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SPECIAL ATTRACTIONS Issue #195 Vol. XVIII, No. 2 July 1993 9 Warriors: what they need to be the best A cross-cultural view of the fighting arts (and artists). Publisher James M. Ward So, You Want to be a Samurai? — Glenn S. Barnes 10 If you want an authentic Oriental swordsman, you need to know Editor Roger E. Moore some history. To All a Good Knight — Tom Griffith Associate editor Dale A. Donovan 18 Three orders of knighthood, ready for your high- campaigns. Fiction editor Barbara G. Young Real Warriors Ride Elephants! — Michael John Wybo II 26 Want to start out with your very own pachyderm? Here’s how. Editorial assistant Wolfgang H. Baur FEATURES Art director Larry W. Smith The Game Wizards #l — James M. Ward Production staff 34 The DRAGON STRIKE™ video and the magnificent man-scorpion. Gaye O’Keefe Tim Coumbe The Game Wizards #2 — Karen S. Boomgarden Subscriptions 41 Not quite Victorian England: the world of FOR FAERIE, QUEEN, Janet L. Winters AND COUNTRY.

U.S. advertising The MARVEL®-Phile — Steven E. Schend Cindy Rick 47 Have you seen these folks before? The Gatherers have arrived! U.K. correspondent and U.K. advertising Overcoming Obstacles — Justin Mohareb Wendy Mottaz 81 The greatest MARVEL UNIVERSE™ super-heroes have problems that won’t go away.

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2 JULY 1993 Campaign Journal: Fitting into the new WORLD OF GREYRAWK® setting — Carl Sargent 94 How to make your WORLD OF ® setting match the official version. Up Front, In Charge — Thomas Kane 98 Leadership is not just for player characters. It’s for players, too. FICTION

The End of Trading Season — Daniel Hood 84 Cobber Waakzam was late for his last appointment—far, far too late. REVIEWS The Role of Computers — Hartley, Patricia, and Kirk Lesser 57 Who killed Sam Rupert? Your job (and your life) depend on your finding the answer. Role-playing Reviews — Lester Smith 66 A dive into the small-press sea, in search of gaming pearls. COVER The Role of Books — John C. Bunnell A cavalier and her dragon land 72 Pity the boggart in the modern world—and those who must smack in the middle of trouble in put up with him. Lissanne Lake’s tribute to the warrior, which graces this issue’s Through the Looking Glass — Robert Bigelow cover. But trouble, after all, is what 112 Legions of steel—er—lead are on the march! a warrior’s life is all about. DEPARTMENTS 4 Letters 7 7 Convention 6 Editoral Calendar 2 4 TSR Previews 102 Dragonmirth 3 7 Sage Advice 104 Twilight Empire 52 Forum 108 Gamers Guide

each subscription is printed on the mailing label of lope (9½” long preferred) to: Writers’ Guidelines, c/o Registration applied for in the United Kingdom. All each subscriber’s copy of the magazine. Changes of DRAGON Magazine, as per the above address; rights to the contents of this publication are reserved, address for the delivery of subscription copies must be include sufficient American postage or International and nothing may be reproduced from it in whole or in received at least six weeks prior to the effective date of Reply Coupons with the return envelope. In Europe, part without first obtaining permission in writing from the change in order to assure uninterrupted delivery. write to: Writers’ Guidelines, c/o DRAGON Magazine, the publisher. Material published in DRAGON Maga- Back issues: A limited quantity of back issues IS TSR Ltd.; include sufficient return postage or IRCs zine does not necessarily reflect the opinions of TSR, available from either the TSR Mail Order Hobby Shop 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. addresses. the right to reject any ad for any reason. In the United Most other product names are trademarks owned by Submissions: All material published in DRAGON States and Canada, contact: Advertising Coordinator, the companies publishing those products. Use of the Magazine becomes the exclusive property of the pub- TSR, Inc., PO. Box 756, 201 Sheridan Springs Road, name of any product without mention of trademark lisher, unless special arrangements to the contrary are Lake Geneva WI 53147, U.S.A. In Europe, contact: status should not be construed as a challenge to made prior to publication. DRAGON Magazine wel- Advertising Coordinators, TSR Ltd. such status. comes unsolicited submissions of written material and Advertisers and/or agencies of advertisers agree to © 1993 TSR, Inc. All Rights Reserved. All TSR char- artwork; however, no responsibility for such submis- hold TSR, Inc. harmless from and against any loss or acters, character names, and distinctive likenesses sions can be assumed by the publisher in any event. expense from any alleged wrongdoing that may arise thereof are trademarks owned by TSR, Inc. Any submission accompanied by a self-addressed, out of the publication of such advertisements. TSR, Second-class postage paid at Lake Geneva, Wis. stamped envelope of sufficient size will be returned if it Inc. has the right to reject or cancel any advertising U.S.A., and additional mailing offices. Postmaster: cannot be published. We strongly recommend that contract for which the advertiser and/or agency of Send address changes to DRAGON Magazine, TSR, prospective authors write for our writers’ guidelines advertiser fails to comply with the business ethics set Inc., PO. Box 111, Lake Geneva WI 53147, U.S.A. before sending an article to us. In the United States forth in such contract. USPS 318-790, ISSN 1062-2101. and Canada, send a self-addressed, stamped enve- DRAGON is a registered trademark of TSR, Inc.

DRAGON 3 What did you think of this issue? Do you have interview with a garrulous old adventurer most cases with the cards, but be aware that a question about an article or have an idea for a named Essimuth—not anyone in ’s or some changes were made to the spells of all new feature you’d like to see? In the United ’s class, but a man with some- classes in the transition from the AD&D 1st Edi- States and Canada, write to: Letters DRAGON® thing important to say. Some of the “Ecology” tion to the 2nd Edition games. Magazine, P.O. Box 111, Lake Geneva WI 53147, articles have centered around the comments U.S.A. In Europe, write to: Letters DRAGON and adventures of unremarkable or peculiar Magazine, TSR Ltd., 120 Church End, Cherry adventurers. We will doubtless have more such Christian gamer Hinton, Cambridge CB1 3LB, United Kingdom. interviews in the , though interviewers do find the high-level sorts to be more interesting. Dear Dragon, As for your last question, we don’t like to run I am a freshman here at Calvin College, Misfits arise! poetry, but we do have fiction and cartoons. If which is a Christian college I, as well as the we were to get a sudden flood of really funny college, believe that the Christian faith must be Dear Dragon, material, we might be tempted to run it without incorporated into every aspect of life. I am very Am I missing something? Are there any of waiting for April to come around (nudge, interested in role-playing games. Have you you out there who play the D&D® or AD&D® nudge—is anyone getting the hint out there?). heard of anyone else voicing this interest? If so, game for the challenge of role-playing a misfit We like to have fun, too, but we’re editors and could you please tell me who and give me their character? Does everyone but me role-play rarely have any. It’s up to you, our readers, to addresses? super (excuse me, I meant) SUPER CHARAC- help us out. I have been looking high and low for anyone TERS? Because dice are not kind to me when I with this corresponding set of lifestyle (Christ- roll them, my characters tend to be misfits. By ian) and interest (role-playing games). Please this I mean that each has several low ability Bad DM! Bad DM! help if at all possible. I have searched for any- scores, and their high (not!) ones are—well, I one for years (really!) Have you heard of anyone think you get the picture. I found that playing a Dear Dragon designing a Christian role-playing game? Thank less-than-great character was actually a lot of You just might be an unfair DM if you hear you for your time. fun. They rely on those nonweapon proficien- these quotes Daniel S. Goodemoot cies they treasure a magical item, and gold “He has a magic resistance of what?” Room 361, Vanderwerp Hall (wow!) they treat like gold. Their goals? Jus’ “You say we were completely surprised by a Calvin College stayin’ alive! fifty-foot dinosaur hiding in that empty field.” Grand Rapids MI 49546 How come they never come into your office “The thief stole my fighter’s armor while he and chat for a while with the editor? Why do we was wearing it?” There’s your address, and we invite readers hear only from fancy wizards and high-level “Armed with only a silver belt buckle, my hero with similar interests to respond. I’ve met lots of bards? How about Rahlf, the paranoid sniveling is surrounded by hordes of werewolves. . . .” role-players of many faiths, but none of them rat of a thief; or Priscilla Goodbody, the homely, “Well, you’re right that Vulcan vampires do saw any conflict with that combination of middle-aged, portly priestess; or Randolph, the have their hearts in a different location. ” “lifestyle” and “interest.” rather good-looking, idealistic dwarf who Timothy Sallume On the topic of Christian role-playing games, dreams of someday being a paladin; or even San Diego CA I’ve several times mentioned the DRAGONRAID* Armond, who runs a very interesting curio game. Produced by Adventure Learning Sys- shop? We may seldom save the day, but we Thanks for contributing to our “Unfair!” tems, Inc. in 1984, the game came in a large red keep the game interesting. It’s time to scrape quotes file, started in the letters column of box with very attractive components: a cassette the bottom of the dungeon. Misfits arise! Let’s DRAGON issue #193. with verbal rules, two crystal dice, LightRaider hear from you. Handbook (a player’s guide), New Player Brief- P.S. How come there isn’t any poetry in your ing, Rulebook, Rescue of the Sacred Scrolls (an magazine? How about a few heroic epics (D&D- A wizard’s help adventure). The LightRaider Test, Adventure style, of course), rousing drinking songs, and a Master Manual, and numerous handouts, maps, few cute, short ditties? You are waxing a bit Dear Dragon and worksheets. The game is no longer pro- technical and dry at times. I realize it’s old hat Here’s my problem, and I hope that you can duced, making it a potentially valuable collec- to you, but it is new stuff to us beginners. help me I recently purchased the Wizard Spell tor’s item. Look for it at used-game auctions or Loosen up, lighten up—it’s supposed to be fun. Cards gaming aid from my local bookstore. I in the bargain bins at hobby shops (Christian Good old Mom, want to use the product, but the instructions did bookstores might even have it). who is sometimes allowed to play not explain what many of the symbols on the I had a phone conversation a few years ago Roanoke VA cards meant Therefore, much of the playing with the game’s publisher, who said that the value of the cards is lost to me. Is the informa- game drew much criticism from Christian funda- You’re not missing anything, since my editor- tion I need to know explained in any tome? Are mentalists for the mere fact of being a role-play- ial for this issue was on pretty much the same my old hardcover AD&D books obsolete enough ing game, which the critics believed made it topic you brought up: playing characters who that they are incompatible with the product? unsuitable as an amusement. (A copy of “The aren’t super-powered. The first two dozen char- Your help and the guidance your publication Light Raider Newsletter,” dated August 1986 and acters I played in D&D and AD&D games were has provided gamers over the years are truly included with the game I have, complains: “Many distinguished by: 1) their short life spans—five appreciated. Christian bookstores seem to be in the business minutes, in one case; and 2) their wimpy charac- James A. Beecher of censuring what Christians read rather than ter statistics. I tended to play gnomes, half-, Arvada CA making available a selection from which Chris- humans, and half-goblins who considered a tians can choose from their own conscience and score of 14 to be almost godlike. They were quite The Wizard Spell Cards errata was printed in walk with the Lord Jesus Christ.”) Others in the lowlifes, and I loved ‘em. DRAGON issue #179, page 92, and repeated on a Christian education programs praised the game In DRAGON issue #193, the “Dungeoneering special card inserted in the Priest Spell Cards Continued on page 7 101” article by Steven Schend featured an office box. Your old handbooks should still be useful in

