en- hance survival, one usually is referring to +1 long swords, giant-strength potions, and fireball spells; the ability to kill mon- sters before they can kill you. Beyond the obvious challenges to survival that mon- sters present, there are a number of other forces that easily can kill an unprepared adventurer; hazards like hunger, heat, and simply getting lost. While item-crafting mages seem to expend most of their ef- forts on the magicks of combat, presented below are a number of magical items and spells that have the primary purpose of protecting people not from monsters, but from the mundane dangers of life.

84 MAY 1994 Amulet of cat-naps XP Value: 1,000 (More if AC bonuses are user’s location. The user can see for a Wearing this tiger-eye agate amulet granted; see Table 106.) distance of some five miles in all directions removes the burden of having to take an around his position, giving him a good idea eight-hour stretch of time for sleep from Exposure salve of large-scale terrain features such as the wearer. Instead, it allows him to take The purpose of this magical ointment is rivers, hills, roads, and forests, but little or sleep in momentary snatches throughout to protect exposed skin from the effects of no information about minute details such the day. As these naps are extremely short the elements such as sun, wind, and rain. as people or individual animals below the and the sleep is light, the sleeper suffers Any skin coated with the salve will be viewpoint. While the eye cannot be used no penalties on his actions, initiative, or immune to injury from normal cold and to spy in the activities of a person on the surprise; the net effect is of apparently heat, wind burns, and in sand storms, the other side of a nearby obstruction, it can being able to stay up 24 hours per day. abrasion of airborne particles. Someone be used to take note of large-scale activi- Unfortunately, the lack of deep sleep is protected by the salve won’t suffer even a ties, such as the movement of a large party eventually harmful to the wearer. For sunburn from spending days in a desert, of adventurers or of an army within its every two days that the amulet is worn, a nor would she have to worry about frost- area of effect. saving throw versus paralyzation must be bite on exposed parts in arctic climes. Because of the strange point-of-view the made or the wearer loses a point of Con- Unfortunately, exposure salve has no eye grants, attempting to perform any stitution. (Lost Constitution is regained at a effect against any magical attack form, normal functions (such as walking or rate of one point per night of unassisted even if it is an exact duplicate of a natural fighting) while employing the eye results sleep.) effect that the salve is sovereign against. in severe disorientation and vertigo; the XP value: 500 The salve is found in small jars that user will have to save against paralyzation typically contain enough to cover the or be stunned for a period of 1d4 rounds Armor of restful sleep hands and face of ten people, or the entire after misusing an eye of the condor. This armor can be of any type, from body of a single person. A single applica- XP value: 2,000 leather to full plate, and only a small per- tion will last for one week and while it can centage of these suits provide pluses on be deliberately scrubbed off the skin, Otiluke’s survival sphere AC. (Use Table 105 on DMG page 139 to incidental exposure to water (such as rain) This powerful magic bauble (which determine the type of armor found, with a will not reduce its effects. might be named after the mage Otiluke “special” result meaning a reroll for type XP value: 250 only as a tradition) takes the form of a and a roll on Table 106 to determine the small glass sphere the size of a billiard ball pluses of the suit.) The only special effects Eye of the condor when not being used. At need, the sphere of this magical armor is that it has no Unlike other magical eyes, this is a single can be broken against any hard surface; at encumbrance and can be worn while fine crystal lens to be held up to the eye that point a crystalline sphere with a 10’ sleeping with no discomfort. Thus, the momentarily, not to be fitted over the eyes diameter will spring into existence around wearer can be fully armored whenever for long-term usage. The view from within the caster (and anything else within that she awakes, even in the middle of the the jewel is equivalent to that a high- diameter). night. soaring condor or eagle would have of the The activated survival sphere is trans-

DRAGON 85 parent, but is otherwise invulnerable to the colorful pavilion (with the time re- weight and size, which may make it impos- most outside forces. The interior is main- duced proportionately for every person sible to close the tent or to carry it. tained at a comfortable temperature, who helps, up to a maximum of ten per- XP value: 5,000 breathable air is produced by the sphere, sons raising the tent in three minutes), but it acts as a protection from normal missiles when this mundane task is finished, the Potion of camel thirst spell, and the caster can command the use interior of the tent will be found to con- Imbibing a potion of camel thirst ren- of a create food & water spell (creating tain a long trestle table, benches and a few ders the drinker immune to the effects of three cubic feet of food and water) once chairs, along with a living butler. thirst for a week. Unfortunately, when the per day while within the sphere. It will not The butler is an elf with no significant potion’s effects wear off, the potion’s user prevent the entry of any magical forces, combat or magical abilities who lives in- is voraciously thirsty, having to make up but neither will these forces shatter the side the pavilion at all times. When the for a week without drinking in a single sphere; a control temperature, 10’ radius tent is folded, he goes into a magical stasis, day. If the drinker has arrived at an oasis spell can be used to change the tempera- and does not age a moment until the tent or in civilization by that time, he should ture within the sphere, but once the spell’s is next unfolded. He can remember all the have no trouble quenching his thirst, but duration ceases, the interior temperature segments of his life that occurred while if he is still in the desert, he can drink will automatically revert to comfortable the tent was unfolded, and his life goes more potions of camel thirst, with the end levels. The sphere floats, and it can be back to a time before the item was even effect being an even more intense thirst at moved slowly on land by the occupants created. He will not willing travel more the end of the new potion’s duration. shifting their weight to roll it about. than 50’ from the tent, and if he is killed, Moreover, each additional potion is less The survival sphere can be occupied the pavilion loses all its magic. effective than the one before, delaying indefinitely, allowing its inhabitants to The butler controls a permanent unseen thirst by one day less. (The second potion weather any storm or hazardous situation servant spell, and is able magically to drunk will work for six days only, provid- in reasonable comfort. Most importantly, produce food enough to provide 36 meals ing a combined 13 days of thirst- when the survival sphere is deactivated by per day (in any combination, such as three protection, and the third would only work the proper command word (from within meals for 12 people, or a single meal for a for five for a total of 18 days, etc.) or without), the original glass bauble re- large party). The food served will be of XP value: 200 forms, and it is fully reusable after one average quality, but it can be improved to week’s time no matter how long the luxurious quality by doubling the number Stone cloak sphere was in use. of meals used per serving (e.g., it can This simple gray cloak is the ultimate in XP value: 4,000 produce only 18 luxury meals per day). survival clothing. Under most circum- The daily food limit is absolute, but the stances it operates as a normal cloak, but Pavilion of plenty tent can be folded and unfolded any num- when it is pulled tight around the wearer This extremely rare magical item (only ber of times without affecting food pro- and the command phrase is spoken, the three are known to have been created) duction. Any items besides food that are wearer is instantly transformed into a provides for one’s dietary needs at some- removed from the tent (such as chairs, or weirdly-shaped mound of gray rock. The thing more than the basic survival level. In the butler) are not reproduced if the tent rock won’t resemble a human body to any form, it is a cumbersome full-size tent that is collapsed and later erected. Any extra except the most imaginative of onlookers, takes up half a mule-load or a man’s full items left in tent during folding (such as and any physical tests of the rock will pack, even with its collapsible tent poles. It the party’s packs and other equipment) are show it to be normal in all respects (al- takes 30 minutes for a single man to set up not converted; they will retain their though detect magic will reveal an indeci- pherable magical aura around the rock). While in rock form, the cloak’s wearer has no need of food or water, nor will heat or cold affect him unless these conditions are so extreme that they cause normal rocks to crack, in which case he will suffer minor damage (1d4 or 1d6). As a rock, he cannot move, nor can he think anything but the most basic thoughts. He can see his surroundings, but only vaguely, as if seen through a many-layered veil. Deactivating the cloak requires the wearer to think the appropriate command phrase, but the longer he has been in rock form, the harder it will become to think like a living person. In order to remember the command phrase, the wearer must make an Intelligence ability check on 1d20, with a penalty of -1 on the roll for every week (or part of a week) he has been in rock form. A stone cloak also can be deactivated from the outside by some- one who knows the correct command phrase, and who touches the correct boul- der while reciting the phrase; if the cloak’s wearer chose a jumbled field of stones to activate his cloak in, it may be some time before a rescuer finds him. XP value: 2,500

86 MAY 1994 Straw of breathing new fire would have only a normal dura- hits the target in combat. Damage done by This hollow metal tube (about the size of tion. Multiple sustain fire spells cast on a the burning clothing will be 1d4 points per a finger) protects the user from suffoca- single target have no additional effects, round, and if the clothing is removed, no tion by most normal means. The user and any extra fuel added to the fire after further damage will be done (as the flames merely places one end of the straw in his the casting will burn at their normal rates, do not spread). mouth and breathes through it as he nor- not at the enchanted rate. If the enchanted mally would. The far end of the tube is fire is extinguished, the spell’s effects end, Priest spell connected by a dimensional portal to the no matter how much time was left to the Rainshield (Conjuration) Elemental Plane of Air, allowing him to fuel. If the fire is relit, the remaining fuel Level: 1 Components: V,S draw clean, fresh air through the tube no will burn at its normal rate. Range: 0 CT: 2 matter what his surrounding conditions Duration: 2 turns/lvl. Save: Special are; whether he is in the midst of a stink- Rainfire (Conjuration) Area of Effect: 2’ radius ing cloud spell, is underwater, or even in Level: 2 Components: V,S,M the vacuum of . Straws of Range: 10 yds. CT: 5 This spell causes an invisible barrier to breathing are not common, but they are Dur.: 1 turn/lvl. Save: Special come into existence five feet above the most often found amongst mariners who Area of Effect: 1’ radius head of the caster. Unlike a wizard’s shield ply the seas or the stars. spell, the rainshield doesn’t prevent weap- XP value: 800 The effects of this spell are both limited ons from striking the caster, but it does and impressive. When cast on a small pile shelter him from rain or other liquids Sun cloak of flammable material, that material bursts falling from above. Normal water is auto- This stylish item of clothing is reversible into flames and burns as a normal fire for matically stopped, but if the liquid is other to show two different color schemes (usu- a period of one turn per level of the caster. than water, and if the caster is unaware of ally pure white and black), and provides Aside from being a handy way to light a this fact, he must make a saving vs. spells the wearer complete protection from fire at a short distance, the spectacular to prevent that liquid’s entry. extremes of solar heat and sunless cold. component of this magic is that the fire With conscious effort, the caster can When worn with the white (or light) side created will burn even in a driving rain or move the rainshield from its position di- out, a sun cloak keeps the wearer cool and a howling wind. It will burn even under- rectly above him to a better angle for comfortable even in blistering desert water for one-tenth the normal duration! stopping wind-blown rain, or even to a sunlight, and when worn with the black The material component of the spell is a position directly in front of him to impede (or dark) side out, it keeps the wearer small pile of brush or other material to liquid-based attacks on his person. Because warm (but not hot) even against the chill fuel the fire. The material doesn’t have to of the limited area of effect, a horizontally- of an arctic night. It gives no protection be dry in order to be lit (although it must held rainshield may allow splashes of whatsoever against heat or cold from be a material that would be flammable if water or other liquids to strike the caster’s other sources (such as fires or magic), nor dry), but no other fires can be lighted legs even if the major portion of an attack does it help one withstand the painful from the magical one, as the flames will is diverted. If other persons stand near the brilliance of the sun. not spread past the 1’ radius of the spell’s caster, they also can share the benefits of If worn incorrectly, the effects of the effects. the rainshield, but the caster cannot move sun cloak can be deadly. Wearing the cloak Rainfire can be used as an attack form, the barrier in order to better share the inside-out during the day will cause the lighting the clothing or hair of a victim on spell’s effects. wearer to suffer the effects of sun expo- fire if he fails a save vs. spells if the caster sure (dehydration, exhaustion, etc.) at twice the normal rate, while wearing it inside-out at night will cause the victim to freeze as if stranded in a raging blizzard. XP value: 1,000

Mage spells Sustain fire (Alteration) Level: 1 Components: V,S Range: 5 yds./lvl. CT: 2 Duration: Special Save: None Area of Effect: 5’ radius

When this spell is cast on a nonmagical fire, the fire is made to consume its fuel at only one-tenth its normal rate, while giv- ing off its full amount of light and heat; a boon in areas where firewood is scarce. A fire so affected will radiate magic is such is detected for, but is treated like a normal flame for all other purposes; it can be extinguished normally, and it does not count as a magical attack form when used against creatures that are harmed only by magic weapons. Sustain fire can be cast on any number of fires, as long as they are all entirely within the area of effect at the time of casting, so that a bundle of lit torches could be magicked and then separated for full effect, but if one of those enchanted torches was used to light another fire, the DRAGON 87