4 JULY 1993

An extraordinary ordinary hero

I hope Michael Brown won’t mind if I level of experience in our campaign when that every one of the dead members of talk about Thora in this editorial, since a very unusual thing happened. The Dun- that cursed family now lived on in the she was his AD&D® game character, but geon Master (me) got hold of a copy of mansion in undead form. They came in Thora’s sometimes on my mind and her Tegel Manor, an old D&D® module pub- every size, shape, and flavor, from lowly story is worth telling. lished by a now-extinct company called skeletons to ultrapowerful vampires and Judges’ Guild. Tegel Manor itself was a liches. There were scores of dead things Once upon a time, there was a fighter huge, rambling mansion on a windswept in that manor, and they were killers. One named Thora. Thora was a perfectly ordi- coast, abandoned and deserted by the liv- room had over a dozen ghosts, and one of nary character. Her highest statistic was a ing for many years. It had once belonged the liches was an archmage. They most 12, I think. She wasn’t particularly strong, to a powerful, cursed family that had pro- definitely did not want to give up their smart, good looking, or quick, but she was duced adventurers, criminals, and tyrants home to a living person, and especially not dependable, fair, and stuck up for her for centuries. When Thora got into a card to someone who wasn’t even in their fam- friends. We couldn’t ask for much more game with the last survivor of that family, ily tree. The cowardly survivor of the fam- than that. I thought of her as what an he put the deed to the estate in the pot ily had tried for years to get rid of his accountant would be like as an adven- and she won it. Thora now owned Tegel responsibility for the manor (he was good turer: pleasant and neat, but not very Manor and was free to move in any at losing card games), but everyone he’d exciting. time-once she managed to clear out the given the deed to had later sought him out Thora had an average amount of magi- undead. and forced him to take it back. “You didn’t cal equipment and had reached a middle See, the problem with Tegel Manor was say anything about the vampires or

6 liches,” they’d say in a peeved tone of eviction action was filthy rich. Thora voice, with most of their armor and moved in with a few other semi-retired clothes burnt off. adventurers, and soon she became Letters Everyone gave the manor back but famous as the landlord of the most dan- Continued from page 4 Thora, that is. The first thing Thora did gerous condominiums in the land (they after the card game was paste a copy of hadn’t yet gotten rid of all the vampires in for its teaching of values and for serving as “an the deed to the front of her +2 shield. the basement, and the bloodrose outside excellent biblical counterbalance to the flood of The second thing she did was round up sometimes ate visitors but she couldn’t occult influence in our society.” all her old adventuring friends and bear to part with it). She was a good land- The negative fundamentalist reaction is promise them low-cost housing in her lord, too, very reliable. remarkable in view of the fact that the game Thora didn’t have 18/00 strength or +6 itself is thoroughly grounded in Christian theol- manor if they’d help her clean it out a lit- ogy, at least as far as I can tell in looking over tle bit first. The third thing she did was battle armor, but she kicked butt and we the copy in our library. (An appendix in the march into the manor and begin eviction admired her. I thought about her in an Adventure Master’s Manual discusses witness- proceedings against the current inhabi- AD&D game I played a few years ago, and ing to non-Christians.) The player characters tants. I made up a character that had no high are LightRaiders, humans who have been liter- Thora was always the first one into a statistics at all, just like her, but the group ally “born again” into a mythical world called room. The door would smash open as she wouldn’t let me use it. I was given a EdenAgain. Game spells are cast by reading pas- threw her plate-mailed weight into it, revised character with an 18/00 strength sages (WordRunes) from the Bible—e.g., The then she’d hold up her shield and deed to and 18 constitution. It just wasn’t the “What Now” WordRune is Psalm 119:66, which if recited allows a LightRaider to boost his Knowl- the skull-like faces of the startled undead same. edge characteristic by 3 for one day. within and yell, “I’m the new landlord! Thora, you were an average sort of Most LightRaider missions take them into the Get out, or you’re history!” The undead character, but you were the most extraor- Dragon Lands of Talania, dragons being the would disagree with her assessment of dinary ordinary hero I ever saw. Thanks chief advocates of evil in the campaign. Goblins, the situation, so Thora and a battalion of for the memories. And good luck with the giants, orcs, trolls, goblins, cave spiders, and lords, wizards, master thieves, and high tenants in the basement. other typical creatures could be met and fought, priests would pour into the room. After each representing a being with a particular flaw some of the most savage property negotia- or favorite sin. I particularly like the fluster tions we’d ever had, there’d be another beast, which looks like a bear with two ostrich heads that argue with each other constantly. room cleared out. Dragons, however, get in-depth treatment, and Thora would take a moment after- their role as the corruptors and enslavers of wards to make notes on her maps about EdenAgain is well cast and carefully worked out. redecorating, water pipes, where she Crystal, gaze, fluorescent, firedrake, dream, would put the cafeteria, and so forth, then slime, shadow, rainbow, and sea serpent drag- she’d lead the group to the next room. ons exist, each with a dangerous mental power Tegel Manor was huge, but she managed that can lead LightRaiders into committing sin to clean out about two-thirds of it before (it's like the AD&D game’s charm spell, but with the campaign wandered on to another even more punch). The environment of EdenAgain reminds me adventure. Everyone who survived the of C. S. Lewis’s Narnia novels. Even as an out-of- print game, it was a remarkable achievement, and it’s worth a look from any serious game col- lector or game designer for its attempt to teach theology as part of its game mechanics. As far as incorporating religion into every aspect of life—that’s up to each gamer to decide. Despite my comments on the DRAGONRAID game, I have mixed feelings about putting a real- world religion into a game setting. I’ve seen a number of ardent Christian and Jewish paladins in AD&D game play, for instance, but PC reli- gious choice makes no difference in the out- come of the game. Several of the AD&D 2nd Edition Historical References (HR1 Vikings, HR2 Charlemagne’s Paladins, and HR4 A Mighty Fortress) discuss role-playing in medieval Europe’s Christian societies. Modern world settings for espionage or warfare role- playing games would certainly allow for religious choice among PCs. Again, it’s all a matter of what the gamers feel comfortable with.

DRAGON 7

Eastern role-playing clues for Western minds in AD&D® Oriental campaigns

by Glenn S. Barnes Artwork by James Holloway Coloring by Stephen Sullivan

The Oriental Adventures rules for the castles look like castles are supposed to AD&D® 1st Edition game are a remarkable look and the character classes have nice, achievement for the breadth of material easily pronounceable (if rather staid) they attempt to integrate into a small, names. manageable, gaming package. Yet this very “But,” protests the aspiring player of an scope can be a source of confusion for the Oriental adventurer, “I really do want to DM or player who may not be very famil- try my hand at playing a samurai charac- iar with the structure and character of the ter. The problem is, I know how to play a Japanese feudal system, from which the paladin or cavalier because I have some Oriental Adventures text and similar mate- idea of the duties, responsibilities, and rial for the AD&D game’s Kara-Tur setting world of the historical knight of Europe. I derive much of their flavor and content. don’t know any of those things about a This lack of familiarity can be at best samurai.” intimidating and at worst painfully frus- The hypothetical player has a good trating for all those involved in a fledgling point. Let’s take a look at the samurai and Oriental campaign. Soon the gaming his environment, background, and obliga- group may find itself returning to the tions, and maybe we’ll figure out a few same old Western European haunts of the things about playing in and running an more traditional AD&D campaign, where Oriental campaign in the process. Artwork by John Stanko DRAGON 11 The samurai and society others. The irony that this description also especially important nonweapon profi- The samurai class reached its apex of applied to the samurai was, apparently, ciency for a samurai character, since a development and formalization during lost on the buke. failure of manners could result in death.) the Tokugawa Shogunate (1600-1867), dur- Lowest of all in the social hierarchy These subjects, along with martial skills, ing which the doctrine of bushido (“- were the eta, outcasts who were pre- were generally taught in provincial cen- rior way”) was refined and codified. While vented from being accepted into society. ters of instruction. we’ll be examining that version of the In some cases, this condition was perma- Education means that your samurai samurai here, Tokugawa society as a nent and hereditary. In other cases, the character will require more role-playing whole is not an ideal model for use in status only endured while the person was depth than the “door-smasher” variety of AD&D. With its rigid social stratification, engaged in certain professions, such as fighter, but that doesn’t mean you should strict limits on travel, and strong discour- acting or being employed in a brothel dis- play her as if she were Aristotle with a agement of individual imagination and trict. The view of actors and other per- sword. A samurai’s intellect was kept fairly initiative, few players would find role-play- formers is especially interesting given the well circumscribed. Despite the impres- ing in an historical Tokugawa-style envi- frequency with which samurai indulged sive selection of scholarly subjects avail- ronment very appealing. Nevertheless, the in such entertainment, and was due in able to the higher-ranking samurai, very rigidity and stability of this era make part to the belief that actors and such education during the feudal period it easy to draw specific elements from it were a negative influence on the morality emphasized the “repetition of orderly and for use in a campaign world. It is, in its of the samurai class. At the very bottom of expected patterns of thought and behav- way, almost a perfect model of hierarchi- the eta class were those such as beggars ior, according to a precise sequence leav- cal military rule. and the handlers of corpses (including ing little or no room for improvisation” In the social hierarchy of the Tokugawa certain members of the police force!), the (Ratti, page 99). Individual explorations of period, the military class (buke) was pre- latter a result of religious strictures con- a personal or intellectual nature were dis- eminent, ranking above the Imperial cerning contact with death and blood. couraged, since the Tokugawa leadership court and nobles (kuge), the various reli- A few professions seemed not to fit very understood that unrestricted thought was gious orders, the commoners (heimin), well into the social hierarchy. Priests, doc- dangerous. This means that your samurai and the outcasts (eta). Movement from tors, and courtiers, for instance, had no might be very thoroughly misinformed one class to another, possible in pre-Toku- clearly defined class. about a subject, yet it will probably never gawa times, became virtually impossible occur to her to question the validity of the under the strict laws of the Tokugawa Samurai education and outlook information and seek out her own period. Class was determined by birth, Perhaps the keenest insight into the answers. and individual ability or accomplishment nature of the samurai can be gained not Creative DMs might wish to exploit this was generally irrelevant. from his position in society but from his systemic aversion to uncontrolled knowl- With the military at the top of the pyra- title itself. “Samurai” is literally translat- edge to discourage overly inquisitive char- mid, the samurai tended to be arrogant able to “one who serves.” Indeed, the acters of any class, especially wu jen and and even abusive toward the lower entire ethos of the feudal samurai was other classes that deal with magic. In the classes. Such contempt reached its most structured around a central tenet of Oriental world, independent and uncon- gruesome manifestation in the practice of unquestioning and unwavering loyalty to trolled magical research would almost “sword-testing murders” or “practice superiors. Individual initiative and certainly be considered a grave threat to killings,” wherein an innocent passerby of thought were discouraged. The only hon- the established order. A character buying lower class would be ruthlessly struck orable alternative to fulfilling an order, no exotic herbs or materials from the local down with a sword in order for a samurai matter how outrageous, was seppuku, or herbalist or apothecary is probably invit- to test the keenness of a new blade. Fortu- ritual suicide, which was considered an ing unwanted official scrutiny. nately, the practice was not rampant, but acceptable form of protest. While such a Scholarly subjects aside, the military dis- a samurai was within his rights to kill a system makes ruthless sense for a daimyo ciplines constituted the bulk of the samu- commoner with only the slightest pretext. (feudal lord), strict adherence to such rai’s education. (kyujutsu), military DMs can exploit this attitude to great requirements in a game setting is certain horsemanship (bajutsu and suibajutsu), effect: Imagine the consternation of player to alienate players, unwilling as they gen- spear fighting (yarijutsu and naginatajutsu), characters who, after carefully disguising erally are to having even modest external swordsmanship (kenjutsu and iaijutsu), and their party to pass among commoners, controls placed upon their characters. swimming in armor (suiei) occupied the are forced to reveal their skills in the Therefore, while obedience to superiors positions of highest importance. midst of a main street after being accosted must be stressed for the purposes of Although the role of the samurai by a gang of drunken samurai who have authenticity and adherence to the AD&D became increasingly administrative and nothing better to do than find some Oriental setting and rules, wise DMs less military in the years of relative peace excuse for attacking commoners, and would be well advised to moderate the that accompanied the rule of the Toku- who have the law on their side to boot! extreme example afforded by the histori- gawa shoguns, the samurai was neverthe- Of course, it would be remiss to give the cal model. less always expected to be an unsurpassed impression that the commoners were The stress upon unthinking obedience practitioner of bujutsu, which is a gener- nothing more than fodder for bloodthirsty by no means should imply that the samu- ally encompassing term for the martial warriors. Tokugawa society was too rai was an ignorant automaton. While it is disciplines. Standards did slip somewhat orderly for that. Furthermore, not all true that illiteracy among the lower samu- in times of peace, and the emphasis of heimin were perceived to be equally com- rai was often rampant, especially in pre- training shifted from a comprehensive mon. The samurai, having originally come Tokugawa times, higher-status samurai program designed to produce a fighter from clans of farmers and in later times received a fine education that, in addition capable of meeting the broadest possible depending on farmers for their livelihood, to the traditional military subjects, spectrum of threats to a much more recognized them as the most important of included such offerings as Chinese clas- focused regime in which practitioners the commoners. Artisans and merchants sics, indigenous religion and literature, specialized in and perfected only a very followed, with the latter being held in con- calligraphy, etiquette, classical music, few disciplines that best suited their apti- siderable contempt since they were mathematics (an esoteric and valued skill), tudes and temperaments. If this narrow- viewed as parasitic, producing nothing medicine, astronomy, poetry, hunting, ing of scope produced fighters of less while making money from the labor of and the tea ceremony. (Etiquette is an breadth of skill, it was highly conducive to

12 JULY 1993 forming extremely competent specialists spread and generally accepted, in fact, houses” for samurai of the lowest grades. similar to the Oriental Adventures’ kensai that it even acquired its own particular These “long houses” were divided into class. name: tashi-buchi, or ‘eking out one’s apartments, and a typical arrangement Such a high degree of specialization stipend”’ (Ratti, page 111). Such corrup- was to have a gateway with a row of bred intense competition among the vari- tion flourishing even in such a tightly reg- rooms as its upper story (Dunn, page 20). ous martial arts schools (ryu), with violent ulated society can provide fertile ground Samurai at the daimyo level had at least expressions of doctrinal debate in the for DMs looking to cause trouble for play- two residences: one in their fiefdom and form of armed duels becoming so fre- ers. When petty samurai bureaucrats are one in the capital, Edo (later called Tokyo). quent that the Tokugawa were forced to open to bribes, almost anything can hap- This was because the Tokugawa shoguns, ban the practice and isolate students of pen, usually with negative complications being justifiably paranoid, required the the various schools within their own com- for the PCs. The blade cuts both ways, daimyo to remain in residence in Edo on pounds. This form of intense competition though, and imaginative players will cer- alternating years, where they could be among schools and the longstanding tainly look to use tashi-buchi for skirting watched and deprived of the time that feuds that usually resulted can be an rules and regulations that would other- they would require to put into action any excellent source of encounter material for wise squelch the imaginative, noncon- rebellious musings. Furthermore, the a DM looking to introduce new nemeses formist courses of action that keep DMs daimyo were required to leave their fami- or adventure hooks. NPC members of on their toes. The greased palm can often lies in Edo as a guarantee of good behav- rival schools will inevitably attempt to achieve much more than the drawn ior when they returned to their fiefs. embarrass player characters, beat them to sword. Women leaving Edo bore close scrutiny to valuable adventure objectives, spread The type of residence a samurai was ensure that they were not wives of daimyo rumors and lies intended to damage their allowed to have was related to his income being smuggled out of the city. In the honor, and otherwise do their best to and, therefore, his status. Castle-building more egalitarian world of 1990’s role-play- scuttle the players’ most carefully laid was severely controlled during the Toku- ing, however, men and women are equally plans. gawa period in order to deprive poten- as likely to be of daimyo status, so no tially rebellious lords of strategic bases. character is immune from scrutiny. See- Samurai income and This policy extended to razing many exist- ing the outraged expression on the face of residences ing castles and should be taken into con- a player whose arrogant samurai has just “Okay, the job description sounds good, sideration when PCs get the urge to build been mistaken for the spouse of a daimyo but what does it pay?” asks the typical large fortifications that might pose a and rudely detained at a checkpoint is AD&D game player. Samurai received threat to the existing order. As was to be certain to make a DM’s evening. incomes directly related to their station expected, the policy on fortifications was The daimyo hardly suffered while pass- among the ranks of the buke. This income not applied to the shogun and his most ing their obligatory time in Edo. They all was not calculated in monetary terms, but loyal retainers, so the player of a samurai maintained mansions in and around the in rice, which for much of Japan’s history character might find it in his best interest city, built on land parceled out by the was the economic core of the society. Rice to attempt to curry favor with such per- shogun. These mansions could be quite was measured in a unit called koku, sonages if building a castle is a part of large, with the parcels of land ranging which was roughly five bushels, the future plans. from 90,000 square feet for the lowest amount of rice sufficient to feed a single The typical castle was composed of daimyo to 252,000 square feet for the high- person for a year. This unit was so impor- three concentric sections: a main center est. The mansions generally consisted of a tant that land was generally measured in unit containing the main tower and resi- long building enclosing a garden and the koku capacity rather than area. High- dences of the warlords, surrounded by a central house of the lord. The long build- ranking samurai retainers received con- second section containing the store- ing (nagaya) faced the street with fortified trol over actual rice-producing land, rooms, and a third section containing the walls and windows, and contained the making these vassals into a landed gentry. living quarters of the castle garrison. (See barracks of the daimyo’s retainers and Samurai of lower rank were allotted their “The Life and Death of a Castle” and “Sun their armories. A retainer leaving the stipends directly in rice, without land. Dragon Castle” in DRAGON® issue #121 compound for any reason hung a wooden Rice payments were usually wholly or par- for further details.) ticket inscribed with his name in the tially converted to cash through rice han- In the days when the samurai had also guard room so that it was always possible dlers. As time wore on, the allotments been farmers, they naturally tended to live to keep track of which and how many received by the lower samurai (approxi- on their farms, visiting the castle of their retainers were out of the building at a mately 10-15 koku) often proved insuffi- daimyo only when summoned. When the given time. (Tip: If the campaign is begin- cient to offer a reasonable standard of classes separated, the samurai took up res- ning to get a bit stale and predictable, a living for a samurai and his family, leading idence in the castle towns that grew up splendid mystery can be built entirely to the dilution of the warrior class around the castles to provide the goods around an evil NPC using a player charac- through intermarriage with the burgeon- and services required by these large fortifi- ter’s ticket to frame him for murder, theft, ing merchant class. This practice had the cations. This influx of samurai had the or whatever else the DM can think up.) dual benefit of providing the samurai with effect of increasing the size and impor- The nagaya surrounded an inner bar- a better living standard and allowing the tance of these castle towns (Dunn, page 17). racks that was home to additional troops merchants the opportunity to “buy into” This makes these towns prime settings for and also contained storehouses and the military class and its associated social plots, political intrigue, and all manner of buildings assigned to higher-ranking clan privileges. Poor samurai families that did mischief. Colorful NPCs will abound, and it officials. These officials included the not marry into money frequently turned is here that shadowy government censors councilors, the commercial agent, the to odd jobs or the production of handi- are likely to take an unhealthy interest in financial officer, the building officer, the crafts to meet their income needs, and flamboyant adventurers. doctor, and the individual who repre- this may be a good way for players to put The amount of land on which a samurai sented the daimyo in his absence (Ratti, some of those AD&D 2nd Edition non- could build varied widely and was deter- pages 69-71). Now you can design and weapon proficiencies to use. mined by his income and status. The plots build your very own feudal Japanese The impoverishment of the lower samu- ranged from two acres for a samurai mansion in which PCs can run around rai also created an atmosphere ripe for earning in the 8,000 koku range to a more and get into trouble. Be sure to include a corruption. Corruption “became so wide- or less communal existence in “long lot of things to break—rare ceramics are