Visit the revised RAVENLOFT® setting—if you dare

by Dori Hein

Artwork by

tragic nonetheless. I happen to think Strahd’s love for Ta- tyana was genuine, at least in the begin- ning, though because Strahd is thoroughly evil, it’s hard to justify this statement. Many believe Strahd felt no noble emotion for Tatyana, and perhaps this is true. However, I’m sure the impulse of a more noble desire existed in Strahd while he was yet mortal. That spark, which could have been ignited and flamed into the embers of goodness, was quelled by the capricious Tatyana. Tatyana, you see, had no interest in this man she called “old man” and “elder brother," and she spurned his advances. I like to think Strahd’s fall from grace rests squarely on this young woman’s shoulders, and that she is the true reason for the Demiplane’s existence. Of course, that’s merely my opinion, and the history of Ravenloft squarely points its finger at Strahd as the culprit. I always thought Strahd at that point in his life was far more interesting than Sergei, and I think Tatyana was a fool to have pre- ferred the younger brother over the elder. After all, the elder was mentally and emo- tionally more compelling—much more excit- ing than the younger with his sweet naivete. Besides, there was to con- sider. What young woman would give up money and the throne in favor of a more- than-likely penniless second son? While that’s a cynical assessment, it’s prob- ably a more accurate one if the situation between Strahd and Sergei and Tatyana were in real life. However, this eternal trian- gle isn’t real life—it’s Gothic drama at its best. The seeds of tragedy were sown the mo- ment Strahd cast his eyes upon Tatyana and coveted her. She fled from him, and he sought other methods to appease his lust, to rid himself of the obstacle presented in the form of Sergei. Strahd made a pact with The tale of the vampire Strahd and the literally arose around this core figure. death that, while it would undo his own origin of the Demiplane of Dread is a Strahd was the elder son of a ruling mortality, would ensure his immortality in familiar one to RAVENLOFT players, but family and devoted much of his life to the the annals of role-playing history. With this for those of you who are new to the line, safety of his people—so much so that he last corruption of Strahd’s soul, the domain let me give you a brief introduction to entered his middle years with no wife to of Barovia was wrenched from the land, and Strahd. He is an integral part of the comfort him. Then, as the Fates would the Demiplane of Dread was born in the RAVENLOFT world, and the game line have it, Strahd’s younger brother Sergei Ethereal Plane. Its first, though perhaps not (which was developed from the module, I6 brought home his betrothed, the beautiful mightiest, took the shape of the Ravenloft, by Tracy and ) Tatyana. The result is obvious, but vampire von Zarovich. DRAGON 89 Strahd’s a romantic antihero of the first say, he still calls the continent of discon- explored the , fortunetelling, secret magnitude, a complex and intelligent fig- tent his home. societies, and psionics. The revision in- ure. He’s integral to the core philosophy The Grand Conjunction did have ramifica- cludes the following items: behind the RAVENLOFT game line, but he tions upon Ravenloft, however— is, after all, only one character. There are ramifications that have reverberated Realm of Terror— a 160-page rule book. others whose stories burn as bright, those throughout the Demiplane. Boundaries This volume details the reshaping of char- who have developed in the last few years between domains, ever frail, faded and acter classes in Ravenloft, expounds on through game accessories, adventures, lapsed. Some inhabitants escaped to new techniques to add terror to a campaign, and novels. They, too, deserve to be as domains, even a few to the Prime Material and describes both new and old spells and thoroughly explored as is Strahd, and plane. The core domains and the islands of magical items and how they have been that’s what the new edition of the terror were shaken from their prior stability. twisted by the Demiplane. Also included in RAVENLOFT setting accomplishes. Vechor, Farelle, and Sanguinia, islands this book are fear, horror, madness, and all, exist no more. In their place fell Bluet- Ravenloft powers checks; these have been Hyskosa’s hexad spur, G’Henna, and the Nightmare Lands— updated and expanded for players. Lastly, There are other reasons, too, for the wrenched from the core they became curses and psionics round out this manual. revision of the RAVENLOFT setting, the islands instead, struggling to retain their Domains and Denizens- a 128-page foremost of which is that the land itself existence within the Demiplane and only background book. This primer describes changes over time. Ravenloft is a world in just succeeding. Remarkably the domains the dark lands of the core, the islands of flux; it is not meant to be a static environ- that remained in the core did not fill this terror, and how these domains have sur- ment. Boundaries change, as do the do- void; rather, a bottomless chasm called the vived the Grand Conjunction. The book mains and their inhabitants. Shadow Rift now fills the area. The do- also discusses the many nefarious charac- wax and wane in power, gaining or losing mains of Markovia and Valachan were ters populating these domains as well as territory. New land may come from the transposed to the Sea of Sorrows. Borca those few of goodness, most notably Dr. border ethereal, the fluctuating force that and Dorvinia, on the other hand, merged Rudolph van Richten. Details of the myste- surrounds the Demiplane of Dread, or it to become a new domain . . . yet at the rious Vistani, who have the ability to read may envelop a smaller domain. new lands heart there wrestles two lords. the future, round out this book. On rare occasions of major import, a Arkandale was absorbed by Verbrek, Two maps, which depict the new core conjunction occurs between Ravenloft and however, and lost its lord altogether. domains and the islands of terror. lands within the Prime Material plane. On Lastly, the drow dwelling in the under- A tarokka deck of beautifully illustrated such instances, some of the domains of ground dominion of Arak disappeared, cards for role-playing fortune telling. Ravenloft physically replace land found relinquishing the domain to Darkon. These cards were originally included in elsewhere. It is at such times that the Other changes beyond the warping of the boxed set. They make darklords have their only opportunity to the lands were wrought by the Grand an excellent playing aid for Dungeon Mas- escape their prisons within the Demiplane Conjunction, including the advent of a few ters who want to add a bit of Vistani ambi- of Dread. new domains. Rokushima, a cluster of tiny ance to their role-playing sessions. (To all The Grand Conjunction, the greatest of oriental islands, has appeared in the Demi- of you who have asked for this at GEN these occasions and the only one known plane. The lord of Gundarak was assassi- CON® Game Fair: Yes, we have plans to and detailed thus far in the history of nated by a Dr. Dominiani, but the domain produce a Van Richten’s Guide to the Vis- Ravenloft, was foretold by Hyskosa, a disappeared without accepting Dominiani’s tani in the near future!) Vistani seer, in the following verse: rule. For his efforts, however, the dark A four-panel Dungeon Master screen, powers granted Dominiani a tiny island specially designed for RAVENLOFT cam- In the house of Daegon the sorcerer born, domain, not much larger than the asylum paigns. This screen includes all tables though life, unlife, unliving shall scorn. he calls his home. Someone has claimed pertinent to the RAVENLOFT setting as The lifeless child of stern mother found the Sea of Sorrows as his domain, a cap- well as all major AD&D® game tables. heralds a time, night of evil unbound. tain of a ghostly ship. An attractive poster featuring a painting Seventh time the son of suns doth rise Ravenloft is, above all, an unstable place. by artist Robh Ruppel. Robh has brought a to send the knave to an eternity of cries. It is not a rigid plane where lords and new vision to Ravenloft that can only be The light of the sky shining over the dead lands are constant, immutable forces. It is described as exciting. shall gutter and fail, turning all to red. a place of shifting dimensions and do- The bodiless shall journey to the time mains, where even the breadth of time Some of you may recall that Forbidden before where happiness to hate creates fluctuates. Its lands expand, coalesce, or Lore also included dikesha—dice with land and more. disappear; new ones appear, shaped by the special symbols that were also used as a Inajira will make his fortunes reverse nature of a fresh evil to be entrapped in fortune-telling variant. These dice are not dooming all to live with the dreaded Ravenloft’s snare. This new edition details included in this new boxed set, because of curse. these changes, bringing players up-to-date prohibitive production costs. They are still Know thee now that the circle is complete, with Ravenloft’s latest transformation. available in any existing copies of Forbid- what lust hath made, history shall den Lore, however. For those of you who repeat. The revision are collectors, TSR isn’t reprinting that The Grand Conjunction has reshaped product, and you may want to find it These events were carried out in a se- the Demiplane of Dread, and what was simply for the dikesha. For those of you ries of adventures (Feast of Goblyns, Ship contained within the original Realm of who are new to the RAVENLOFT cam- of Horror, Touch of Death, Night of the Terror boxed set is now reshaped into a paign and simply want to play the game, Walking Dead, From the Shadows, and land at once familiar yet distorted. Do- Forbidden Lore isn’t necessary as all the Roots of Evil, respectively). mains destroyed in the Grand Conjunction pertinent rules have been added to the Fortunately for our gamers in the prime- have been deleted, new domains have new boxed set. material worlds (most notably Toril, emerged from the Mists, and key personal- For all players, whether you are long Krynn, Oerth, and Athas), the Grand Con- ities have undergone harsh changes in the familiar with the terrors of the night or junction did not come about. Azalin the warping of the Demiplane. are new to the genre of Gothic horror, we lich so desired to free himself from the Due in hobby and book stores this June, at TSR extend a special invitation to step confines of the Demiplane that in his haste the new edition combines the original into the night and be enter the Mists of to hurry along the conjunction he side- boxed set with elements from the Forbid- Ravenloft. Enjoy! stepped some of the events. Needless to den Lore set, an expansion product that 90 MAY 1994

by Bill Slavicsek

Concept & pencils by Inks by New character options from the COUNCIL OF WYRMS boxed set

Imagine player characters of such fierce back. Otherwise, the dragon clans would Blood isles and laid waste to the unpre- form and unstoppable power that only continue to stand alone, and alone each pared clans. It took the near extinction for one setting can hold them. Imagine an would be destroyed. to realize their only chance of isolated island chain where a dragon civili- Io's avatar searched far and wide across survival was to work together. They did, zation rules supreme and demihumans the rest of the world, looking for some foe and the invaders were wiped out. The exist only as servants. Imagine armored worthy and powerful enough to threaten humans’ ships were sunk, their weapons flesh, taut wings, claws like long swords, the dragon clans. It found a thriving hu- and armor destroyed, and their numbers teeth like daggers, and breath weapons of man civilization in the lands far from the reduced from many thousands to a scat- mass destruction. Imagine dragon player dragon islands. The avatar appeared be- tered few. This was many ages past, but characters (PCs), then create them with fore these humans in all its glory as a the dragons still remember the war with the rules provided in the new AD&D® great wyrm, playing upon their fears and the humans. The few slayers who sur- game COUNCIL OF WYRMS boxed set. hatreds concerning dragons, and upon vived had no way to return to their own Dragons, however, aren’t the only new PC their willingness to appease a god. For the lands, and within a generation they de- types introduced in the product. A new kit humans saw the avatar as a god, and were volved into harmless savages roaming the for humans—the dragon slayer—is presented not at all bothered that their god should wilderness between the dragons’ cities. as a nonplayer character (NPC) foe for the appear to them in the form of their most Back in the human lands, with their popu- dragon PCs. In this article, we’ll promote the hated enemy. In fact, they saw this as a lation decimated and their faith in the dragon slayer to PC status for use in other true sign of their calling. dragon god broken, the once mighty drag- AD&D campaign settings, provide a new The avatar harnessed the natural hatred on slayers almost disappeared. A small, slayer mage kit, and give both types addi- the humans felt, focused it, and manipu- devoted sect is all that remains, and it tional attack forms to employ against their lated the humans into becoming the in- doesn’t have the power or the strength of mortal enemies. Much of this information strument of Io's will in the world. The numbers to contemplate launching an- can also be used to beef up a DM’s slayer avatar taught them how to fight dragons, other holy war. NPCs in a dragon-PC campaign. Finally, you’ll how to forge weapons to kill dragons, how find a new Monstrous Manual page describ- to craft armor to protect themselves from Dragon-slayer PCs ing the undead dragon slayers that still claws and teeth, and how to build ships to The dragon-slayer kit included in Book haunt the dragon isles. travel across the seas to the dragon isles. Two: Campaign of the COUNCIL OF The humans, meanwhile, listened to every WYRMS boxed set works fine as a PC kit The dragon slayers word as though it was a divine command. with one major change. As humans are In the setting detailed in the COUNCIL To them, this was a call to wage holy extremely rare in the Io's Blood isles, and OF WYRMS boxed set, the dragons of the war—a call direct from their god. any encountered wearing the trappings of Io’s Blood island chain were once constant- The avatar turned the humans into a slayer would be instantly attacked, they ly at war with each other. The greater god dragon slayers. can’t be used as PCs in this setting. By Io, the Concordant Dragon, sent his avatar A single human can’t match the size or removing much of the background and to bring a message of peace and harmony power of a single dragon, but humans are religious overtones, however, a dragon to the dragon clans. The clans refused to more prolific than dragons, and they are slayer can easily pop up in a more tradi- listen, and the wars continued. Io decided as numerous as the drops of water in the tional AD&D campaign world. that the only way to end the wars was to Blood Sea. With the added knowledge and In other worlds, dragon slayers still can send a greater threat against the dragons. skills provided by the avatar, the dragon consider themselves holy warriors, but It would be a threat so deadly that the slayers were turned into formidable oppo- such a background isn’t necessary. How- dragons would have to put aside their own nents for Io's wayward children. ever, it is up to DMs and players to deter- conflicts and work together to turn it The dragon slayers invaded the Io’s mine a reason for why the warrior DRAGON 93 Undead Dragon Slayer DRAGON® issue #205

©1994 TSR, Inc. All Rights Reserved.