DRAGON 13 always a good choice. discretion often amounted to little more instructors, swords for hire, or simply The biennial journeys from the than the wearing of a large, basketlike hat brigands. Others joined various organized provinces to Edo and back can provide an that hid the samurai’s features during his crime organizations or became “tame abundant source of drama for the town excursions. ronin,” ronin who were content to descriptive DM, as they were affairs of More acceptable entertainments instruct fairly well-to-do merchants or great spectacle and pomp, an opportunity included the tea ceremony, flower arrang- farmers in exchange for room and board. for a daimyo to display his might with a ing and viewing, haiku (poetry), brush- For players, the freedom of a ronin great procession. An idea of the sheer size and-ink painting, hunting, rock-garden character might seem appealing, but that of such an entourage is given by an edict contemplation, calligraphy, and other freedom comes at a price. The entire his- of Shogun Yoshimune (1716-1745), which such upper-class pursuits. Although fre- tory of Japan is dominated by the clan specified that, for example, daimyo in the quenting theaters was discouraged, structure. As an individual essentially 200,000 koku range or more were to have daimyo would often invite performers to bereft of a clan, the ronin was at best a 120-130 foot soldiers and 250-300 servants their mansions to perform noh dramas or societal outcast, usually mistrusted by and porters. The daimyo himself would puppet shows, the latter being an inferiors and despised by superiors and be carried in a palanquin and the leaders extremely refined art. other samurai. Ronin characters should of the entourage would shout “Down! On a philosophical level, the “proper” expect frequent challenges from affiliated Down!” to the commoners along the way, samurai recreations were intended for samurai who find their very existence dis- the latter prostrating themselves with more than mere relaxation. The precision tasteful and insulting. Such characters appropriate humility until the procession of the tea ceremony, the aesthetics of will also find themselves under intense had passed (Dunn, pages 24 and 27). flower arranging, the introspection of scrutiny by authorities, for ronin were a The processions were actually required rock-garden contemplation, and the constant source of trouble to those in by the shogun, for they cost daimyo a expression of brush-and-ink painting, for power. It should not be surprising that large amount of money and thus left them example, all contributed to an overall bal- many dispossessed warriors bore consid- fewer resources with which to become anced character and harmony of spirit, in erable enmity toward the regime that rebellious. A DM running an Oriental accordance with Zen philosophy. Since caused their loss of affiliated status. campaign will find this a handy tool for these pursuits, when properly performed, Such an environment of confrontation separating powerful samurai adventurers are meditative in nature, the DM may and suspicion naturally forced many from their hard-earned cash. wish to allow them to offer benefits simi- ronin to become extremely competent The entourages had absolute right-of- lar to those granted to a shukenja during and deadly fighters, with nothing to lose way unless a procession of higher rank meditation. and everything to gain from challenging happened by in the opposite direction. DMs should not overlook the impor- individual samurai, sensei, or even entire Any “confusion” over who, exactly, had the tance of these more peaceful activities in martial-arts ryu. Indeed, Miyamoto right-of-way could result in an unfortu- creating an authentic atmosphere. Such Musashi, perhaps the most celebrated nate incident involving weapons; in the interludes, if used skillfully, can be and feared swordsman in the annals of world of Oriental Adventures, such “confu- employed to introduce plot elements Japanese history, was a ronin. In this con- sion” is almost certain to occur. It is inter- against a distinct, Oriental backdrop. For text, it does not seem historically justifi- esting to note as an aside that the roads of instance, a samurai character’s daimyo able to penalize a ronin character by feudal Japan were designed to make the might summon him to a cherry-blossom doubling the experience points necessary use of wheeled conveyances difficult, so viewing, in the process imparting infor- for him to rise in level. Such cruel experi- wagons and coaches were not to be found mation crucial to the current adventure. ence-point rules sometimes serve only to (although ox-drawn carriages were Naturally, in keeping with the occasion, discourage interesting gameplay. Constant allowed in the Imperial court in Kyoto). this information would be enigmatic (“The scrutiny by authorities, frequent chal- This peculiarity resulted from the desire man who fixes his gaze only upon his des- lenges from affiliated samurai, and social of the shoguns to limit the ability of poten- tination will surely stumble over that ostracism should adequately “penalize” tial rebels to transport large amounts of which lies at his feet,” for instance). And the comparatively greater freedom that a war material overland. Wagons were gen- imagine the discomfort of the average ronin gains over his affiliated counterpart. erally only used in certain festivals and player of a samurai when his character is when the need arose to haul very heavy obliged to compose a haiku for his Samurai behavior loads, as in castle-building or hauling daimyo’s latest poetry gathering! Some would-be samurai are probably large quantities of rice within a city. DMs thinking at this point, “This is all well and may wish to incorporate this into their The ronin good, but none of it tells me how my char- campaigns to make life just that much For players who find the duties and acter is supposed to act at a party.” more challenging for the players and their obligations of the affiliated samurai too One of the more difficult aspects of role- characters (“Okay, so now that we’ve confining, an excellent alternative is the playing a samurai is developing an under- fought our way to the 800-pound jade masterless samurai, or ronin. Ronin liter- standing of how such a character should statue of Amaterasu, just how are we sup- ally means “wave man,” and refers to the act and react to his environment in the posed to lug it back?“). idea that, having been cut loose from the course of adventuring. Much of the basic stability of a clan, the masterless samurai samurai behavior was predicated, of Samurai entertainment drifted through his adventurous life as if course, upon the demanding “warrior A samurai’s life was not all fighting, borne upon the ocean waves. way” of bushido. The OrientaI Adventures training, or administering the Tokugawa In many cases, this image was an accu- rules provide a fine distillation of the bureaucracy. There were leisure pursuits rate one. While many ronin existed prior essential tenets of bushido, so it need not as well. As a higher class of person, to the ascension of the Tokugawa, that be reexamined here. though, samurai were expected to refrain shogunate’s consolidation of power and Bushido, as a “way” (do), was designed to from the recreations of the commoners, concomitant dissolution of numerous net- cultivate and mold an appropriate samu- such as theater-going or visiting brothels. tlesome or hostile clans loosed a large rai outlook, but there are examples of This does not mean that samurai did not number of clanless samurai upon the more specific dictums that a player can engage in such activity on a regular basis, countryside. Many of these ronin sought use as a guide to the conduct of his char- only that they were obliged to exercise at acceptance into other clans, but many acter. In 1615, the Tokugawa Shogunate least some discretion in the matter. This others roamed the land as itinerant promulgated the Buke-sho hatto (“Rules

14 JULY 1993

for Governing tle dash of authen- Samurai tic flavor to a cam- Houses”), which paign. While stated “13 basic players should not rules which be required to have were to govern a deep knowledge the behavior of the samurai class for the of samurai etiquette, they should at least whole of the Shogunate’s existence” know enough not to be surprised if a life- (Turnbull, page 120). These rules, as pre- and-death fight breaks out over something sented by Turnbull (page 120), are: as seemingly innocuous as accidentally 1. The study of literature and the martial bumping someone’s scabbard. arts must be practiced at all times. 2. Drunkenness and lewd behavior must Conclusion be avoided. The AD&D Oriental rules provide the 3. Lawbreakers must not be hidden in raw material for some truly unique, fasci- any domain. nating, and entertaining gaming. If this 4. Daimyo must expel any samurai short background concerning the life and charged with treason or murder. environment of the historical samurai 5. Residence in a fief is to be restricted to helps hesitant DMs and players overcome men born in that fief. their trepidation about adventures in a 6. The shogun authorities must be Japanese-style Oriental Adventures milieu, informed of any intended repairs to cas- then it has served its purpose. tles. All new construction is forbidden. This is by no means an exhaustive 7. Any plots or factions discovered in a account of life in feudal Japan. Whether neighboring fief must be immediately you require more or less detail is wholly reported. dependent on the nature of your particu- 8. Marriages must not be privately lar campaign. This article provides just a contracted. few broad brushstrokes of color—the 9. Visits by daimyo to the capital (Edo) detail of the landscape is ultimately up to are to be in accordance with regulations. you. The most important thing is to have 10. All costumes and decorations must fun trying something new. Always keep in be appropriate to the wearer’s rank. mind the words of the great swordsman 11. Commoners (that is, the nonsamurai Miyamoto Musashi: “In both weapons and classes) are not to ride in palanquins. other things, one should not be biased in 12. Samurai are to live a frugal and sim- favor of one thing over another. Too much ple life. is the same as too little. Do not imitate or 13. Daimyo must choose men of ability mimic others; one must have a weapon to advise them. appropriate to one’s size and comfortable In feudal Japan, there were rules and in one’s hand” (Miyamoto, 22-23). points of etiquette concerning almost any conceivable aspect of behavior. Of particu- Bibliography lar interest to players of samurai charac- Dunn, Charles J. Everyday Life in Imperial ters are a few of those dealing with the Japan. New York: Dorsett Press, 1989. sword, the “soul of the samurai.” For Miyamoto Musashi. The Book of Five instance, touching a samurai’s weapon Rings. Translated by Bradford J. Brown without permission or bumping the scab- et al. New York: Bantam Books, 1988. bard was a serious breach of etiquette Ratti, Oscar, and Adele Westbrook. Secrets that could result in death to the offending of the Samurai: The Martial Arts of Feu- party. Entering the house of a friend with- dal Japan. Rutland, Vermont: Charles E. out leaving the sword outside insulted the Tuttle Company, Inc., 1992. friendship (this applied to the katana, not Turnbull, Steven. The Book of the Samu- the wakizashi short sword, which rarely rai, the Warrior Class of Japan. New left the samurai’s sash). If the guest had York: Gallery Books, 1982. an attendant, the attendant took care of the sword for the duration of the visit. If For further reading the host allowed the guest to enter the Bottomley, Ian and Anthony Hopson. Arms residence with the sword, “it was placed and Armor of the Samurai. New York: on a sword rack on the right-hand side of Crescent Books, 1988. the guests so that it could not be drawn Craig, Darrel. Iai: The Art of Drawing the and used. It was never placed on the left Sword. Rutland, Vt.: Charles E. Tuttle side unless there was an immediate dan- Company, Inc., 1991. ger of attack” (Turnbull, page 138). Also, Stein, Hans Joachim. Kyudo: The Art of exhibiting a naked blade was considered Zen Archery. Longmead: Element insulting unless it was in the context of Books, Ltd., 1988. showing off a prized possession, in which Turnbull, Steven. The Lone Samurai and case the guest being handed the sword the Martial Arts. London: Arms and would withdraw the weapon from its Armour Press, 1990. scabbard slowly and with much apology. —, Samurai Warlords: The Book of the Similar points of etiquette abound, but Daimyo. London: Blandford Press, 1989. these few should be adequate to add a lit-

16 JULY 1993

18 JULY 1993 Knightly orders in AD&D® games

by Tom Griffith Artwork by P. L. Wolf

Knights and chivalry play an important Knights in general fighting the enemies of the church, and part in many AD&D® campaigns. Feudal- Knights in European history were typi- any other duties the church patriarch ism, jousting, tournaments, and other cally categorized as either crown knights deems fit for them to perform. Several trappings of chivalry abound, as knights- or knights of religious orders. Crown deities commonly support these religious errant wander the countryside seeking knights had a worldly sponsor, typically a orders. Some examples are the gods of fame and glory, while loyal liege knights landed lord or king who supported them good, evil, guardianship, and justice or fight the enemies of their lords with brav- financially. In return, the crown knights revenge. Fictional examples include Den- ery and vigor. fought for their liege and performed other nis McCartey’s Knights of Pallas from his But there is a third type of knight rarely important military duties such as body- Thlassa May series, the Knights of the mentioned in the numerous articles about guards, messengers, or whatever the liege Holy Shielding from the WORLD OF knighthood and chivalry. This third type needed done. Some examples of crown GREYHAWK setting, and the Pandian belongs to a knightly order, which is gen- knights from fiction and role-playing Knights of David Edding’s Mallorean erally made up of religious knights and games include Robert E. Howard’s books. paladins who choose to serve their Poitainian Knights of the Hyborian World, Despite the similarities between knightly church instead of themselves or a liege the ® setting’s Knights of orders and monkish brotherhoods, sev- lord. This is the type of knighthood this Solamnia, the WORLD OF GREYHAWK® eral differences separate the two, allowing article examines. We’ll not only look at setting’s Order of the Hart, King Arthur’s them to serve different purposes in a fan- what makes the knight of a religious order Knights of the Round Table, and David tasy campaign. Monks (here meaning different from other knights, but we’ll find Edding’s Mimbrate Knights of his Belgar- martial artists) are restricted to some ways to help a create his iad series. form of lawful alignment, while members own knightly orders. This last part will be Religious orders, on the other hand, of knightly orders can be of any align- done by looking at the two most famous owe no special allegiance to a temporal ment. Typically, monkish brotherhoods orders in history, as well as an order I cre- authority but take their orders from the are unique to Oriental lands, while the ated for my awn Dragonhead campaign. head of their church. Usually these reli- majority of knightly orders are non-orien- gious knights support the church militar- tal. Also, humans are the only race that ily by guarding temples, rescuing priests, can became monks, while the usual

DRAGON 19 20 JULY 1993 knight kit includes dwarves and elves in her knights know the healing nonweapon mented, but with minor changes they addition to humans. But the biggest differ- proficiency, while knights of a god of jus- could make excellent orders for your fan- ence between the two is their basic means tice/revenge may have rudimentary train- tasy campaign. of fulfilling their objectives. Monks gener- ing in law. Some proficiencies, or even the ally attempt to achieve their goals by basic mission of the order itself, may The Knights of the Hospital of St. John peaceful or nonviolent means such as require special equipment or weapons. of Jerusalem diplomacy, subterfuge, or trickery. Martial These requirements should be factored In 1100, a group of Benedictine monks force is usually a last resort. The various into the new knight’s training regimen. established a hospital in Jerusalem for the orders of knighthood, however, are first Lesser details of the order’s general care of Christian pilgrims. The hospital and foremost martial organizations that operations and lifestyle of its members was dedicated to St. John the Almsgiver. depend on the use of arms to get what can do much to add flavor to the knight in Soon the master of their hospital per- they want. the campaign. Historically, orders were suaded the Frankish conquerors of headed by a grand master, usually the Jerusalem to make impressive donations Creating new orders most experienced knight. Orders could to this enterprise. The hospital’s staff of In order to create a useful and believ- then be subdivided into smaller groups, pilgrims was increased, and a number of able knightly order, several key questions each headed by a separate knight or crusading knights offered their services need to be answered. The first question to cleric. (Of course, fantasy campaigns need upon learning of the monks’ work of be addressed is simply “Why does this not be bound by these practices.) Another mercy. By 1118, the hospitalers accumu- order exist?” With a little thought, many item to consider is the general lifestyle led lated such wealth and power that they reasons can be found for a band of reli- by the member knights. Are they known withdrew from the Benedictines and cre- gious knights to have been established. as strict disciplinarians or gentle guides to ated their own order. You can have an order whose goal is the their members? Does the order demand This new order, referred to as the Hospi- complete destruction of all undead, and unquestioning obedience of its every com- talers, still contained brothers who con- another whose mission is to protect a mand, or does it leave members to their tinued the job of tending the sick and major shrine. Once this has been decided, own devices, contacting them only when injured. But now it also had an army of jot down a few reasons for player-charac- necessary? knights who would fight against the ter knights in this order to become wan- Like any operation, a knightly order Moslems to keep the routes to the Holy dering adventurers (in the above needs to be financed. A certain arm of the Land open and defend the Holy Sepulchre examples, they might be sent out to order could be charged with obtaining the from infidel capture. destroy the undead in a certain area or to necessary money by looting monster- A special quality of the Knight Hospi- find magical items to defend the shrine). infested dungeons or hiring itself out as talers was that they were made a sover- As these knightly orders are religious in mercenaries or guards (or otherwise eign order, which made them nature, the next problem that needs to be charging for its services). Still another independent of any authority but the faced is the selection of the deity to be the example is running a front business with Pope. Despite their independence of tem- patron of the order. Often, a glance at the all profits going to the order, much like the poral authority, kings, barons, and list of deities in either the Legends and banks of the Templars (see later example). church leaders gave them valuable lands Lore book or the Complete Priest’s Hand- Next, give some thought to the history of and treasure in recognition of their book gives some ideas on which deities the order—who founded it, where, and important duties. Even the poor gave would have knights, and what their why. Did the deity appear to its founder what they could in gratitude for their ser- knights should do. For instance, a god of and reveal a plan? Did a small group of vice. Furthermore, young noblemen culture would likely use knights in his bat- knights-errant band together to accom- came in throngs to join the order and tles to bring civilization to the uncivilized, plish a common goal, which continued on gave up their wealth to help finance the expanding the home culture into new after their deaths? Did a group of country Hospitalers. lands. Religious soldiers would have many leaders with a common problem get The Knight Hospitalers divided them- uses, such as fighting opposing faiths, pro- together to found and finance an order to selves into three classes; the Soldier tecting important clerics, or serving as help them eliminate or control a prob- Brother (or Knights of Justice), the Serving messengers and temple guards. The align- lem? Many orders have a distinguishing Brothers (foot soldiers), and the Chap- ment of an order’s knights would usually symbol, motto, or separate coat of arms lain/Clerks. They all fell under the juris- be determined by the deity they serve. that emerged from this history. A certain diction of the Grand Master of the Most orders would have basic require- item of clothing such as a tunic or helmet Hospital. The Hospitalers had their own ments or restrictions for potential mem- would thus identify a member, particu- symbol and style of dress. Their daily garb bers. Typically, most knights are warriors, larly during the heat of battle. consisted of a black robe with an eight- either paladins or fighters with kits, par- Finally, address the public opinion of the pointed cross of white linen sewn on the ticularly the cavalier and noble warrior order. Does the general populace see shoulder or breast. In battle, the Knights kits. Some orders may be open only to pal- these knights as an elite order of arrogant of Justice wore a red surcoat, with the adins and clerics, while others have cava- bullies, or members of a helpful sanctu- eight-pointed cross in white, over their liers only. In some rare instances, any ary? Remember that public opinion often armor. character class might be knighted for varies from place to place, social class to The Knight Hospitalers were bound by some extraordinary services to a liege or social class, or even individual to individ- the three religious vows of poverty, church. A knight’s race may also be a fac- ual. An order’s enemies are not going to chastity, and obedience. Their lifestyle tor in his acceptance, so there might be say anything good about it, and they might (especially in the beginning) was quite wholly elven or human orders. have influential friends. austere and simple. All knights were Once you know the new order’s mis- trained, fit warriors of military age; veter- sion, deity, and membership require- Historical orders ans past fighting age were sent home to ments, some thought should be given to During the Crusades of the Middle Ages, manage the estates of the order in training and other day-to-day activities. two military orders of knights came into Europe. They were especially known for Certain nonweapon proficiencies can be being, the Hospitalers and the Templars, their discipline, even under fire. Along required or even given as bonuses at the which are detailed here. The organiza- with the Templars, the Hospitalers were DM’s discretion. For example, a goddess tions are good examples of knightly in the vanguard of every battle of the holy of healing would certainly demand that orders; not only are they well docu- war. The Hospitalers typically held the

DRAGON 21 place of honor on the left in fighting for- These knights were supported as well by life. But none questioned their courage or mations. They also shared with the Tem- estates in Europe. If a castle there lay in honor. It is said that Saladin once asked the plars the task of guarding the lonely such an exposed position that raiders Templars, whom he trusted, to safeguard frontier outposts of the Middle Eastern always took the harvest, no lay lord could the terms of the Acre treaty. The Templars realm. Despite these shared duties, the afford to live in it. Either the Templars or declined, since they suspected that Richard Hospitalers and Templars were bitter the Hospitalers would be glad to hold intended to go back on his word. Still, rivals, even going so far as to argue one such estates, however, and share their these knights were not nearly as well-liked side of an issue merely because their rival profits. or respected as the Hospitalers. supported the opposite side. The Templars, like the Hospitalers, were As the Templars grew more famous and The Knights of St. John became a world- divided into three classes. The knights, powerful, they began to be feared as well famous fighting force that amassed great often of noble birth, were first in the hier- as admired. Since they were not subject to wealth, power, and glory. Despite this, archy and wore a red cross on a white any king and made up a great army of dis- they continued to follow their original tunic. Then came the sergeants, who in ciplined fighting men, the rulers of the course of caring for the sick and giving addition to being warriors also acted as European nations began to fear them. food, shelter, and nursing to 1,000-2,000 grooms and bailiffs to the Templar Eventually, the king of France, Philip the infirm people every day in Jerusalem knights. Sergeants wore the Templar red Fair, seized the wealth of the Templars by alone. For these reasons, the Hospitalers cross on a black tunic. Clerics made up accusing its brethren of heresy, black were loved and respected by all those who the third degree of this order. Their duties magic, and perversion. The Templars knew of their generous works and selfless included religious, medical, and other were almost certainly innocent of these dedication. nonmilitary activities. All three divisions charges, but the chief officers, subjected Later in their history, the Knights of the marched under the half-white, half-black to hideous tortures, had confessions Hospital adopted naval forces to fight the Templar banner, which signified them to wrung out of them. Philip prevailed upon infidel. Based first on Rhodes, then later at be “fair and favorable to the friends of the French pope, whose election he had Malta, the knights continued in this role Christ, black and terrible to His foes.” secured, to dissolve the order. The Grand until conquered by Napoleon in 1800. The daily operation of the Templars was Master, who had retracted his confession, They still exist as a sovereign and interna- similar to that of the Hospitalers. Like the was tortured for six years before being tional order, but they have returned to Hospitalers, they reported only to the burned as a relapsed heretic. Thus the their original task of caring for the sick. Pope. The leader of the Templars was Templars, who had been steadfast sol- An order based on the Knight Hospi- called the Grand Master of the Temple; diers of their belief for 200 years, became talers is well suited for inclusion in a fan- during much of the Crusades, he was the extinct. tasy campaign. As followers of a goddess most experienced warrior there. An organization based on the Templars of healing, its job of fighting an infidel The glamor and fighting fame of the Tem- would also make an interesting addition could be changed to acting as a rescue plars spread rapidly throughout Europe, to a fantasy campaign world. By serving a unit, venturing into dangerous places to and it became the ambition of many a god of trade, these knights would be very find and aid lost or injured people. Natu- young lord to leave his impoverished state useful in manning outposts, keeping trade rally, each knight would be expected to and enlist in an order whose power and roads open, and guarding against anyone know the healing nonweapon proficiency. wealth increased yearly. Once he joined, or anything that sought to cut off these Their alignment would be Lawful Good. the young lord took the triple monastic vow routes. Also, they could operate as Clerics and paladins would become the of poverty, chastity, and especially obedi- bankers to finance trade missions and most common classes of the order, but it ence, even though they remained laymen give loans. As they serve the god of trade, could also have cavaliers, noble warriors, of the church. The Templars took their most members’ alignment would tend rangers, and other warriors as members. obedience vow very seriously. They were toward Lawful Neutral. The race of the knight would be unimpor- expressly forbidden to yield strong places Some of the warrior kits most likely to tant to the order. to buy their own freedom. In fact, the become quasi-Templars include the myr- Turks, knowing the strength of the Tem- midon and noble warrior. Rarely, thanks to The Templars plars’ Oath of Obedience, wouldn’t even try their alignment, will paladins and rangers In 1118, soon after the creation of the to ransom them, knowing well that they join such an order. Because of the order’s Hospitalers, a new order was established. would just return later to fight. Prisoners arrogance and tendency for mounted com- It was modeled after the Hospitalers but who were either Templars or Hospitalers bat along the roads it guards, these knights conceived as a “perpetual sacred soldiery.” were killed outright. The Templars, being are usually human. In addition to any kit The order took the rather grand title of less cautious and more daring than their requirements, all such knights receive the Poor Fellow-Soldiers of Christ and the brother order, usually ended up losing training in the language of the area to Temple of Solomon, but came to be more knights in battle than any other which they are assigned (note that this is a known as the Templars. group of the Crusades. bonus proficiency). The Templars originally established Together with the Hospitalers, the Tem- themselves as a police force whose pur- plars were known as “Christ’s Militia,” and The Order of the Peacekeepers pose was to patrol the roads that con- they held the place of honor on the right The Peacekeepers is an order of knights nected the Christian outposts of side of the Crusading forces in battle. By from my own AD&D Dragonhead cam- Outremer, the major Frankish portion of 1150, the two orders combined supplied paign. They serve Lowinel, the goddess of the Middle East, and to protect the travel- more than half of the knights in the army peace, by mediating disputes between ers who used it. In addition, they manned of Jerusalem. The spy system of the Tem- opposing churches or religious groups. the high lookout towers that had been plars also seems to have been the most The order originated in Crucistan as a built in Outremer to enable the Christians efficient in Outremer; eventually, most of means of stopping a violent religious war to detect the coming of the Saracens. the Knights of the Temple spoke Arabic as between the two largest churches of that Later, this powerful group of knights well as their native tongue. nation. This war over doctrine threatened turned its wealth and attentions to bank- Despite their worthwhile duties, most to destroy not only the smaller churches, ing, building up an immense treasury by laypeople saw the Templars as arrogant, but much of the country as well. Finally, financing European customers and set- ambitious, and independent. Many com- many of the smaller churches of the ting up a highly efficient department that mon folk accused the order of being more country appealed to Lowinel for aid. She specialized entirely in Moslem affairs. concerned with money than with human instructed each of the churches to assign