CLIMATE/TERRAIN: Any Io’S Blood FREQUENCY: Very rare ORGANIZATION: Solitary ACTIVITY CYCLE: Any DIET: Nil INTELLIGENCE: High to genius (13-18) TREASURE: Nil ALIGNMENT: Varies NO. APPEARING: 1 or 1-4 ARMOR CLASS: 0 (-l, -2 or -3 vs. dragons) MOVEMENT: 12 HIT DICE: 9, 10, or 11 (10-sided dice) THAC0: 11, 10, or 9 NO. OF ATTACKS: 3/2 DAMAGE/ATTACK: By weapon SPECIAL ATTACKS: See below SPECIAL DEFENSES: See below MAGIC RESISTANCE: 60% SIZE: M (6’-7’ tall) MORALE: Fearless (19) XP VALUE: 7,000

An undead dragon slayer is a horrifying creature who returns from the dead to continue the pursuits it dedicated its former life to—namely, destroying dragons. Some dragon slayers re- turn as the result of necromantic magic, others due to their own indomitable strength of will. An undead dragon slayer looks much the same as it did in life, though with a skeletal visage, rotted flesh, and dead, hollow eyes. On average, an undead dragon slayer stands between six Artwork by and seven feet tall, and weighs around 250 pounds in its armor. It wears the specially crafted suit of plate-mail armor it wore in Habitat/Society: In the COUNCIL OF WYRMS setting, undead life, armor with a dragon-scale design and dragon-shaped helm. dragon slayers were members of the vast army of human war- The armor looks battered and beaten, but it glows with super- riors who invaded the Io's Blood isles in ages past. Any slayer of natural color—color inspired by the dragon type the slayer 9th level or greater who died before his holy task was finished hates the most—perhaps the type of dragon that slew the drag- can rise as an undead warrior. Most are called back from the on slayer. grave by necromantic magic. Though these summoned slayers With a voice as cold as the dead and as deep as a grave, an retain their own minds and agendas, they also have to obey the undead dragon slayer speaks its native tongue, as well as the commands of their summoners—at least until their task is com- languages of dragons. plete or they somehow win their freedom. A small number of dragon slayers will themselves back from the dead. These indi- Combat: An undead dragon slayer retains the fighting skills viduals have the utmost faith in their cause, an undying hatred and special benefits it had in life, as well as a few new ones due of dragons, and a supernatural strength of will. No matter to its undead nature. All of these creatures have Armor Class 0 which type of undead dragon slayer is encountered, all seek to because of their plate mail. When facing dragons, the enchant- destroy dragons and those who would offer aid to them. They ment of the armor increase the armor class to -1, -2, or -3, usually remain close to the place they met death, such as the depending on the Hit Dice of the undead dragon slayer. The Weeping Plains of Exaurdon Island. Undead dragon slayers can THAC0 also improves from 11 at 9HD to 10 at 10HD and to 9 at be of neutral or evil alignment. 11HD. Undead dragon slayers use long swords (80% of the time) or Ecology: Undead dragon slayers have no physiological func- two-handed swords (20% of the time). These weapons always tions. They can sometimes be found in the company of skeleton function as +2 dragon slayer swords in their hands. With these warriors or dracoliches. While they do not need to eat, they weapons, undead dragon slayers get to make three attacks eve- must slay dragons to replenish the energy that keeps them ani- ry two combat rounds. Due to their unnaturally high strength, mated. Killing a dragon provides an undead dragon slayer with they have an attack bonus of +3 against nondragon opponents enough energy to last one month for every Hit Die the dragon and a damage bonus of +6 against nondragons. The attack bo- had. If it does not replenish its energy within one week of the nus increases to +5 against dragons. Against dragons, the dam- moment its last meal fades, it loses strength and must return to age bonus increases according to their Hit Dice, becoming +15, the sleep of the dead. +16, or +17. Undead dragon slayers know five of the following special at- tack forms: breath stun, breach attack, dodge attack, double damage, great blow, weapon throw, wing attack. These are de- scribed in this article or in the COUNCIL OF WYRMS boxed set. Undead dragon slayers are immune to the effects of dragon fear, and take either half or no damage if they make successful saving throws versus breath weapons. They can’t be turned by clerics, but will be driven away by the holy word spell.

94 MAY 1994 dedicated himself to battling dragons. The bonuses are applied. No other special worlds, they share a similar type of train- requirements, weapon and nonweapon attack form can be used in combination ing and a desire to defend humanity from proficiencies, equipment, special benefits, with a weapon-throw attack. evil dragons. special hindrances, and wealth options Breach attack allows a slayer to search Requirements: To use this kit, a hu- remain the same as those in the boxed set for a vulnerable spot in a dragon’s armor. man wizard needs the following minimum with the following modifications. The slayer must spend a full combat ability scores: Strength 11, Dexterity 12, The list of special attacks available to round without making any attacks as he and Intelligence 14. dragon slayers has been expanded in this searches for an opening. He must be fac- Role: Slayer mages wear cloaks of drag- article. Using the rules listed in the kit ing a dragon’s underbelly, from the neck on scales with hoods crafted from dragon description, any of the new attack forms under its maw to its lower abdomen skulls. They carry spell components de- may be substituted for those in the boxed where its rear legs meet its body. The rived from dragon parts. They wield set. An additional option also exists if a attack must be aimed at this region. In the staves of dragon bone and daggers with slayer PC takes the new attack-form spe- round of searching, the slayer makes an blades of sharpened dragon teeth. They cialization. It costs one weapon proficiency Intelligence check to find the breach. A learn to use their magic to best effect slot to specialize in slayer attack forms, successful check gives the slayer a clear against dragons, and obsessively study and it must be purchased by the time the look at the spot, and the attack roll in the their foes so that they know them as well slayer reaches 3rd level. (The PC can use next round is made with a +6 bonus. If as they know themselves. the new slots gained upon reaching 3rd the check fails, the bonus is only +2. Slayer mages are dedicated to destroying level to purchase the specialization.) Note Attacks may be made against the slayer dragonkind, though they also have a pow- the character’s Intelligence score can be during the round of searching, and the erful fascination for these creatures. In used only to gain additional nonweapon slayer takes damage normally. Damage, nondragon PC settings, the slayer mage’s proficiency slots, not weapon proficiency however, will not hinder his breach attack cause focuses on evil (or oppositely slots. unless he is knocked unconscious or killed. aligned) dragons. In these settings, slayer With the slayer attack-form specializa- Slayers with the double damage attack mages may actually join forces with drag- tion, a dragon-slayer PC increases the form can use it in combination with a ons of their own alignment. They do this number of special attacks he can learn, as breach attack. because they have great respect and admi- well as the rate at which he can learn Double damage allows a slayer to call ration for these creatures. They wish to them. Instead of learning three special on his knowledge of dragon physiology to learn more about the dragons, and about attacks over the course of a career at 1st, inflict greater damage with a single attack. the way they view and use arcane energy. 4th and 7th level, a specialized slayer can This attack form can be used alone or in No one knows more about dragonkind learn five—one each at 1st, 3rd, 5th, 7th combination with breach attack. When than slayer mages. Even dragon slayers and 9th level respectively. used with a successful attack roll, the only know those things necessary to battle slayer’s weapon inflicts double damage. No the wyrms. Slayer mages seek to under- Special attack forms damage bonuses are doubled, just the base stand the whole picture of dragonkind, for In the dragon-slayer kit description in damage of the weapon type. However, they use this knowledge not only to cast the boxed set, three special attack forms damage bonuses are applied normally. For spells, but to find better ways to live their are described. These are wing attack, example, a slayer with a long sword would own lives through the examples of drag- breath stun, and great blow. Other slayer cause 2dl2 (instead of 1dl2) plus any ons. To the slayer mage, dragonkind is the attack forms include weapon throw, damage bonuses. ultimate level of existence. However, drag- breach attack, double damage, dazzle, and Dazzle is an attack form designed to ons themselves have squandered their dodge attack. confuse a dragon and hinder its ability to gifts and used them poorly (as the mages All special attacks must be declared cast spells or use its innate powers. The see it). It is the hope of a slayer mage to before any attack rolls are made by either slayer twirls his weapon in such a way as discover how to gain these gifts for hu- side in a combat round. A dragon slayer to captivate and disorient his dragon foe. manity through natural and arcane means. can’t use special attacks two combat The twirling weapon disrupts the dragon’s Weapon proficiencies: The tradition- rounds in a row. For example, if Daress concentration for the round, making it al weapons of a slayer mage are the quar- the dragon slayer uses a wing attack in the impossible to gather the merest thoughts terstaff, dagger, and staff sling. These first round of combat, she can make no necessary to activate a spell or innate weapons are usually constructed in part special attacks in the second round. If a power. or completely from the remains of a drag- slayer fails to hit after the attack form is Dodge attack is a combination defense on. If a slayer mage chooses a dragon declared, the special attack form is still and attack form that a slayer can use to attack form at 3rd level, he can purchase considered to have been used in that com- avoid damage and deliver his own deadly attack-form specialization at 6th level bat round. In a round in which a slayer blow in the same round. A dodge attack (using up the weapon proficiency slot gets to make more than one attack, only requires a successful Dexterity check, gained with the advancement). This allows certain forms can be used more than once. otherwise none of the following benefits a slayer mage to learn one additional at- These are wing attack, breath stun, and apply. If successful, the slayer’s armor tack form at 6th level. double damage. All special attacks are class is improved by +4 for the round Nonweapon proficiencies: The effective only against dragons. They do against a dragon’s physical attacks, and proficiencies suggested for slayer mages not work against nondragon foes. saving throws versus breath weapons are as follows. Weapon throw allows a dragon slayer receive a +2 bonus. In addition, after * Bonus proficiencies: Dragon lore, to toss his primary weapon at a flying making the dodge the slayer puts himself spellcraft. dragon. A primary weapon is any weapon in a better position to deliver his own * Required proficiencies: Reading/ listed in the dragon-slayer kit description attack. In the round, a slayer’s attack rolls writing. under weapon proficiencies that the slayer receive a +2 bonus. * Recommended proficiencies, General: has spent slots on. Short range for thrown Any. weapons is up to 15’, medium is up to 30’, Slayer-mage kit * Recommended proficiencies, Wizard: and long range is up to 45’. Attack rolls The slayer mage is a wizard trained to Ancient history, gem cutting. are made with a -2, -4, and -6 penalty battle dragons. A slayer mage often works * Recommended proficiencies, Warrior: at short, medium, and long range respec- in conjunction with a dragon slayer. In the Survival, tracking. tively, since this is an unusual use of a COUNCIL OF WYRMS setting, these holy * Recommended proficiencies, Rogue: heavy weapon. Damage is determined wizards share the same beliefs as their Appraising, gaming. normally, and all Strength and damage warrior counterparts. In other campaign * Recommended proficiencies, Priest: None. DRAGON 95 Equipment: Slayer mages can use any Book Two: Campaign from the COUNCIL Special attacks: Slayer mages can learn weapons and equipment normally availa- OF WYRMS boxed set, is believed to have any of the special attacks available to ble to wizard characters, though they magical properties that the slayer mage dragon slayers. They may select one of prefer items that have some connection to can draw upon. See “Special Benefits” these attack forms at 3rd level. If a slayer dragons: weapons made in whole or in below for more information. mage takes the attack-form specialization, part from dragon remains, clothing and Special benefits: he can select a second special attack at 6th boots of dragon hide, etc. Control dragon: If a slayer mage possess- level. Slayer mages start play with a spellbook es the piece of precious metal or the gem Anti-magic resistance: If a slayer mage of dragon-skin parchment pages bound in from a dragon’s egg, the PC has the ability uses spell components made with dragon cured dragon hide, and enough spell com- to control any dragon of the type that remains, spells cast at dragons receive a ponents made from dragon remains to corresponds to the metal or gem in his bonus against the target dragon’s natural cast each of their first-level spells 12 times. possession, as per the potion of resistance. For every level of the The cloak of dragon scales presented to control (DMG, page 142). This ability can slayer mage, the dragon’s magic-resistance every newly created slayer mage provides be used once per week. rating is reduced by 5%. a +1 armor class bonus due to its excel- If the metal or gem is lost, or if the slay- Special hindrances: Slayer mages lent crafting and impervious material. er mage comes to possess a second such suffer a -4 penalty on all encounter reac- When the slayer mage reaches 3rd level, item, this ability cease to function entirely. tions against dragons—even those they this cloak becomes enchanted due to a For this ability to work, the slayer mage seek to befriend. long-standing pact made with Io's avatar can hold only one such item. Note that As slayer mages come to depend on (or whatever agency exists in the DM’s acquiring the metal or gem from a new- dragon remains as ingredients in their campaign setting). It endows an additional born dragon’s egg is no small feat; both spell components, after 3rd level they +1 armor class bonus against attacks the slayer mage’s player and the DM suffer penalties when using components from dragons. Slayer mages can perform should approach the acquisition of such an not made with these special ingredients. special quests every level to increase the item as a major quest. These penalties translate as bonuses for enchantment of the dragon cloaks. In no Dragon languages: A slayer mage can the targets of their castings: a +2 to all case will increase by speak and understand one dragon family saving throws for spells that normally more than +1 during a level, and it will language (either metallic, gem, or chromatic). receive saving throws, and a saving throw never increase beyond a cumulative +5 Fear immunity: A slayer mage is immune with a -3 penalty for all spells that nor- bonus against dragons. to the effects of dragon fear. mally receive no saving throws. At some point during his career, a slayer Breath weapon defense: As slayer mages Wealth options: Slayer mages start mage seeks to own the precious metal or learn to avoid breath weapons, they receive play with 1d6 x 10 gold pieces with which gem found in the egg of every hatchling half or no damage when they make saving to purchase supplies not provided under dragon. This item, more fully described in throws (instead of full or half damage). “Equipment” above.

Arcane Lore to or less than the caster. The material The spell must be cast on some piece of Continued from page 38 component is the cleric’s holy symbol and headgear (hat, crown, helm, tiara, circlet, a crystal bead. etc.). The headgear must be properly This spell maintains a creature’s body worn or the spell will not function. The heat against cold for four hours, plus one Crown of brilliance spell effect is triggered as soon as the additional hour per level of the caster. (Invocation/Evocation) wearer strikes a blow in melee. The effect Also, any cold-based damage is restored at Level: 6 Comp.: V,S,M lasts one round for every two levels of the the rate of one hit point per turn. When Range: Touch CT: 9 caster (round up). exposed to magical cold or special Dur.: 1 rd./2 lvls. Save: None The material component of this spell is cold-based attack, the protected creature Area of Effect: Special an opal worth at least 100 gp, carried on receives a +2 bonus to saving throws, and the caster’s person. It shatters upon the cold-based damage is reduced by 1 point This spell turns a piece of headgear into completion of the spell (if shattered per die. This spell is not cumulative with a blazing source of golden light as soon as prematurely, the spell ends). any other magical protections against cold. the wearer engages in hand-to-hand combat. All opponents in hand-to-hand Sunburst (Invocation/Evocation) combat with the caster must save vs. spells Level: 4 Comp.: V,M or be blinded for 1d4 rounds ( -4 to attack Range: 30 yds. + 10/lvl. CT: 7 rolls). If not blinded, the opponent suffers Dur.: Instant. Save: Special a -2 penalty to attack rolls against the Area of Effect: 40’ radius globe wearer due to the dazzling brilliance of the headgear. This spell creates a brilliant flash of Creatures with an aversion to sunlight greenish-white light with blazing golden or a penalty when fighting in bright light rays. Undead within the area of effect take are affected more severely (drow, derro, 6d6 points of damage (no save). Other duergar, goblins, many undead, etc.). creatures in the area, or outside the area Those within a 30’ radius must save vs. and looking at the sunburst, are blinded spells or flee. Those who do not flee will for one round if they fail a saving throw suffer their usual penalty for fighting in vs. spells. Those without eyes, and those bright light. Undead other than skeletons not sensitive to visible light, are not or zombies take an additional 1d6 points affected. The sunburst instantly destroys of damage each round they stay within the darkness created by those of a level equal affected area. 96 MAY 1994