22 JULY 1993 five of its finest knights to her and her will. who acts as an arbitrator who assures the is traveling with him to not only protect Once she had this body of elite warriors, church’s orders are carried out. him from harm, but to prevent him from she taught them how to stop the war. They The order is known for its humble creating too much of a furor with the were successful in this and presided over lifestyle. The knights wear simple clothing established religion. Another reason could the peace negotiations that followed. The of pale gray and eat only plain, wholesome be that if the party is a powerful or famous lesser churches, pleased with the knights’ food. The temples where they live are one, a knight could be secretly assigned to success, decided to allow these knights strong and unadorned, and all knights are watch them to ascertain if they are a the freedom to found their own order. required to attend divine services when- threat to peace in the area. The knights took as their symbol a dove ever such are held. Knights spend the bearing a shining sword in its feet, to majority of their funds on strongholds Conclusion remind others of their peaceful intent and and the best arms and armor for the The use of these knightly orders, as well the strength with which they could back it order’s members. The order gets its as any new ones the DM and his players up. Thus, the Order of the Peacekeepers financing from charging disputing parties can create, will not only do much to was born. for the order’s expenses, with the improve the role-playing opportunities for The Order of the Peacekeepers accepts adjudged loser paying the largest part. PC knight characters, but will also lend only knights who are Lawful Good. Many Knights are bound by vows of poverty but flavor to an AD&D campaign and to cam- of the members are paladins, although are allowed to marry and raise children. paign religions in particular. The next cavaliers, rangers, and warriors also fill In the field, knights are allowed to exer- time one of your players wants to run a the ranks. The race of the knight is not a cise their own judgment in sudden dis- knight, cavalier, or paladin, go over these factor. Regardless of their class, all knights putes, as long as they follow church suggestions with the player and together receive training in etiquette, to avoid doctrine. create a new order that may add some offending either of the disputing parties The Order of the Peacekeepers has a excitement to an otherwise standard (treat as a bonus nonweapon proficiency). very good reputation with society at large. chivalric setting. The hierarchy of the order is as follows: At Public opinion of these knights is that they the top is the Grand Master of Peace, who is are faithful, humble, honest, and above Bibliography responsible for the knights and their mis- reproach. Many times a knight on the Duggan, Alfred. The Story of the Crusades. sions; he answers only to the church. A road is welcomed into a private home for New York: Pantheon Books, 1963. council of church High Priests decides food and shelter. Horchler, Richard. The Fighting Monks. what those missions are, as well as sits in Player-character knights should have a New York: Walker and Co. Press, 1961. judgment over disputing parties. Each plausible reason for being a part of an Shea, Robert. All Things Are Lights. New region has a Knight Master who controls adventuring party. If another PC is a York: Ballantine Books, 1986. the individual knights in their region to ful- member of a religion other than that Treece, Henry. The Crusades. New York: fill assigned missions, and a Head Priest, accepted by the area, perhaps the knight Random House, 1962.

DRAGON 23 Intrigue abounds, however, as the Arcane work WGM1 Border Watch NEW PRODUCTS FOR JULY their machinations in the shadows. The set con- AD&D® game WORLD OF GREYHAWK® tains 96-page, 64-page, and 32-page books, two accessory MCC1 Monstrous Manual poster maps, 24 cards, and also details a com- by TSR staff AD&D® game accessory pletely new type of powerful magic. Check into This 32-page adventure presents a brave new by TSR staff ClusterSpace, your PCs won’t be checking out. frontier that must be mastered by your This 384-page hardbound tome collects all $20.00 U.S./$24.00 CAN./£11.99 U.K. GREYHAWK® campaign’s characters. Your PCs the most popular AD&D® game monsters and TSR Product No.: 1087 must battle to stem the evil tide from the vast creatures in one place. 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24 JULY 1993

by Michael John Wybo II Artwork by Mark Nelson

he world has given fantasy role- ants; savages; and wilderness warriors of players many varied and exotic the desert, jungle, or (rarely) mountain warrior types. From berserkers to variety. Most of these kits are detailed in nomads, eagle knights to samurai, these the Complete Fighter's Handbook; paragons of the warrior's craft have DRAGON® issue #172 (page 75) described intrigued us with their bravery and skill, a nomad kit. (The horsemen and elephant and provided models for our heroic riders detailed in this article are not beast games. riders as per the CFH; they are specific There are many kits that warriors in the cultural types and can be taken by no AD&D® 2nd Edition game could adopt for African fighter who is not also from these a generic African campaign. These specific cultures, with the exception of include: nomads, based on the Saharan Egyptian horsemen and charioteers if Taureges; amazons, a fantasy creation for allowed by the Dungeon Master.) the central African Congo region; beast Some campaign changes need to be riders using camels, zebras, lions, giant made to adapt the above kits to conform bats, or oxen; myrmidons; nobles; peas- to an African milieu: • All weapons should be made of bronze or lesser materials. Recom- mended and required weapons should also be modified to reflect those which are native to Africa. Most warrior kits should not be allowed the use of armor; if they are, all armor should be made of bronze or lesser material. The stricture prohibiting armor and weapons or iron or steel should be relaxed only for those nations mentioned in this article as having iron for their warrior's weapons and armor. • Mounts are exceedingly rare in Africa. No African warrior whose kit does not specifically state that he starts with a mount will probably ever own one (if allowed in a campaign, Egyptian chario- teers could be considered beast riders). An exception can be made in the case of desert warriors and nomads with regard to their use of camels. Some instances of African nomad horsemen may be allowed, but this should be rare in the extreme and it is advised that such a thing be allowed only to high-level (and rich!) nomads. • In order to have a unique and specifi- cally African campaign, a DM must describe those warrior types exclusive to elven elephant warrior, for instance, the empires and tribes of Africa. The ear- whose diplomat father took an elven wife). lier-mentioned kits, although quite suit- Use common sense. able to an African milieu, can be found in I use the present tense in this article other continents and so give none of the because although the majority of the war- feel of a purely African campaign. riors described here can no longer be • Finally, a pseudo-African setting must found on Earth, it is hoped that some- be developed for established campaigns. where in the many worlds of the imagina- DRAGON issue #189 offered one possible tion these proud warriors still hunt and African setting in “The Dark Continent.” I do battle. would suggest that in the

Ashanti warriors WORLD OF GREYHAWK® setting such a Description: The Ashanti warriors are place might be south of the Amedio Jun- the fierce warriors of eastern Africa, in the gle. In the FORGOTTEN REALMS® setting, empire of Ghana south of the Songhai it would probably be a separate land mass Empire. They are puissant in the saddle south of the main continent. It is not rec- and noble warriors of their emperor. They ommended that the DARK SUN® or dress in brightly colored clothes and DRAGONLANCE® setting have African carry an instrument like the drum, gong, areas, although new realm or planet chimes, or harp on horses that are sel- with an African theme may be developed dom left unmounted. The horses them- for RAVENLOFT® and SPELLJAMMER® selves are dyed to resemble Ashanti campaigns, respectively. clothing, in deep blood reds and bright Secondary skills for these new kits are yellows. left to the DM and players to resolve; any Role: The Ashanti are the protectors may be used, though the proficiency sys- and elite shock troops of the emperor of tem is preferred. Starting wealth is as per Ghana. They are free to roam, however, the usual for warriors (5d4 x 10 gp), in and often go on long journeys to display whatever local currency is available. their prowess before the common people Humans alone may take these kits, except so that their deeds will be remembered in very unusual circumstances ( a half- outside the imperial court. The Ashanti are one of only two African not allowed empathy with any animal the specific creature in that group. warrior castes that have learned to use other than the horse. Within the empire of Benin, these swift Arabian steeds in the art of war. An Ashanti may never wear armor or hunters are much revered. The local peo- Horses are rare in Africa and are seen as carry a shield. All powers are lost with the ple will almost always be friendly and almost mythical beasts by some of the hit points, except for the riding bonuses, helpful to the hunter. If an unusual more superstitious tribes of the interior. until a new mount is chosen or trained. request is given by a hunter (asking for This gives the Ashanti the advantage of something other than food and lodging, surprise and mystery. It also gives them Benin hunters for instance), a +1 bonus is added to non- an advantage in that almost all of their Description: Benin hunters are the player character reaction rolls in the enemies will be on foot while they tower most honored warriors of the empire of hunter’s efforts to persuade the subject to above them with their striking colored Benin in the coastal areas of the present- comply with the request. Greedy or horses. day countries of Benin, Togo, and part of impossible requests are always denied, Weapon proficiencies: Required: Nigeria. Benin lies between the Songhai, and the hunter may lose all cultural bene- spear or lance; Recommended: saber, Nigerian, and Ghanan empires to the fits if this behavior is kept up. short . north, east, and west, respectively. The Special hindrances: Benin hunters Nonweapon proficiencies: Required: empire holds sway over many tribes, wear no armor but may carry shields. The riding, animal handling, animal training, including the Dahomey, Ewe, Ga, and hunters do not receive the two-weapon musical instrument; Recommended: Yoruba. Their origins can be traced back combat ability of most rangers. The singing, herbalism (for dyes), tumbling. to the time when the hunters were hunter also must be responsive to the call Special benefits: Whether an Ashanti responsible for the feeding and protection of his emperor to war; the cultural bene- is a ranger or not, he gains complete of the tribes of Benin. With the dawning of fits of being a hunter may be lost if this empathy with horses, being able to sense empire, the hunters of Benin were no call is ignored without good reason. their basic drives, needs, and emotions longer needed for the collection of food with only a round of direct observation. for their people, so they assumed the role Bornu horsemen This power is extended to make the horse of protectors and bounty hunters. They Description: The only other warrior almost a familiar to its master. The track down fearsome beasts that prey on caste besides the Ashanti to use Arabian Ashanti and his horse both gain + 1 the outlying villages of the empire and steeds in war are the horsemen of the hp/level of the Ashanti, and both gain an criminals against their people. Unlike empire of Kanem-Bornu, in north-central armor class two places better than nor- bounty hunters, however, the hunters Africa. The horsemen are one of the few mal while the horse is being ridden (this never ask for rewards for these tasks. warrior castes to use armor and are the bonus is given only to the horse if the They crave more the gratitude of the peo- nobility of that empire. Ashanti is not a ranger). ple and the fame that many successful These noble horsemen have a code of An Ashanti automatically gains the land- kills bring. honor that is very similar to that of based riding skill with horses only (horse- Role: Benin hunters are often on mis- chivalry and bushido. A horseman will manship). This skill is at +1 and increases sions, providing food for those villages never break this code for fear of bringing automatically by + 1/3 levels hereafter. The whose men have been killed by war, dis- on the wrath of the gods and the scorn of Ashanti may try several maneuvers on ease, or some other evil, or hunting down the people. horseback and receives no penalties to his some enemy of the empire. When war Role: Like the Ashanti, these horsemen rolls for these maneuvers. These include: breaks out, they are recalled to the capital are possessed of powerful, quick, and vaulting into the saddle, horse jumping, to be knitted together into an impressive large beasts. The horses of these warriors guiding the mount with his knees, leaping warrior force. These are the elite guerrilla are reserved for the elite in the Kanem- from horseback to attack, hanging behind warriors of the empire who, through their Bornu empire, however, and so the horse- the steed, and firing missile weapons from constant struggles, are much more expe- men have a much different outlook from horseback. He may increase the steed’s rienced than the standard warriors of the Ashanti’s. They are holy and noble speed by double the amount and for dou- Benin. knights in a manner stunningly reminis- ble the amount of time that a normal Weapon proficiencies: Required: cent of paladins and cavaliers. What they rider could (Dungeon Master’s Guide, blowgun or bow; Recommended: spear, lose in protection they gain in the cultural pages 62-63). knife, darts, net. exclusivity of their procession of horses The Ashanti may alter the mood of Nonweapon proficiencies: Required: and armor. They are to the normal war- onlookers while mounted by producing hunting, tracking, set snares; Recom- riors of Africa what a knight in full plate music, shouting, and performing intricate mended: animal lore, herbalism, armor is to plate-mailed footmen of the feats of equestrian prowess. This should /fletcher, animal noise, survival— west. be treated as an emotion spell, with the tropical. Weapon proficiencies: Required: saving throw taken by onlookers at -1 for Special benefits: All Benin hunters are lance, spear; Recommended: saber. each five Ashanti so performing. This is rangers. They gain +5% to both hide in Nonweapon proficiencies: Required: not considered magic for purposes of shadows and move silently rolls. They riding; Recommended: war trumpet, ani- magic resistance, and takes at least two choose one broad group of creatures to mal handling, animal training. rounds of riding and music playing, dur- concentrate upon and one specific crea- Special benefits: Not only do the ing which no other actions may be ture within that group to specialize in horsemen of Bornu wear chain mail of attempted. opposing. The groups could include: iron, a very rare commodity in Africa, Special hindrances: If the Ashanti’s giants, undead, lycanthropes, etc., and the even their horses wear protective mail. On horse dies, the Ashanti loses double the specific individuals could then be: voad- horseback, the horsemen use spears as if amount of hit points that were gained by kyn, ghosts, wereboars, etc. The DM must those weapons were light lances with a riding it. These cannot be regained for sit down and decide with the character speed factor of four, gaining double dam- one year, during which time a new mount what groups and monsters are appropri- age when charging. They use lances as if can be trained. If the Ashanti is a ranger, ate to an African campaign. The hunter they were one class better in damage and any new mount may be used in this man- gains a +4 bonus to attack any creature they use heavy lances as if they were two- ner and the time limit is waived, due to within that broad group and +1 hp dam- handed swords for the purposes of dam- the great empathy that rangers have with age, with another +1 hp damage bonus age only. Although the Bornu horsemen, animals; however, an Ashanti ranger is per three levels gained thereafter against like the Ashanti, ride light Arabian war