Horror: It’s the little things ©1994 by Rick Swan

Photography by Charles Kohl

Games ratings

Not recommended When I’m evaluating a role-playing with description than in horror games, where words like hideous, horrifying, and product, the quality of the descriptions Poor, but may be useful counts for a lot. Indiscriminate use of monstrous are tossed around like base- adjectives and adverbs tells me that the balls on the first day of spring training. I’m designer doesn’t know what he’s talking Fair not sure why. Maybe they lack faith in about and hopes I’ll figure it out for him. their own images, unsure that a knife- Describing a king’s dining room as a mag- Good wielding fiend popping out of the shadows nificent hall of breathtaking luxury and won’t yield the desired reaction unless spectacularly opulent beauty says next to Excellent we’re told how horrible and terrifying and nothing. Describing the king eating with a deranged he is. Maybe it’s the influence of platinum spoon says it all. The best H.P. Lovecraft, whose flowery phrasing is Nowhere do designers struggle more easier to mimic than his artistry. Maybe it's 98 MAY 1994 just a failure of imagination. Compare “an The original background survives the function of Move and Encumbrance), unearthly monster who eats everything in transition to the GURPS system more or more precise, (White Wolf ratings range its path" to “a creature with eyes as black less intact. And that’s good news, because from 1-5; GURPS goes to 18), and better as bowling balls who swallows school VAMPIRE: THE MASQUERADE boasted the defined (White Wolf’s vague Wits attribute buses and spits out the tires.” If these were most compelling premise since Chaosium’s translates into GURPS’s Common Sense descriptions from two different source- CALL OF CTHULHU* game. Designer and Intuition advantages). books, which would you rather read? Mark Rein-Hagen cast his vampires as an Evaluation: Because of its grim tone In horror, a fine-tuned detail is usually independent race called the Kindred, who and complex mechanics, VAMPIRE is best more memorable than an over-stuffed trace their ancestry from the beginning of suited for mature players. The maze of paragraph. It doesn’t always take a night- time. Nasty and neurotic, the modern-day jargon, rules, and historical notes takes marish, malicious, inhumanly powerful Kindred have as much in common with time to navigate, and casual players may monstrosity to elicit a scare. Suppose I told Johnny Rotten as with Bela Lugosi. Strug- not find it worth the effort. If the idea of you that a pin-sized serpent is loose in gling to survive in a decaying society, vampire PCs appeals to you at all though, your house, waiting for you to fall asleep they’re shunned as outcasts and hunted as and you’re willing to do your homework, so it can wriggle up your nose? monsters. A typical adventure finds the VAMPIRE is a terrific buy. Which version? See? It’s the little things. player characters (PCs) fighting for the If you’re familiar with other Storyteller blood of a rat pack, plotting to regain their products (such the WEREWOLF: THE GURPS Vampire: The humanity by killing their sires, or pursu- APOCALYPSE* game or the MAGE: THE Masquerade* game ing Golconda, a nirvana-like state resulting ASCENSION* game), stick with White GURPS* game supplement from plumbing the inner mind. This is Wolf; the GURPS book doesn’t add enough 192-page softcover book role-playing at its most subversive, and material to justify learning a new set of Steve Jackson Games $20 about as far away from elves and dragons rules. If you’re a GURPS player, go for the Design: Jeff Koke (based on the original as you can get. GURPS version; it’s better written and game by Mark Rein-Hagen) The history is so vividly imagined that I easier to understand. If you’re not familiar Additional material: Chris W. McCubbin thought I was reading a textbook. Vam- with either rules set, it’s a tough call. I lean Editing: Steve Jackson pires follow a rigid social hierarchy, begin- toward the GURPS book, even though Illustrations: , Doug Gre- ning with the low-level Caitiff feeders, and you’ll also have to invest in the GURPS gory, Robert MacNeil, Ken Meyer, Dan climaxing with the ancient Antediluvians, Basic Set. Not only has GURPS withstood Smith, John Cobb, Felipe Echevarria, arguably the worlds most powerful crea- the test of time, it opens the door to a Laura Eisenhour, Max Fellwalker, Larry tures. They also observe a code of laws library of possibilities. Aren’t you curious McDougal, Rich Thomas, and Josh called the Six Traditions, including the how GURPS: Vampire interfaces with Timbrook First Tradition, Masquerade (“Thou shalt GURPS: Old West*? Cover: Mark Pace not reveal thy true nature to those not of the Blood."), the Fifth Tradition, Hospitality Dark Alliance: Vancouver Now here’s a great idea. The genre- (“When thou comest to a foreign city, thou WEREWOLF: THE APOCALYPSE game and hopping GURPS system has proven itself shalt present thyself to the one who ruleth VAMPIRE: THE MASQUERADE game adaptable to everything from cyberpunk there."), and the Sixth Tradition, Destruc- supplement to the wild west. White Wolf’s VAMPIRE: tion (“The right of destruction belongeth 128-page softcover book THE MASQUERADE* game has a strong only to thine Elder.“) Violation of a tradi- White Wolf Game Studio $15 setting and enough narrative muscle to tion may result in Lexatalionis, where the Design: and Geoff McMartin crack tombstones, but not everyone is lawbreaker is attacked by all who hear the Development: Bill Bridges comfortable with the hazy rules. So Steve call of the Blood Hunt. The Primogen, a Editing: Brian Campbell Jackson Games (SJG) contributes the sys- circle of elders, advises their Prince when Illustrations: Jeff Rebner, Dan Smith, and tem, and White Wolf kicks in the game to establish violence-free zones called Joshua Gabriel Timbrook world. Toss ‘em in the cauldron, let SJG Elysium and how to deal with the Incon- Cover: Tony Harris stalwarts Jeff Koke and Chris McCubbin nu, mysterious outsiders who live with handle the brewing, and what bubbles to animals and sleep inside the earth. The Caerns: Places of Power the surface is the most successful hybrid Kindred may secure servants with Blood WEREWOLF: THE APOCALYPSE game in role-playing history. Bonds, acquire new powers through the supplement With its slick pages and crisp graphics, process of diablerie, and create new Kin- 160-page softcover book, one 11” x 16” GURPS Vampire is the handsomest volume dred by engaging in the Embrace. mapsheet in the GURPS line and makes the White The GURPS-izing of the rules makes for White Wolf Game Studio $15 Wolf version seem lackluster. A set of a smoother game, particularly for referees Design: Emrey Barnes, Steven C. Brown, realistic documents—letters, computer who prefer die-rolls to improvisation. Phil Brucato, Alan Bryden, Sam Chupp, print-outs, diary entries—introduces the Players follow the same character-creation John Gavigan, Harry Heckel, reader to, in the words of the scholarly procedure as in standard GURPS products, Christopher Howard, Sam Inabinet, Christophorus, “a world that I know you assigning points to attributes, skills, Izumi Hideo, David Key, Kenneth Mey- must find surprising." Lucid writing, never quirks, and advantages. Beginning vam- er, James A. Moore, George Neal, Ro- White Wolfs strong suit but a hallmark of pires, typically 200 to 300-point charac- derick Robertson, Ryk Strong, and the GURPS line, makes the tricky mechan- ters, may be Punks, Dilettantes, Drifters, Teeuwynn ics easy to digest. Concepts that aren’t or (my favorite) Politicians. Magic-like Development: Bill Bridges critical to the game, such as vampiric abilities called Disciplines are grouped into Editing: Brian Campbell traditions and the role of ghouls, are con- levels of Power, with each level costing Illustrations: John Bridges, Sam Inabinet, fined to sidebars. The illustrations are two character points. For instance, a char- Scar Studios, Dan Smith, , among the best I’ve ever seen in an RPG acter with the Power 1 level of the Auspex Joshua Gabriel Timbrook, and Bryon product, particularly those by Tim Brad- Discipline (two points) can only use Height- Wackwitz street. His depiction of a vampire feasting ened Senses. A character with Power 3 Cover: Scott Hampton on the wrist of a fellow burn-out (on page level (six points) can use Heightened Sens- 22) evokes both the horrors of addiction es, Aura Perception, and Spirit’s Touch. Umbra: The Velvet Shadow and the intimacy of a shared secret. White Compared to the White Wolf system, WEREWOLF: THE APOCALYPSE game Wolf, Steve Jackson, or Bradstreet himself GURPS is more sensible (White Wolfs supplement ought to market it as a poster. Dodge ability is handled in GURPS as a 152-page softcover book, one 16” x 22” DRAGON 99 mapsheet Far better is Caerns: Places of Power, the further from the planet—the better. White Wolf Game Studio $15 which catalogs the sites of spiritual power Leave Vancouver to the Kindred, and start Design: Daniel Greenberg and Harry Hec- held sacred by the Garou. The 14 entries with Caerns; despite its flaws, the sheer kel, with Heather Curatola, Alan M. span the globe, from the Shigalu Monas- volume of ideas makes this a great re- Fisher, Robert Kaminsky, and Jonathan tery in the mountains of Tibet to the Mea source for new campaigns. Experienced Sill del Lobo Indian Reservation in the referees should waist no time in tackling Development: Bill Bridges Arizona desert. Each entry includes juicy Umbra, which contains an avalanche of Editing: Brian Campbell historical notes, intriguing points of inter- concepts screaming for development. And, Illustrations: Steve Carter & Antoinette est, and a host of engaging personalties. hey, White Wolf, how about an Umbra II? Rydyr, Bryon Wackwitz, Jeff Rebner, Cracked Teeth, an opinionated Bone Gnaw- Maybe The Atrocity Realm: Adventures in Dan Smith, Lawrence Allen Williams, er from the Washington D.C. caern, likes the Larvae Pits? and James J. Holt to quote Thomas Jefferson and is dying of Cover: George Pratt AIDS. The central chamber of the Brugh House of Strahd Na Boinne caern in looks like a ADVANCED DUNGEONS & DRAGONS® WEREWOLF: THE APOCALYPSE (re- shamrock, each niche holding the ashes of game supplement for the RAVENLOFT® viewed in DRAGON® issue #192) had Tuatha De Danann nobles. The Garou of setting everything: a fascinating premise, great visit the Hall of Heads to com- One 64-page book, one 32” x 21" map characters, thorough mechanics, plenty of mune with the skulls of their relatives. sheet staging tips. Everything, that is, but a Non-sentient spirits called Moon Bridges, TSR, Inc. $11 setting. The Central Park material, tucked shaped like elastic tubes, whisk the Garou Original design: Tracy and Laura Hickman away in the appendix, was too skimpy to from caern to caern in the blink of an eye. Revised design: be of much use, and manufacturing a In many cases however, the designers Editing: Richard W. Brown setting from scratch was more than I seem blind to their best material. The Illustrations: Clyde Caldwell and James could manage. history of the Greek caern hints at a link Crabtree Which is why I was looking forward to between the Garou and Nazi , but Cover: Dana M. Knutson these sourcebooks. Drawing on influences it’s left undeveloped. A similar link be- from National Geographic to The Twilight tween the werewolves of Washington D.C. Castles Forlorn Zone, these books present a smorgasbord and the U.S. government also gets the ADVANCED DUNGEONS & DRAGONS® of locales that should keep the Garou short shrift. A cannibal who operates a game supplement for the RAVENLOFT® occupied until the Apocalypse actually gets corner grocery store in Alaska—a great setting here. They’re loaded with good ideas. Of idea for a character if I ever heard one—is TSR, Inc. $20 course, good ideas don’t guarantee good introduced then tossed away. The story One 96-page book, two 32-page books, one products. hooks, many only a sentence or two, don’t double-sided 32” x 21" map sheet, one Take, for instance, Dark Alliance: Van- amount to much. “Get the characters single-sided 32” x 21" map sheet, one couver, which recasts the Canadian city as involved with smuggling or smugglers.“ 32” x 21" poster, boxed a battleground for rival factions of the “[The] intrigue that is present around the Design: Garou and the Kindred (hence, it’s suitabil- caern will give you opportunities to tell Editing: David Wise ity for a VAMPIRE: THE MASQUERADE stories about the city and the caern itself." Illustrations: Stephen Fabian, Arnie Swe- campaign). A lengthy history describes the Try to do something with those. kel, and Robert Klasnich conflict between the immigrant were- Cover: Dana M. Knutson wolves and Siegfried, Prince of the Van- Umbra: The Velvet Shadow, on the other couver vampires, resulting in an uneasy hand, is a triumph. Reminiscent of TSR’s When it first came out, I didn’t think the treaty called the Vancouver Covenant. A excellent tome, Um- RAVENLOFT setting had a chance, which section on Garou Protectorates, the book’s bra describes 13 alternate planes where is another reason why I’ll never make it as best feature, details the philosophies and physical laws don’t apply and mundane a game publisher. It wasn’t bad, exactly. It policies of the area’s active tribes. The reality gives way to outrageous spectacle. just didn’t seem special, a FORGOTTEN conservative Children of Gaia, for exam- The striking descriptions border on the REALMS® variant with a few more bats. ple, specialize in political lobbying. The poetic: “[The Aetherial Realm] is a vast But thanks to quality supplements like Black Furies resist the Covenant and advo- cosmic vault stretching out to the Mem- Forbidden Lore, , and the Van cate revolution. brane, filled with Anchorheads and pow- Richten’s series (especially Van Richten’s Too much of the book, however, looks erful spirits of the air and the stars.” I’d be Guide to Ghosts), the RAVENLOFT cam- like it was cranked out by the Department hard pressed to pick my favorite entry, paign has proven to be a credible alterna- of Tourism, a dreary run-down of hotels, but I’m partial to the Atrocity Realm, a tive for players interested in the dark side nightclubs, and landmarks whose descrip- nightmare land of larvae pits, mass graves, of the AD&D game. Though it lacks the tions rarely rise above the superficial. The and serial killers, where the Garou wear flamboyance of CALL OF CTHULHU and Great Library is “a staggering collection of Memory Ribbons on their wrists to remind the, er, bite of VAMPIRE, the RAVENLOFT knowledge.” The Pan-Pacific Hotel gives them of the brutality they strive to resist. setting remains the hobby’s most enduring diners "a perfect view of the harbor, the Over in the Cyber Realm, Cyber Wolves fusion of horror and fantasy. SeaBus terminal, Stanley Park, and per- roam the byways of Spider City, perform- The best thing to come flapping out for haps a cruise chip approaching or leaving ing bizarre surgery on hapless visitors. In this setting in many a moon is House of its berth.” Little of this is told from a Gar- the CTHULHU-esque Aetherial Realm, the Strahd, the revised version of 1983’s clas- ou’s perspective, and most of it’s available surfaces of a metallic structure called the sic I6 Ravenloft module. Ravenloft stands in any good reference book, so what’s the spirit-orrery give access to the mysteries as one of TSR’s finest adventures—make point? “War and Peace,” an 11-page sce- of the cosmos. What does all this have to that one of the finest adventures from nario that’s long on investigation and short do with werewolves? Beats me, but with anybody—and the re-issue improves on on conflict, sets up a civil war between the settings this exciting, who’s complaining? the original. The premise can be summa- Garou and the Kindred. The designer rized in a sentence: Stranded in Barovia, suggests that two groups of players handle the PCs must breech a haunted castle and the opposing factions, but doesn’t ade- Evaluation: Unlike their VAMPIRE destroy its master, the vampire-wizard quately explain how the groups interact brethren, who thrive in an urban environ- . What a castle! Con- (what’s Group A supposed to do while the ment, the animalistic Garou belong in the sisting of almost 100 rooms, it’s an archi- referee is busy with Group B?) wilderness, the further from civilization— tectural masterpiece, as opulent as it is 100 MAY 1994 creepy. What a villain! A high-level necro- with expensive furniture becomes a musty setting-based approach pioneered by the mancer of incomparable cunning, Strahd chamber piled with debris, with bloody Avalon Hills RUNEQUEST* game. Barsaive holds his own with Count Dracula as one hand prints smeared on the walls. By contains enough geographic, social, and of horror’s most memorable bloodsuckers. assigning colors to the various incarna- political detail to launch a lifetime of ad- The elements that made the original so tions (red for Castle A, blue for Castle B, ventures. In the Explorer’s Guide, Merrox much fun—Madame Eva, the mysterious green for Castle C), the poster map shows from the Great Library of Throal leads us gypsy fortuneteller; Strahd’s variable which rooms and doors exist in each peri- through 100-plus pages of fascinating objectives (determined randomly, so the od. The text offers sensible suggestions for material, from the construction of t’skrang adventure can be replayed); the deadly handling paradoxes (such as when differ- riverboats to a discourse on ork scorcher catacombs with the moving black ceiling— ent PCs occupy the same room in different cavalry. The Gamemaster Book presents a are still here. It’s the updating that pushes time periods) and measuring time. (Time treatise on the Barsavian economy (the the revised version over the top. Nesmith may pass independently in each incarna- t’skrang deal in trikella, an exotic spice introduces some new creatures (meld tion.) In fact, the text includes everything that fetches 20 silver pieces per ounce), monsters, golems), develops but a developed adventure; instead, we’re the history of the Hand of Corruption (a Strahd’s tactics (with sections labeled given an assortment of hazards and en- loathsome secret society), and a gallery of “Strahd’s Opportunities” that suggest at- couraged to “build tension gradually by notable personalities (such as Chorak tack routines triggered by the party’s saving the nastiest surprises for last." Bonecracker, a tree-sized troll who actions), and adds a Time-Track Table (so That’s easier said than done, especially for drenches himself in red paint). The gener- the referee can anticipate the sunset). He’s novice referees who require a lot more ous package also includes a colorful poster also touched up the descriptions, clipping structure than this to get a campaign off map, 36 new monster and treasure cards, the clutter and beefing up the sensory the ground. and a cardboard sextant, used to measure details. Here, for instance, is the original The rest of the package, focusing on the distances by the position of the stars. With description of the Observation Balcony: domain of Forlorn and its minions, mixes the RUNEQUEST game on the ropes, the the clever with the ordinary. Tristen EARTHDAWN system may be poised to There are two large thrones on this ApBlanc, the lord of Forlorn who’s part take its place, especially if continues with balcony. Behind the throne is a large red vampire and part ghost, could teach Count supplements as strong as this. velvet curtain running 30 feet from the Strahd a thing or two about ghastliness. east wall to the west wall. The ceiling here An informative section on druidism re- Rifts Dimension Book One: Wormwood, is 10 feet high. veals the spell-casting secrets of redheaded by Kevin Siembieda. Palladium Books, $16. humans. Noteworthy landmarks include a Conan the Barbarian meets Freddie Here’s Nesmith’s revision: granite cliff that weeps blood and a half- Krueger in this wacky sourcebook for the mile fissure that spews yellow vapor to RIFTS* game. Based on the comic strip by Two large thrones stand on this balcony. enshroud the domain. A lot of this seems Timothy Truman and Flint Henry, Worm- Behind the thrones is a wide, red velvet like filler. The Sacred Groves and the wood takes place on a sentient planet; that curtain running from wall to wall. The Caverns of the Dead aren’t much more is, the world itself is alive—every hill, room is oppressively silent, as quiet as a interesting than their names. Isolt every building, every speck of dirt. Foun- tomb. Dampness and mildew fill your ApBlanc, Rual, and the other ghostly NPCs tains and sculptures are “pulled from the nostrils. work better as obstacles than personalities. planet like taffy and molded into the vari- Also, Aggie, a clone of the Loch Ness Mon- ous shapes desired.” Mountain ranges In fairness, I should mention that House ster, doesn’t have much to do other than expand and contract. Homeowners furnish of Strahd may be impossible to beat. I’ve pose for the cover. their dining rooms by teasing new tables played it three times (twice in its original and chairs from the floor. The inhabitants version) and haven’t come close. But, as Evaluation: In the hands of a creative are as warped as the terrain. Sword- with the best CALL OF CTHULHU adven- referee, Castles Forlorn can be a source of slinging Knights of the Cathedral take on tures, winning is incidental to the scenery endless surprise. If, for instance, the party thieving rum-rats and drooling morph- and the scares. Your party may bite the steals a book from a room in Castle C, then worms. Priests of Light employ yecchy dust, but they’ll be smiling when they do. later tosses a fireball into the Castle A spells like create worm zombies and ride incarnation of the same room, the stolen giant parasites. It’s as silly as it sounds, and Castles Forlorn features another terrific book may turn to ash in their hands. players who take their games seriously castle, this one with a twist. The eight- Think of the Forlorn material as a bonus; may balk at a setting this cartoonish. How- level Tristenoria mansion exists simultane- get this for the castle. ever, Wormwood demonstrates the elastici- ously in three time periods, though all Flawlessly staged and breathtakingly ty of the RIFTS system without sacrificing three incarnations occupy the same physi- suspenseful, House of Strahd should be a a whit of playability. cal space. Castle A, the first incarnation, part of every RAVENLOFT campaign, even exists (in 1939 on the Forfar calendar) if it means the demise of beloved PCs , by David Pulver. when the mortar is still fresh, the candela- (which it well might). If you’ve resisted the TSR, Inc., $18. GURPS Vehicles, by David bras still gleam, and the view out the RAVENLOFT setting so far, here’s all the Pulver. Steve Jackson Games, $20. So what window shows green hills and bright excuse you need to get on board. do an historical sourcebook and a vehicu- skies. A century later, Castle B exists in a lar design kit have in common? Only some time where supernatural disasters have Short and sweet of the year’s most literate writing and cracked the plaster, shattered the glass, Barsaive, by , with meticulous research, courtesy of ace de- and blackened the skies. In 2122, Castle C Rob Cruz, Torn Dowd, Sam Lewis, Mike signer David Pulver. In The Glory of Rome, lies in ruin; cobwebs choke the corridors, Mulvihill, Diane Piron-Gelman, and Louis Pulver lays out clear guidelines for moving the walls have collapsed, and the view J. Prosperi. FASA Corporation, $25. The the AD&D game to the Roman Empire. He from the windows reveals a ravaged land- EARTHDAWN* game (reviewed in addresses character classes (mages and scape and scavenging monsters. DRAGON® issue #202) struck me as a psionicists aren’t available; fighters can While exploring the castle, the PCs acti- warmed-over version of the AD&D game. become legionaries, gladiators, and chario- vate temporal shifts that spin the castle But with the boxed Barsaive set, the teers), equipment (a short sword from the into different eras. The results are star- game’s first major supplement, FASA FORGOTTEN REALMS® setting becomes a tling, to say the least. A door appears, then makes a mid-course correction, nudging gladius in ancient Rome) and magic (a disappears. A dark passage fills with light, the EARTHDAWN game away from light diviner may foretell the future if he spots then goes dark again. A plush bedroom fantasy and toward the sophisticated a woodpecker). The unstable political DRAGON 101 climate—which may be inflamed by sena- pixies. In the interest of play balance, a circus, a leper colony, a village, and torial PCs—makes Rome an ideal setting restrictions abound; PCs can’t be undead, a smuggler’s prison. Consider them instant for military campaigns. The Roman gods nor can they be monsters taller than 12 adventures—just add statistics, and they’re get a cold shoulder, and the gazetteer feet. Centaur wizards can’t go beyond ready to plug into your favorite world. should’ve been ditched in favor of a few 12th level; goblins can’t be wizards at all. adventure outlines; otherwise, this is the Even with the helpful suggestions in the EdgeWork, edited by Peter Hentges. most satisfying entry in TSR’s Historical role-playing chapter, campaign problems Atlas Games, $6 single issue, $20 four-issue Reference series. GURPS Vehicles explains are inevitable. How, for instance, does an subscription. I’m a sucker for fanzines. how to build and operate a mind-boggling ogre PC function in a lawful good society? What they lack in polish, they usually array of conveyances. From sailboats to How can a giant-kin PC navigate a low- make up in spunk, and EdgeWork, devoted starships to witches’ brooms, if it moves, ceilinged dungeon? Even with all the po- to the eccentric OVER THE EDGE* game, it’s here. Step-by-step instructions show tential headaches, adventurous players is no exception. The premier issue fea- how to select the structural frame, propul- ought to welcome this with open arms. tures a look at Alto-Ubica (also known as sion system, and thrust factor for the Who could pass up the chance to play a The Country That Isn’t There), a reading nuclear-powered tilt-rotor mini-copter of pixie? list for conspiracy buffs, and an analysis of your dreams. Though presented in fringe powers by OTE designer Jonathan GURPS-speak, a referee with a calculator Maps Book 1: Cities, by Debora Wykle, Tweet. EdgeWork may have the editorial should be able to reconfigure the statistics Mike Keller, William Kerr, Eric Dinehart, budget of a school newspaper, but for OTE for other games. Pulver, who cut his teeth James Bear Peters, James Walker, Dayne enthusiasts, it’s more essential than the on GURPS Psionics* and TSR’s 1992 Up- Chastant, Steven S. Crompton, and Anita New York Times. (For information: Atlas date for the MARVEL SUPER HEROES™ Martinez. Flying Buffalo, $12. This first- Games, P.O Box 406, Northfield MN 55057.) game, seems comfortable with any genre rate play-aid, suitable for any fantasy RPG, that wanders his way. He’s a name to contains close to two dozen city maps, Rick Swan has designed and edited more watch. complete with terrain symbols, area de- than 40 role-playing products. His recent scriptions, and scenario hooks. Editor projects include The Complete Ranger’s The Complete Book of Humanoids, by Debora Wykle encouraged her designers Handbook and The Complete Paladin’s Bill Slavicsek. TSR, Inc., $15. I don’t know to stretch their imaginations, and they Handbook, both published by TSR. You why TSR didn’t ring the bells and sound came through with an inspired collection. can write to him at 2620 30th St., Des the horns about this one, as it introduces a Phantom Hollow is an underground cavity Moines IA 50310. Enclose a self-addressed major shake-up in the AD&D rules. The concealed by a gigantic tree, its various stamped envelope if you’d like a response. Players Handbook allows players to levels accessible by platforms and ropes. choose from six races for their PCs. The Magewar exists in four different dimen- Complete Book of Humanoids expands the sions linked by magical gates. The island * indicates a product produced by a company other number of options by 20, adding (among of Roos Havanos floats among the clouds, than TSR, Inc. others) beastmen, centaurs, goblins, and energized by a magical jewel. There’s also

The Role of Books adventure, The Short Victorious War well, but A.C. Crispin’s Sarek (Pocket, Continued from page 46 (Baen, $5.99). The story feels like half a $22.00) is the only unqualified success of book though, leaving both Honor and her the three books under examination here. Recurring Roles adversaries from Haven hanging in the Unexpected romance shares center stage An especially long-awaited sequel arrives middle of a war that promises to be nei- with dark intrigue here, and everyone this month: The Oak Above the Kings (Roc, ther short nor easily won. History buffs from young Peter Kirk to a rapidly failing $18.00) the latest installment of the Kel- should have fun, however, picking out the Amanda is very well portrayed. tiad. The new novel is bylined Patricia inspirations for Weber’s star empires. That’s less true of Sins of Commission Kennealy-Morrison (as the author adds her It’s also a better-than-average season for (Pocket, $5.50), in which newcomer Susan late husbands name to her own), but the horror, as returns to the Wright weaves a complex TNG tale in refreshing, vibrant approach to Keltic and RAVENLOFT® milieu with The Enemy which entirely too many characters un- Arthurian lore is as crisply narrated as Within (TSR, $4.95), a clever twist on a dergo too much emotional stress for no ever. Indeed, this second volume in the classic scenario that can be best appreci- particular reason (and in which Guinan is current trilogy wraps up virtually all the ated by those who carefully avoid the demonstrably wrong for the first time I loose ends left from the first, and sets up back-cover copy before reading the novel. can remember). Likewise, an entirely new set of conflicts to be ad- The tension here comes from watching all stretches telepathic powers to peculiar dressed in the next installment. vestiges of control, political and personal limits in The Patrian Transgression (Pock- Barbara Hambly also has a new novel alike, slip out of Sir Tristan Hiregaard’s et, $5.50), raising a complicated ethical out, this one a free-standing tale set in the grasp as an evil cult seeks power in the issue and then discarding it in favor of a world lately vacated by dog-wizard Antryg capital city of his native Nova Vaasa. traditional action yarn involving the usual Windrose. Stranger at the Wedding (Del The Hunter (Pocket Archway, $3.50), would-be alien dictators facing off against Rey $5.99) is at once typical of Hambly’s meanwhile, finds L.J. Smith slightly below Captain Kirk and company. intricate supernatural mysteries and dis- top form in the opening installment of Sacred Ground (Tor, $22.95) is the latest tinctive in its approach. Kyra Peldyrin is “The Forbidden Game." While the concept novel from the prolific Mercedes Lackey, an unusual protagonist for Hambly, a and character work are effectively craft- and it puts her solidly back on track with would-be wizard not yet secure in her ed, the obligatory teen-romance elements a skilled, free-standing mystical thriller in powers, but forced to master them in are a touch overplayed and some of the which Tulsa P.I. and shaman Jennifer order to prevent a disaster in connection individual set pieces seem rushed. (It Talldeer must investigate a construction- with her sister’s imminent marriage. Only should be noted that the game referred to site bombing that may be a great deal the shape of the disaster is unknown, and is not a fantasy RPG, but a magically more than it seems. The Osage Indian lore in finding it, Kyra sends the romance booby-trapped house party game. Smith looks well-researched and politically even- spinning off in unexpected directions. scores extra points for avoiding the obvi- handed, and this novel is less glib about its Space war is as dangerous as usual in ous game-gone-wrong premise.) magic than Lackey’s similar series about David Weber’s third Honor Harrington The Star Trek people have been busy as Diana Begarde. 102 MAY 1994

104 MAY 1994 By Barbara Manui & Chris Adams DRAGON 105 106 MAY 1994 DRAGON 107

Continued from page 80 arc at right angles to present her port side to the ap- “So this is the Pride of Dordrecht,” he said. Then, proaching Death, her bow pointed at the land. Seamen in placing his hands on two skulls, he vaulted over the rail the rigging dropped the sails, slowing the Pride’s way. and dropped down onto the lower deck. He landed “Over the side,” Liam called, smiling slightly at the smoothly, with catlike grace, and stood up to face Liam eagerness with which the crew scrambled to get down into and the Old Man. Wearing an immaculate tunic of black the boats that were dropped over the starboard side. He velvet and a long, silver-embroidered cloak, he made a took the wheel himself, keeping the ship steady as she strange contrast to the other two men, whose clothes were slowed. When most of the men were disembarked, he let torn and salt-stained. He eyed them disdainfully from the wheel go and paused, watching the Death. It came across the hatch. down fast now, all sail crowded on, its broad bow aimed “Which is captain?” straight at the waist of the Pride. An eery silence descended “I am,” Liam said, bending down to pick up the torch on the scene, and for a moment Liam wondered what he he had dropped to open the hatch. was doing. Then, with a shake of his head and a harsh “You’ve angered me,” Den Huys said simply, and then laugh, he ran below to secure his luck. gestured four times with his finger. Each gesture called out a When he came back on deck with an unlit torch, all the bolt of lightning. The first struck the Pride’s colors, incinerat- boats but one were away, pulling hard for the coast. In the ing them, and the other three struck the deck around Liam, last, the Old Man stood and called up to him. setting a small circle of wood ablaze. “Now I’ll have to hunt “Cap Renvoort, we’d best be off!” down your boats one by one to get my trophies.” “Go on,” Liam replied from the rail, grinning. “I’m “Sorry,” Liam said, gripping his torch tighter. The Old staying with the ship.” Man stood silently at his shoulder. “Cap, you can’t!” Den Huys smiled warily. “No apologies are necessary, “Go!” Liam shouted angrily. “That’s an order!” The Captain. I’m going to honor you. After you die—which sailors at the oars exchanged questioning looks, but he did will take a long time, I assure you—I’ll have your skull not wait to see them off. With an impatient gesture he nailed to my mainmast. You’ve led me the longest and turned from the rail. best chase I’ve had in quite some time.” Just fore of the mainmast was a hatch that opened on “It was my pleasure, I assure you,” Liam replied the main hold. He went to it and began tugging at the smoothly, letting the torch dip down to the circle of magic heavy wooden top, sliding and pushing it open. Looking fire around him. It caught quickly, smoking. The scent of up between heaves, he saw the Death closing the final gap, burning pine resin filled the air, and Den Huys suddenly still racing like an arrow directly at the Pride’s middle. started, catching another smell. The hatch proved obstinate. The wood, thick to begin “You bastard, what’s your cargo?” with and now thoroughly soaked, refused to budge no “Lamp oil,” Liam said, and threw the burning torch matter how he tugged at it. With increasing desperation into the hold. As one, he and the Old Man turned and he threw himself at it, tearing his fingers along its edges, sprinted for the rail, throwing themselves over. wrenching his muscles. A look showed him the Death im- Liam had broken open as many casks as he could in his possibly close; he could make out the individual faces of time below, and most of the hold was awash with oil. The pirates gathered in the bow, glaring angrily over at the first explosion shattered the Pride’s deck, flinging sharp splin- Pride. Still the hatch would not open. ters and hunks of wood into the massed crew of the Death Then suddenly the Old Man was at his side, pulling and engulfing Den Huys in a sheet of flame. Before Liam with him. Between the two of them they managed to force and the Old Man had surfaced, flames were running up the open the hatch, tossing it aside as the Death suddenly side of the pirate ship from the ruined hull of the Pride, and veered hard, only yards from the Pride, and the two ships the sea was littered with burning scraps of wood. swung parallel to each other. A flying piece of rail had caught Liam in the side, and he Liam and the Old Man straightened from the hatch and found he could barely tread water. The Old Man threw an looked at each other for a moment. arm around his shoulders and starting dragging him through “Is this your luck?” the sea toward the Pride’s boats. From that position, on his “Yes,” Liam replied, nodding gratefully down through back facing the two ships, he watched the flames covering the hatch. “I’ve been keeping it in the hold.” them, fueled by the oil in the Pride, licking hungrily at still- Then the Death came alongside with a grating crash of wood wet rigging and canvas, crackling along the Death’s yards grinding on wood. The pirate’s sides were far higher than the and masts. Suddenly a brilliant explosion blotted out the Pride’s, and the two men stared up at the collection of grim sight, a white-hot burst from what remained of the deck of privateers ranged along the rail above them. Their hands the Pride. It flared like the sun for a long moment, then sub- rested on skulls nailed to the wood of the rail, a row of sided, leaving spots in Liam’s vision. When his sight cleared, bleached, denuded bone that marked their conquests. There there was little left of either ship. was no sound but the flap of slack sails and the crack of the The Old Man paused in his swimming and looked back skull-and-crossbones pennant snapping in the wind. at the nearly empty sea. Den Huys stood out among his crew not by his “That’s my luck,” Liam said weakly, and gasped at the features—he looked like any Freeport trader, short and pain of his bruised ribs where the wood had struck him. dark with broad, plain features—but by the angry fire in “If that’s luck,” the Old Man said, resuming his swim his eyes and the fearful space his crew granted him as he toward the coast, “I want no part of it.” strode to the rail. He uttered a short, scornful laugh.