28 JULY 1993 horses, any weight of lance may be used secretive, as well as highly protective of mended: animal handling (elephant), ani- to full effect from their backs by the their territory. mal training (elephant). Bornu. The horsemen may ask for food Role: Kongo pygmies are the ultimate Special benefits: The only benefit an and lodging from any noble of the empire jungle guerrilla warriors. What they lack elephant warrior receives is an obvious of Bornu and be granted it. They have a in strength and size they make up for in one. He starts play with a loyal, trained, + 1 reaction roll bonus when dealing with stealth and preparation. They always adult war elephant as a mount. subjects of the empire of Kanem-Bornu. avoid direct, frontal attacks, weakening Special hindrances: Elephants are Special hindrances: Bornu horsemen enemies through attrition and attacks their own hindrances (a proverb from never use shields. They may use no mis- against weak or isolated individuals. They Nepal says, “If you want to take revenge on sile weapons but the spear, and may carry almost never show themselves in battle, your enemy, give him an elephant”). They only one of these. Bornu horsemen are fading like ghosts into the jungle. They must be watered regularly—twice a day bound by a code of chivalry identical to also rely on rumors spread about them for at least two gallons each time—and that of the cavaliers of the west. If they that breed morale-destroying fear in their bathed at least once a week, twice a week break this code, they must atone in a enemies. in arid, desertlike conditions (it takes at manner suitable to the emperor or they Weapon proficiencies: Required: least 15 gallons of water to wet down an lose all cultural benefits; in the latter blowgun or bow; Recommended: dagger, elephant). They eat up to 300 lbs. of hay or event, other Bornu horsemen will come to knife, net. grass daily; the majority of the elephants’ take back the horseman’s horse, armor, Nonweapon proficiencies: Required: days are spent grazing if hay is not pro- and barding. The horsemen must heed survival—jungle, herbalism, Recom- vided. Also, elephants have great trouble the emperor’s requests and calls to war, mended: animal lore, set snares, hunting, traveling through heavy jungles (one- with penalties for disobedience as men- tracking, alertness, direction sense, quarter speed, and attack at -4 to hit). tioned above. bowyer/fletcher. They will not usually venture into the Special benefits: Kongo pygmies are desert, as they need watering too regularly Kalahari bushmen very agile and so have a +1 to their initial for any extended journey there. Description: Bushmen live in the scores for Dexterity. They move silently Elephant warriors are also the employ- scrubs and wilderness of the Kalahari and hide in shadows like rangers two lev- ees of the king of Kush, and as such may desert. They are diminutive men who are els higher than they (or like rangers three have to perform duties and missions for as hard and coarse as the desert where levels higher if in the jungle). This does him even if his kingdom is not at war. Fur- they live. not include bonuses associated with cam- ther details on elephants and their use in Role: The bushmen are warriors of the ouflage paint that is used to further blend AD&D campaigns may be found in desert who are not like the romantic into the jungle ( + 10% to hiding in wood- DRAGON issue #177, “Think Big.” Note desert peoples of the AL-QADIM™ setting. lands of any sort). They surprise foes with that elephants are reasonably intelligent These are grizzled barbarians who have the same chances that elves have. They and could be extraordinarily helpful as had to be strong to survive. may brew poisons for their blowguns and well as dangerous fighters. Weapon proficiencies: Required: , in a manner similar to that used spear, knife; Recommended: dagger. by Athasian bards from the DARK SUN Bibliography Nonweapon proficiencies: Required: campaign. If this supplement is not avail- “Africa.” Funk and Wagnall’s New Encyclo- survival—desert; Recommended: fire able, allow pygmies to know how to make pedia. New York: Funk and Wagnall’s starting, direction sense, weather sense, one type of insinuative poison, rolled ran- Inc., 1979. alertness, endurance. domly from the list in the DMG, per level. “Africa.” New Illustrated Columbia Encyclo- Special benefits: The major benefit of Special hindrances: Kongo pygmies pedia. New York: Columbia University being born in the harsh conditions of the are not very large and thus suffer a -1 to Press, 1979. desert is that it breeds toughness and their initial Strength score (or -10% if Davidson, Basil. Great Ages of Man: A His- strength. This translates to an initial exceptional Strength is rolled, with nega- tory of the World’s Cultures—African bonus of +1 (or +10%, if an 18 is rolled) to tive-number results meaning that Kingdoms. New York: Time-Life Books, initial Strength and + 1 to initial Constitu- Strength is reduced to 17). 1967. tion. Bushmen can smell moisture in the air at up to a mile’s distance, a remark- Kushite elephant warriors able testament to the dryness of the desert Description: Elephant warriors are the air and to the acute senses of the bush- fearsome masters of war elephants in the men. The bushmen may also hide in the East African kingdom of Kush. They are desert wastes and move silently as if they Kush’s main fighting force, which is sec- were rangers of equal level hiding in ond in strength only to the Egyptians and shadows and moving silently. They thus their war chariots (Egypt is on the king- surprise foes as if they were elves. If the dom’s northern border). bushman is a ranger, he may add 10% Role: The elephant warriors are fear- bonuses to both skills if used in the desert. some in war and, when mounted, severely Special hindrances: Bushmen may outclass most warriors. These warriors never wear armor but may carry shields. have developed very little in the ways of They are usually wrinkled and coarse- other martial talents because of their skinned from the wind and sun, and so reliance on their awesome steeds. They suffer a -2 penalty to initial Charisma to tend to be confident, arrogant, boastful, those not of the bushmen culture. proud, and determined. They also revere and respect elephants as intelligent com- Kongo pygmy panions as well as mounts. Description: The Kongo pygmies are Weapon proficiencies: Required: bow, diminutive natives of the jungles of the spear, or sling; Recommended: dagger, Congo in central Africa. They often paint short sword, knife. their bodies in green and yellow paints to Nonweapon proficiencies: Required: blend into the jungle and are extremely land-based riding (elephant only); Recom-

30 JULY 1993

The DRAGON STRIKE™ game: the making of a man-scorpion, and more

by James M. Ward or those of you who haven’t pur- Everyone realized we were up against ating our man-scorpion. During one chased the DRAGON STRIKE™ horrible deadlines. TSR wanted to display scene, a terrible monster was to try to kill game yet, let me touch on one of the video at the Toy Fair show in New York all our heroes. There was a lot of debate the most interesting features of in March 1993. Because of this deadline, over what that creature would be. It was this TSR fantasy game. This is a poor Flint had to rush together a script in finally decided that a half-man, half-scor- Ffun, fast-playing board game with role- less than a month. All good old Jim had to pion would be great. David and his com- playing elements. I believe that all regular do was to say yes or no to questions about puter crew said they could join the two DRAGON® Magazine readers will find this armor or magical items, but poor Peter images together. The makeup people were game well worth picking up in their local had to put together a film crew and studio able, after four hours of work and lots of toy or hobby stores. Although the game location, and poor David had to teach all airbrushing, to turn an actor into a fierce boards, miniature figures, and 16 scenar- of us the things we needed to know to man-scorpion. In front of the camera, the ios are highly enjoyable, the real worth of match computer scenes and backgrounds actor roared and twisted his face as would this product lies in the 33-minute-long with live actors doing their thing on a the grim monster; it looked spectacular. hyperReality™ fantasy video that comes in sound stage. This last was the key to the Then the computer people took the film of every box. entire affair. There would be no filming in his body from the stomach up and joined “What in the world is hyperReality?” far-off Irish castles for us, no hundred- it to the body of a scorpion, creating one you very reasonably ask. That question is mile pans back from huge canyons or far- of the most impressive scenes of the best answered by starting at the game’s away forests. All of the action would movie. The makeup crew also applied beginning. happen in a film studio with the walls great fake tattoos to the magic-user. These Sometime last year, the people here painted white. When we needed a vista, it became the basis for a interesting special revived a very old idea, a concept that had would be supplied with the help of com- effect produced by the computer people, been kicked around TSR for years. puters. Whether we needed a stroll who made the markings on the mage’s “Wouldn’t it be cool to hook up a video through a marshy swamp or a walk face appear to move with a magical will of with a role-playing game?” was the ques- through a wall, the computer would help their own that was fantastic to watch in tion. The answer was always, “Yes, it us put together the effect. It was a fasci- the close-up scenes. would be cool, but it would cost a lot of nating process in which I was proud to Then there were the stunts. Now, you bucks, and who would we get to do it?” have a small part. wouldn’t think from looking at me that I Then, last year, things changed. TSR had It was planned that I would come out to would have much to do with the stunts, grown enough to afford the time and the shooting in Hollywood on the day and you’re correct. But I was involved effort of developing a video, and we had before everyone started rehearsals. Then with putting some of them together. We access to experienced people we could Peter gave me a call and asked what I had some interesting questions to answer trust to get the work done. really wanted to do in the actual produc- on several different occasions. Our cleric The people doing the technical work for tion process. I said that I thought I could was an actor who was great with a special us were Flint Dille, Peter Silver, and David best make an impact on the costuming. glaive weapon he’d used during some Hamby. Flint, who lives near Hollywood, Peter calmly said, “Well, then you have to Conan movie work. He didn’t like the fact has a list of animation credits longer than come in much earlier.” I should have real- that TSR-game clerics don’t use edged my arm. He put together the first script ized then what I was getting myself into. I weapons, but it turned out his quarterstaff and directed the actual filming of the pro- found myself on a plane flying out four work looked sharp on camera. ject. Peter has a list of interesting film days before I was expected. There was also a scene where the thief credits a mile long and was in charge of Costumes are picked out long before had to climb a high wall and attack a bug- bringing together all of the actors, film the actors start acting. Hollywood is a big bear guard. We agonized over how this crew, and props that would go into the and interesting city, and I discovered that would be done: Should the thief leap over making of the video. Then there was it is filled with lots of places that rent the wall and backstab the monster, or David, who works for a company that got medieval dresses, armor, and materials, should there be a special fight high on a its start by colorizing old black-and-white all of which we needed to put together parapet? Finally, we all decided that she movies. His computer skills and his com- our fantasy epic. You would be amazed at would climb up the wall, attract the atten- pany put the wonderful special effects the things we had to look through to tion of the monster, and use her whip to touches into the video. assemble the outfits for the video. The pull the bugbear off the wall. In the movie Right about this time, you might ask actors and actresses helped as well, it looks great, and there is some very where a boy like me from the rural farm- because they wanted to look as good as funny dialogue in this scene. From the lands of Wisconsin fits into this picture. I possible. But it was the mighty efforts of perspective of the camera, however, it was the technical fantasy expert. Even two lovely costumers who allowed us to looked a lot different. The actress (thief) though the game wasn’t firmly based on have the dynamic appearance we did on hung from the side of a plain white wall the D&D® or AD&D® fantasy rules, I was this video. I can’t say enough about the by clutching white two-by-fours. There the one who was supposed to make sure hard work they did in last-minute sewing was a scaffold behind the wall, and the that the wizards didn’t use swords and and stitching to make everyone look good bugbear actor in costume walked back the warriors didn’t cast magical spells. It in front of the camera. and forth above the thief. In the scene as it made me nervous from the beginning. Then there was the makeup. Peter was filmed, the bugbear heard the thief’s So, how does one start making a fantasy found some unbelievably talented people lines and bent over the wall’s edge. The action video? One must start with a script. to put the necessary makeup on everyone. thief then gently lashed her whip upward It was Mr. Dille’s job to put together an I took TSR’s art books and AD&D collector and struck the other actor. The camera interesting fantasy treatment. Work on cards, and from these we got some great was stopped, and the whip was then this started in June 1992, but things really effects. One of the collector cards had a wrapped around the actor’s bugbear head got going during the 1992 ® strange green band on the eyes of a wood while the actress-thief got off the wall. game fair. While most people were having . We used this pattern on our elf, and it Then the “bugbear” did a 30’ fall onto a great fun role-playing, board gaming, and looked great. Another collector card had a huge foam cushion. On the video, the buying things at the convention booths, coyote pelt on a magic-user; an actor computer people turned the white wall Flint, myself, and a few others were found a coyote pelt, and with the help of into a castle tower, and the magic of film locked up in a hotel suite, wrestling with our costumers we had a headdress for editing changed the slow lash of the the questions that needed to be answered our wizard. to finish the script. But the real makeup work came in cre- Continued on page 38