DRAGON 109 110 MAY 1994 DRAGON 111 112 MAY 1994

©1994 by Robert Bigelow

Photographs by Mike Bethke

to continue to produce in pewter only. The only exceptions to this seem to be large figures or overseas customers. The higher prices for pewter reflect not only the cost of metal, but also the cost for new molds plus the defense fund used to fight the lead ban. Most companies admit that there has been a drop-off in sales of miniatures, especially in “unit” type purchases, but are reluctant to address this loss. The ball in now in the court of the con- sumer. As a store owner, I have heard several hundred complaints about the cost of figures in pewter, the difficulty in the finishing and joining, and the brittleness of the figures. Write letters to the companies and express your opinion. Talk to your hobby shop owner. There may not be any change, but at least the industry will know where its consumers stand. We owe a large debt of thanks to those individuals and companies who fought to protect our rights to free choice and com- merce. That does not mean that we have to agree with their decisions. If you are a retail- er, these same questions are asked on page 120 of the February 1994 Model Retailer magazine. Gamers will have to rely on their feelings and wallets to direct them. A reversal on lead This month we want to welcome a new figure painter aboard. Christopher Foster New York State has retreated from its their own. These states also have retreated has been a long-time customer at the shop position that lead gaming figures are haz- from their previous positions. The second and recently brought in some examples of ardous to consumers’ health when used as should be a lowering of prices for minia- painting techniques, and I asked him to do intended. The bill that the governor signed tures that can now be manufactured in the DRAGON LORDS* figures. I also want overturned the ban on lead figures and the less expensive lead. to thank Eric Petersen for his work on the admits that their evidence and research The irony is that there is little chance we APC and some Space Rangers and Kevin procedures were flawed. This was a view- will see a lowering of prices. The same Berwick for the last Ranger. We also want point expressed by a coalition of people industry that fought so hard for the right to to welcome Reaper Miniatures aboard as including industry miniatures makers, sell lead has pretty much decided that it is the newest company to come under scru- societies such as Historical Miniature not in their best interest to produce lead tiny. Now on to the reviews. Gaming Society, and a number of shops figures any longer. A poll of companies by and individuals such as the readers of this phone show that most companies are going Reviews column. Several hundred calls, letters and intense lobbying by the industry have Leading Edge Games proved that democracy and good sense P.O. Box 70669 can prevail. The first result of this ruling Pasadena CA 91117 is that there should no longer be a prob- lem in the production of lead figures. LE 20307 Colonial Marine APC * * * * Several people have told me that other This kit is made of lead and scaled for states were using the New York lead find- use with 25-mm figures. The finished ings and bill as the keystone for bills of vehicle is 109 mm long and 55 mm wide at 114 MAY 1994

the rear fender. The top deck is complete with running lights and a spotlight and grill. The wheels are included in the two side-piece moldings as is a nonfunctional hatch on the left side and engine grillwork on the right side. The front of the vehicle is in two pieces, a driver’s viewport and the nose piece that supports a turret. The pieces didn’t match perfectly and required some filing and filling. The front turret sits on a hole-and-peg assembly so the turret swivels. The rear piece has the engine grillwork and connects to the upper deck. This piece also needs some filling. There are noticeable gaps in the rear of the vehicle that allows you to see into the hollow shell. These spaces can be blocked and fixed using small pieces of thin card- board cut in an "L" shape and fitted to to the wheel well. The last piece is a large laser turret with twin guns that fit in a hole mount on the top deck. The amount of flash and the fit is better than expected for such a large piece. The mold line on the tires is difficult to remove without harming the detail, but is worth the effort. This model could be used as a security vehicle in CYBERPUNK*, SHADOWRUN*, or ALIENS* games. The set lists for $27.95 and includes a figure of Harris in a firing mode. The figure has overemphasized muscles, but the rest of the figure is not bad. As a whole, this set is worth the price plus you get a nifty figure case.

#64107 Deadite Band Pack * * * * ½ This three-figure set is scaled for 25 mm and is made of lead. The figures are all mounted on thick circular bases with textured tops. Figure #1 has cloth-wrapped feet with the remains of boots, the remains of a pair of trousers, and a tattered fur cloak. The figure has an angry set to its face, and bones are visible everywhere. He is play- ing a flute made of a femur with a flared number allows you to support several be fun to paint. end where the joint would be. There is no units. These figures are a good deal. The only flash on these figures was on flash on the figure. A nice touch is the the bottom of the base, and it came off fringe of hair at the back of the skull. Global Games easily. Mold lines are well hidden and the Figure #2 is dressed in rotting boots, the 1666 St. Clair Ave. W. arms fit on without having to do extra tattered remains of a kilt, and a cape. His Toronto, Ontario cleaning on the figure. This piece was headgear hints of a Scottish background CANADA M6N 1H8 designed for the LEGIONS OF STEEL* and the presence of an off-beat bagpipe game and their slightly larger scale, but confirms it. As the bony hands squeeze, a 1540 Une Assault Troopers * * * * ½ could easily be used for other games. The bearded and mustached skeletal head These troops stand at 41 mm in their price of $8.95 is for a package of two kits. provides the air. There is no flash on the slightly slouched position. The figures are figure except for the vent pieces. made of lead and are positioned on a Reaper Miniatures Figure #3 is dressed similarly to the first slightly textured oval base. The figures 1660 S. Stemmons skeleton, but his clothes are in much bet- consist of a basic torso and two arms that Suite 220, LB11 ter condition. His heavily bearded skull may be glued at whatever forward angle Lewisville TX 75067 show signs of damage as it stares straight the owner desires. The figures represent ahead. Criss-crossing straps support a combat troops in flexible, fully armored 1214 Earth Elemental * * * *½ drum set made of joined human skulls, combat suits. The helmets have full-vision This is a 44-mm lead casting mounted on while the sticks are bones. The five drum gear built into their wedge shape. They a roughly oval base. The figure is an earth skulls vary in size and condition, appar- are armed with a laser rifle with under- elemental that appears to be forming as it ently giving tone to the drums. There is no mounted plasma grenade launcher, four strides forward. The shape is humanoid flash on these pieces. wrist rockets, and shells stored on their with grimacing features. Fists are visible These figures are a must for Army of belt. Their boots are magnetic and they but closed and solid. There was no flash Darkness fans or people who play war have full communications and environ- on the figure and the mold line at the top games with musician rules. The variety mental packs built into their suits. This set of the head is easily removed. allows you to customize figures and the has a number of small details and should My only complaint about this figure is

DRAGON 117 are visible. He has his arms stretched out and his cape is grasped in his hands. The figure that I received for review was very rough. The cape was extra thick at the bottom and had some pitting. The limbs had a square shape that gives the illusion of four creases. The wrinkles in the clothing are consistent but seem to be exaggerated in the sleeves, while the shirt is too smooth. The right leg appears to be somewhat disjointed slightly below the knee. The detail is there but it is not clean and crisp, and the figure is not up to to- day’s standards. The figure is worth $.90 only if you are willing to spend the time and effort to fix it.

1264 Werewolf **** This is a 25-mm scale lead figure mount- ed on a slightly textured square base. The figure is dressed in torn and tattered pants that end at mid-shin. The figure is covered in coarse fur. The legs end in paws while the arms end in hands. The muscle struc- ture is exaggerated in the back. The were- wolf growls out from beneath furry brows and the face is formed in a grimace. The figure has little flash but a small nub on the end of the elbows. The figure is classically posed and would make a good gaming piece. The figure is worth the $.90 price tag for lead or the $1.35 price for pewter.

Grenadier Models, Inc. P.O. Box 305 Springfield PA 19064

Grenadier Models, U.K., Ltd. 25 Babbage Road Deeside, Clwyd WALES CH5 2QB

5915 Dragon on Treasure Hoard * * * * ½ This is a 5-mm scale dragon diorama done in pewter. The package contains three separate castings, an elaborate base and a dragon. The base is a 45-mm rough oval with a variety of details molded onto it. The background consists of a fallen rock idol with features that benefit from dry brush- ing, and a small hill with a sun carving. On the same hill, a wizard lies curled up rest- ing on a chest and is buried partially by treasure. His cape and gown are fairly detailed and a tired expression is on his face. Even the beard is evident. The rest of the base is covered by piles of gold and silver, piles of ingots, cups, vases, and chests. This is definitely a dragon’s hoard and a challenge to paint. The dragon is partially curled up in slumber, but still manages to be over 30 the base. It is molded slightly off center mm in length. Scale detail is good, and and needs to be leveled. The figure is 1262 Dracula *** there are only two spots that did not mold otherwise what I visualize as the end of an This is a 25-mm lead figure of everyone’s clearly. Spinal ridges and a crest are visible elemental-summoning spell. This figure is favorite vampire (next to Strahd). The and well detailed. Teeth, eye sockets, nos- definitely worth the $2.50 cost in lead or figure is mounted on a square, textured trils, and ears are all visible and easy to the $3.75 pewter cost. Painting of this base. He is wearing a waistcoat, tie, and reach and paint. Even the wing detail is figure was done by Ed Pugh. coat. The face is scowling and the teeth clear with well-done bones and leathery

118 MAY 1994 wings. The dragon fits into several small indentations in the hoard. This could make a nice present or dis- play under glass. The miniature costs $5.50 and is well worth the price. The only detractions were some light flash on the base and on the dragon’s front legs.

5714 Diamond Dragons * * * *½ This package contains inflight dragons for the DRAGONLORDS game. The pack- age contains two multi-piece dragons and two clear plastic stands made to fit the game hex board. The stands are generic and could be used for several games. The dragon wings are just over 53 mm tip to tip. The bones are consistent and well spaced with leathery skin and folds visible. The body is just over 60 mm in length with a partially curled tail. Large spinal plates start just behind the head and run to the beginning of the tail. Scale detail is clear and well defined. The feet are curled up into fists. This is a nice set of combatants for the game, but you will need a set of riders since there are none included. The set is priced at $5.50 for a package of two dragons.

Gren 87003 Space Rangers ***** This box contains 50 plastic troops scaled to 31 mm and mounted on sprues.

DRAGON 119 are covered by a visor, while the helmet is attached to the belt on the left side. Power boxes and communication devices are attached to the belt in the back. He is in the same suit as the trooper but with a bit of extra glitz. The ten sprues of extra weapons, and include smart cannons, chain guns, and organic disrupters. These weapons have hands molded onto the weapons and are interchangeable with the squad weapons. This gives you the ability to make the unit mission-specific in its weapon load. You can use the weapons for fortifications or even with other games. This is an excellent set that could easily be adapted for a number of different rule sets. We use the set as a “lost chapter” to provide competition to our other Imperial lovers. With the large number of figures and low price of $39.95 it is an excellent buy.

#408 Fantasy Warriors Flags, Standards **** The standards set contains twelve banners in one of six different styles. The banners are scaled for the 28-mm scale of figures and are made of Luminite. They range in complexity from a trophy pole to a full-scale army standard. There are two trophy poles that are identical and measure 35 mm to their tops. The poles have three heads in varying stages of decay, and all have long hair that secures each to the pole. There is flash on the pole and obvious mold lines. The space behind the skull also must have flash removed. This “standard" is probably from a nonhuman race. The second set of standards are “L"- shaped poles with the flag face laced at the top and sides. The pole is smooth, 45-mm tall, and has an 8-mm crosspole. The flag is rough and worn. The sharp end of the pole holds a skull that is split at the crown. There are two back banners that consist of a pole supporting a crescent. Hair drapes across the front and there is an edge to the crescent. These are more pronounced on orc champions. There was some light flash on the edges and the pole. One of the two sets of human markers is simply a larger version of the “L" standards above. The face is larger, the pole longer, and the top has no skull mounted on the point. It is 47-mm tall. There is little flash on this piece. There are three banners in this group. The other human standard is more an army or regiment standard. It is 55-mm tall and has a basic “T” construction. A set of horns tops the pole and is secured to There are two types of troops, a sergeant individual rail guns that fit into a chest slot the pole by a riveted block that also sup- and a trooper. The trooper is dressed in and appear to be part of the arms. There ports the crosspiece. This is a heavy-duty heavy power armor and a visored helmet. are a total of 40 troopers. pole that is designed for long campaigns. Large shoulderpads support the jetpack There are ten sergeants, one each for The last standard is a 66-mm tall pole and rocket launcher that are strapped to four troopers. The sergeant has the same supports cross trees and three crescent his back. This is a separate piece that fits jetpack as the trooper, but is armed with a blades. The flag face is slightly ragged and into a hole in the back. A belt supports the plasma pistol in the firing position. A various skulls and sashes provide extra communication gear. Ribbed gloves end at power sword is attached by a peg to the decoration. the wrist. The hands are molded onto left arm. The head is exposed and the eyes There are no statistics with this set, only

120 MAY 1994 suggestions on how to use them and a promise of more to come. The sheet that comes with the set shows different faces and designs, but is done in black and white only. This is a good set, but would have been better with more original banners along with a separate set of banners for evil and good troops. The set is worth the $7.00 price tag.

RAFM Company, Inc. 20 Parkhill Rd. E. Cambridge, Ontario CANADA N1R 1P2

#5803 Close Escort * * * ½ The close escort is designed for use with the BRILLIANT LANCES* space-combat game from GDW. Though these ships have no scale listed on the package, they mea- sure 38 mm versus their listed size of 48.5 meters. The vessels are multi-piece kits of pewter, with a two-piece, clear, hexagonal base per ship. The miniatures closely matches the illustration on page 23 of the game’s Tech- nical Manual. Our miniature has several problems that are not evident on the other not fill totally on both miniatures. And they fit into the only holes on the side of miniatures I have in the store. The side even careful removal of the sprue dam- the ship. Surface detail includes turrets cargo vents are misaligned as if there was aged the engine nozzles. Glue-on details that are molded onto the body, bridge a mold shift, but the nose and tail show no appear to be a set of torpedo tubes, but no blisters, engine nozzles, and some shallow ledges. There is a slight dimpling by the tubes are included in stats. I therefore plate grooves. cockpit and the port engine pod that did assume these are the extra fuel tanks, and If you enjoy space miniatures games and

DRAGON 121 play GDW’s TRAVELLER* RPG or collect with flash at the leg junction. Once again starships, these are nice but not heavily everything is very angular and you may detailed pieces. I recommend that you care- want to round some surfaces. You also fully check the ships before purchasing. If may want to separate the sword from the the ship is clear of defects, the $5.25 price leg so the sword does not look bent. per pack of two ships is not unreasonable. Ranger #3 is presenting a sword to someone with her left hand while the #3699 Female Rangers **** right holds a very square sheath. Her feet This three-figure set is made of pewter are extraordinarily thin, especially the left and scaled to the 28-mm scale. All figures which looks unfinished. Boots have folded have plain rectangular bases and are all tops secured by clasps with gems. A shirt female. and pants are covered by a leather vest Ranger #1 one is holding a spear in her extending to mid-thigh. A thin belt secures left hand. Her right hand clutches a a bag. The face looks human or half-elven sheathed sword in a metal-tipped scab- and the hair looks almost styled. There is bard. The figure is wearing tights, knee- minimal flash and my only complaint is high laced boots, a short studded-leather the figure’s sharp angles. dress that doubles as armor, and left These figures are more realistically shoulder armor. Secured to this armor by dressed than the chain-mail bikini types, LOOKING FOR a clasp is a long, hooded cape. A belt se- and should fill the bill for people looking cures a provision canister, and bare arms for “outdoorsy” female figures. The price MORE GAMERS? end in huge leather gauntlets. The face is for a pack is $5.75 and worth it, even simple but has a slight flaw on the chin though work is needed to make the fig- You may think you’d have to tra- from a mold mark. Detail is easy to paint ures perfect. vel to another planet to find a and elven ears stretch through the hair game convention. Finding friends that falls straight under the hood. The * indicates a product produced by a company other who are also gamers can be a figure has a large amount of flash on the than TSR, Inc. right side at the junction between hand problem, too. Put your scoutsuit sword and leg, and will require careful away and turn to the Convention work with a knife and file. The figure Calendar in this magazine. There gives the appearance of being too slim and may be a game convention closer needs mold lines removed and square to your home than you’d think — corners rounded. and conventions are a great place Ranger #2 is wearing folded-top mocca- to find friends who share your in- sins, tights, a shirt, and gloves. Her torso is terests. Whether you like board- covered by padded or quilted armor. Her games, role-playing games, right hand is on a sword with no sheath miniature , or just lashed to her right side and her left hand Only a game? You bet! holds a bow. A belt secures a bag with a browsing around, a game conven- drawstring. A quiver with arrows lays on Want only the best for your gaming dol- tion can be all you’ve hoped for. the right side of her back. She is definitely lars? See “Role-playing Reviews” in Plan to attend one soon. elven with twin pony tails falling to mid- this issue for expert advice on the best back. There are mold lines on the legs role-playing games you can find!

Convention Calendar GEN CON® Game Fair 1994 Continued from page 42 Join over 20,000 gamers in Mil- contest, plus an art show and auction. Registra- QUINCON IX, July 15-17 IL waukee, Wis., Aug. 18-21, 1994. tion: $15 before June 30; $20 thereafter. Write This convention will be held at the This is the world’s largest multi- to: V-KHAN, 695 South 8th St. #55, Colorado Room at Franklin Square in Quincy, Ill. Events media game fair featuring four days Springs CO 80905. include role-playing, board, and miniatures of games and events. The game fair games. Other activities include RPGA™ events includes computer, military, role- THOMAS COLLEGE MICRO-CON and special guests. Registration: $12/weekend or playing, strategy, miniatures, virtual July 9 GA $5/day. Send an SASE: QUINCON IX, c/o Mark reality, video, arcade, and board This convention will be held on the Thomas Hoskins, 1181 Pratt St., Barry IL 62312. College campus in Thomasville, Ga. Events games—over 1,000 events in all. include role-playing, board, and miniatures GRAND GAME CON ‘94, July 16-17 MI The GEN CON® Game Fair also games. Other activities include dealers, videos, This convention will be held at American features a million-dollar art show, and open gaming. Write to: MICRO-CON, c/o Legion Post #179 in Grand Rapids, Mich. Events dozens of celebrities, a costume Michael Taylor, 123 Greenleaf Lane, Thomasville include role-playing, board, and miniatures contest, Star Trek guests John De GA 31792. games. Other activities include RPGA™ events. Lancie and Majel Barrett, comic- Registration: $12/weekend or $6/day preregis- book/SF writer Peter David, Japani- DRAGON CON ‘94, July 15-17 GA tered; $7/day on site. Write to: John Edelman, mation, a 200-booth exhibit hall, and This convention will be held at the Westin 31 Carlton SE, Grand Rapids MI 49506. $10,000 in prize giveaways. Peachtree Plaza Hotel in Atlanta, Ga. Guests For information, send an SASE to: include Barbara G. Young, Harlan Ellison, Kris- CON-DOME ‘94, July 29-31 tine Kathryn Rusch, and Clyde Caldwell. Events This convention will be held at the Danish GEN CON® Game Fair, P.O. Box 756, include role-playing, board, and miniatures Technical University Lyngby. Events include Lake Geneya WI 53147 U.S.A. games. Other activities include panels, seminars, role-playing, board, and miniatures games. demos, computer games, movies, and comics Other activities include a painting workshop. programming. Registration: $40 before June 15; Registration: 80 Danish kroner. Write to: CON- $45 on site. Write to: DRAGON CON ‘94, P.O. Box DOME, c/o Mark Denninger, Kollegiebakken 1- GEN CON is registered trademark owned by TSR, 47696, Atlanta GA 30362-0696. C212, DK-2800 Lyngby, DENMARK. Inc. ©1994 TSR, Inc. All rights Reserved.

122 MAY 1994

the attention they deserve with this valuable ducing the FORGOTTEN REALMS setting to new accessory. players. This light-hearted adventure, the first $18.00/$23.00 CAN./£10.99 U.K. in a series, features “Marco” Volo, an imposter TSR Product No.: 2147 who insists that he’s the author of the famous Volo’s Guide books. Revised RAVENLOFT® setting $6.95 U.S./$8.95 CAN./£4.50 U.K. An AD&D® RAVENLOFT boxed set TSR Product No.: 9444 NEW PRODUCTS FOR MAY by TSR staff A complete revision and expansion of the Mordenheim FIRST QUEST™ Audio CD game original Realm of Terror box, this set includes A RAVENLOFT® novel Introduction to the AD&D® game elements of the Forbidden Lola set as well. This by by Bruce Nesmith with Rich Baker new set is the definitive RAVENLOFT® product, Two young necromancers accept an invitation In one box, you’ll find everything you need to and includes background, adventure ideas, to aid Dr. Victor Mordenheim in his research. learn to play the AD&D® game! An audio CD Tarokka cards, and new domains. Mordenheim wishes to revive his dead wife and features an introduction to role-playing concepts $30.00 U.S./$42.00 CAN. place her spirit in the body of a young girl and multipath audio adventures with sound £21.50 U.K. including VAT kidnaped by Adam, the doctor’s monstrous effects, five booklets, a DM screen, dice, maps, TSR Product No.: 1108 creation. plastic miniatures, and more are included! $4.95 U.S./$5.95 CAN./£4.99 U.K. $30.00 U.S./$42.00 CAN. The Eternal Boundary TSR Product No.: 8064 £21.50 U.K. including VAT An AD&D® ™ adventure TSR Product No.: 1105 by L. Richard Baker III Secret of the Djinn Welcome to the Cage, berk. There’s trouble in An ENDLESS QUEST® book DMGR6 The Complete Book of Villains Sigil’s Hive, and your PLANESCAPE PCs are just by An AD&D® game accessory the cutters to handle it. This 32-page adventure Jamil, a young pearl diver, is plunged into a by Kirk Botuia is the first to support the PLANESCAPE setting. deadly adventure when he unwittingly frees a This 128-page book is an indispensable guide Just buy it, berk. genie. The plucky youth must then use all his to creating and running memorable, challenging $9.95 U.S./$11.95 CAN./£5.99 U.K. wits and courage to battle evil as he tries to NPC foes. For DMs who need a few NPC ideas— TSR Product No.: 2601 rescue the king of the genies. from the common thug to the ultimate $3.95 U.S./$4.95 CAN./£3.99 U.K. adversary—this book is an immensely helpful Cities of Bone TSR Product No.: 8090 resource. An AD&D® AL-QADIM® sourcebox $18.00 U.S./$23.00 CAN./£10.99 U.K. by Steve Kurtz Captains Outrageous TSR Product No.: 2144 In this collection of adventures, your PCs can A TSR® BOOKS novel discover an ancient city where the dead still by Roy V. Young carry out their daily routines as if unaware of In this wild and wacky tale, three captains of NEW PRODUCTS FOR JUNE their demises, or behold the desert tombs the king’s guard are dispatched to find an errant where vengeful spirits raise their scimitars high court wizard whose feelings have been hurt by and eagerly await the passing nomad. This the court jester. The wizard is out to avenge the The Classic DUNGEONS & DRAGONS® adventure anthology contains 64-, 32-, and 8- slight by ringing the Bell of Doom and destroy- game page books. ing the world. by TSR staff $18.00 U.S./$23.OO CAN./£10.99 U.K. $4.95 U.S./$5.95 CAN./£4.99 U.K. The ever-popular best-seller returns— TSR Product No.: 9467 TSR Product No.: 8233 updated, streamlined, and repackaged in a convenient size that will fit on any shelf. The Metamorphosis Alpha to Omega ideal entry into fantasy role-playing, this game An AMAZING ENGINE® game book Coming next month . . . has simple rules and exciting adventures! by Dale “Slade” Henson DRAGON® Magazine #206 $2O.0O U.S./$28.00 CAN. Search the generational colony ship floating Cover art by Jeff Easley £14.99 U.K. including VAT through space. Explore the origins of the This 18th anniversary issue’s theme is TSR Product No.: 1106 ® game—featuring a mix of Dragons and includes: science fiction and high fantasy—in this Uni- * A “Dragon Project” by Sandy Petersen. Council of Wyrms setting verse Book that comes complete with the sys- * The second Council of Wyrms piece by An AD&D® game boxed set tem’s core rules. Bill Slavicsek. by Bill Slavicsek $12.95 U.S./$16.95 CAN./£7.99 U.K. * An article discussing dragons as long- For the first time in the history of the AD&D TSR Product No.: 2708 term campaign foes. game, dragons are available as player charac- Plus all our regular columns and features ters. This boxed set details a complete campaign Temple, Tower, & Tomb such as “Sage Advice,” “Forum," and “Conven- setting where dragon PCs rule the roost. Includ- An AD&D® adventure anthology tion Calendar," and a “Role-playing Reviews” ed are: three 64-page books, 12 cards, and three by Laura Craig and column by Rick Swan on magical supple- poster maps. This 32-page book sends PCs into three small, ments and accessories. $25.OO U.S./$32.00 CAN. but very nasty dungeons that can be played $3.95 U.S./$4.95 CAN./£1.95 U.K. £17.99 U.K. including VAT alone, or strung together to form a campaign (if TSR Product No.: 8111-06 TSR Product No.: 1107 the characters live long enough, that is). $6.95 U.S./$8.95 CAN./£4.50 U.K. PHBR12 The Complete Paladin’s TSR Product No.: 9448 Unless otherwise noted: Handbook ® designates registered trademarks owned by TSR, An AD&D® game accessory “Marco” Volo: Departure Inc. by Rick Swan An AD&D® FORGOTTEN REALMS® ™ designates trademarks owned by TSR, Inc. This 128-page books details paladin proficien- adventure ©1994 TSR, Inc. All Rights Reserved. cies, personalities, combat rules, equipment, and by TSR staff several paladin kits. Give the ultimate warriors This 32-page adventure is perfect for intro-

124 MAY 1994