DRAGON 35

In the case of a sword of wounding, the periapt prevents the wearer from taking the extra points of bleeding damage each round—the wound closes. In addition, the periapt wearer heals naturally at double the normal rate even if struck by a sword of wounding. The DM is free to rule that the periapt also allows magical healing of damage from a sword of wounding. I know many DMs who consider a periapt of wound closure to be equal to or better than a wish when it comes to healing wounds. If you follow the item’s descrip- tion to the letter, however, you’ll come to a by Skip Williams different conclusion. While the periapt allows the healing of wounds that wouldn’t do so otherwise, sword of If you have any questions on the games wall. The caster can pass through cracks wounding damage heals naturally at the produced by TSR, Inc., “Sage Advice” will as though using a wraithform spell, but normal rate. The periapt’s “heal anything” answer them. In the United States and cannot pass through solid objects. Note power always applies to such things as Canada, write to: Sage Advice, DRAGON® that the caster must be is a mass of deep damage inflicted by mummies, which Magazine, P.O. Box 111, Lake Geneva WI shadows to begin the spell, and I suggest normally do not heal unless a cure disease 53147, U.S.A. In Europe, write to: Sage that the caster always must end in shad- spell is applied first. In this case, the peri- Advice, DRAGON Magazine, TSR Ltd., 120 ows as well. apt wearer recovers hit points at the nor- Church End, Cherry Hinton, Cambridge Since this type of travel tends to be dis- mal rate. He still is infected with mummy CB1 3LB, United Kingdom. We are no orienting, the DM might wish to use the rot, however, and will die eventually if the longer able to make personal replies; getting hopelessly lost rule (see DMG, page disease is not cured. The item’s descrip- please send no SASEs with your questions 128) applying modifiers for terrain and tion makes no specific mention of allow- (SASEs are being returned with writer’s overcast conditions unless the caster is ing magical healing that otherwise would guidelines for the magazine). following a road or knows exactly where not be possible, only normal healing that This month, the sage takes a brief look she is going. wouldn’t otherwise be possible. back at the original AD&D® game, turns A periapt of wound closure does not his eye to DRAGON Magazine itself, and The command dragon spell from prevent damage nor does it provide considers the problem of incurable DRAGON issue #182 seems useless. instantaneous healing. So I can’t think of wounds and other magical complexities. The spell component, all the shards of any reason why the wearer couldn’t have the egg from which the dragon her appendages severed by a sword of When using the shadow walk spell hatched, is almost impossible to get sharpness or otherwise forcibly from , how does the and is used up in the casting. Why removed—though the periapt would pre- user sense his surroundings on the would anybody put this spell into a vent any additional damage from bleeding Prime Material plane? Does he sense book? that the DM might otherwise assign for them at all? Can the caster pass I don’t see any flaw in your assessment the loss of an appendage. through solid objects such as stone? of this particular spell’s limitations. Player Can he travel underwater? Can the characters probably wouldn’t have much How long does a familiar summoned caster move in three dimensions? For use for this spell on a day-to-day basis; by a find familiar spell live? If a famil- example, can he descend into the this is what we call a “campaign spell” in iar dies of old age does the wizard still ocean? Does the water even exist as Lake Geneva, not a wizard’s bread and have to make a system shock check far as the spell-caster is concerned? butter, but handy for defining the game and lose one point of Constitution? Since the spell’s primary use is for mechanics for bits and pieces of a cam- What happens to a familiar if its wiz- rapid travel on the Prime Material plane paign’s storyline. (Just how did Ailuj save ard dies? Can a familiar’s hit points (in fact, the caster never actually leaves that village from a great wyrm when she ever be increased? the Prime Material plane), I suggest that was only 16? Or why is that gold dragon The spell description (see PH, page 134) you allow the user to see the portion of doing just about everything that lich tells says the spell grants the familiar an excep- the Prime Material that immediately sur- him to and how do we stop it?). There is tionally long life. It is up to the DM to rounds him. What the character sees is a no save vs. this spell, so the reference to a define this, but I suggest that the familiar monochromatic mass of shadows, just save in the spell description (issue #182, should have a basic longevity equal to the like what is visible at twilight (see table 62 page 12) probably is supposed to refer to standard lifespan for the spell-caster’s from the revised PH, page 117). Since the the dragon’s magic resistance, if it is old race (see PH, table 11, page 24). For exam- caster is traveling at 126 miles an hour enough to have any. ple, a human caster’s familiar would live (seven leagues a turn), he probably isn’t 90 +2d20 years. To calculate the familiar’s going to seem too many details while mov- Does a character wearing a periapt starting age, use the figures on table 11, ing—objects would fly by in one gray blur. of wound closure suffer special dam- but treat any maximum dice results as The spell does not grant the power of age from a sword of wounding, vorpal minimums. For example, a human’s flight, but it does negate most terrain blade or sword of sharpness? familiar would have a starting age of 16-18 penalties. The caster can dash along the Generally speaking, when the irre- years—base 15 + 1d4 years, treating a bottom of the ocean, through swamps, sistible force (sword of wounding prevents rolled “4” as a “1”. Given this approach, a and over mountains. In any case, the magical healing short of a wish) meets the familiar should not be in danger of dying caster traces a path along the ground. immovable object (periapt of wound clo- of old age before the caster does unless it When traveling across a gorge, for exam- sure prevents all open, bleeding wounds) is exposed to magical aging or unless the ple, the caster moves down one canyon you should rule in favor of the defensive caster receives a magical boost to his own wall, across the bottom, and up the other power. lifespan. In either of these cases, the

DRAGON 37 caster is obliged to care for his familiar, der what would happen if you put a that the bag of devouring either quietly and the DM should inflict the full penalty bag of holding or portable into a swallow the bag of holding or that the bag if the caster allows the familiar to die. bag of devouring? of devouring simply ruptures and dumps Note that wishes, potions of longevity, and See the portable hole description in the its contents into nilspace just as a bag of other magics that can extend a character’s DMG, page 177 for the consequences of holding does if overloaded (see the DMG, lifespan also work on familiars. putting one of these items inside another. page 160). The spell description says a familiar There are no explosions, but characters loses one hit point a day if separated from might wish there was one instead. Page 78 of the Complete Priest’s the caster. One could argue that death It is up to the DM to decide what hap- Handbook says priests of the god of certainly is a separation. If the caster is pens when an extra-dimensional space is peace have to be Lawful Good. What raised or resurrected before the familiar placed inside a bag of devouring. I can does order and bureaucracy have over dies, the familiar is saved. On the other think of two possible outcomes: One, the freedom and diversity? hand, the DM might rule that the familiar bag of devouring works normally—it swal- A lawful alignment generally does imply can avoid hit-point loss simply by remain- lows the bag or hole just as it swallows a desire for order, but not necessarily a ing within one mile of the caster’s body. In any other bit of animal or vegetable mat- liking for bureaucracy. War by its very any case, the bond between the caster and ter. Since a portable hole is made of some nature is disruptive and chaotic, so its nat- the familiar should be dissolved at some pretty peculiar stuff, it’s possible that the ural antithesis is law. Furthermore, find- point if the caster dies and is not raised or monster won’t decide the hole is food and ing peaceful solutions to conflicts, and resurrected. The dissolution of the bond won’t swallow the hole immediately (see identifying conflicts that cannot be solved ends the familiar’s dependence on the DMG, page 159. This might make it possi- peacefully, requires patience, dedication, caster and frees the familiar from the ble to remove the portable hole before it’s and self discipline. Consider the great caster’s control. The DM is free to decide too late. (In campaigns where this hap- degree of self sacrifice that most United how long it takes for the bond to dissolve; pens, foolhardy PCs just might decide this Nations peacekeeping efforts require— it might dissolve instantly on the caster’s is a good way to test magical bags to see if peacekeepers have to set a non-violent death, which would force the wizard to they are bags of devouring; however, this example and tend to be in great danger all summon a new familiar any time he dies is not a very smart thing to do when you the time. These are not virtues associated and is brought back, and it probably consider the possible danger.) Two, the with chaos. Note that lawful-good crea- should be no longer that a number of bag of devouring acts like any other extra- tures seek what is best for the greatest days equal to the familiar’s hit points. dimensional space. In the case of a the possible number of thinking, deserving The spell description says a familiar has portable hole, a gate opens to another beings. This generally includes some mea- 2-4 hit points plus one hit point per caster plane and everything within a 10’ radius is sure of freedom and diversity—elves are level. I suggest you take this literally and sucked in. Sadistic DMs will decide that just as deserving of the fruits of peace as give the familiar an extra hit point when- the other plane is the monster’s gullet, but are dwarves, , humans, and other ever the caster gains a new level. this doesn’t have to be the case. Techni- races who have enough self control not to cally, both items should be destroyed act in a predatory fashion all the time. What happens when you put a bag of when the gate opens, severing the connec- Only neutral or evil lawful beings seek to holding and a portable hole together? A tion between the bag and the monster. establish rigid codes that much be slav- friend told me you get something like a The rules are unclear about what hap- ishly followed. nuclear explosion. Also, after reading pens when you try to place one bag of DRAGON issue #192, I began to won- holding inside another, so I recommend

Game Wizards #1 on and on from morning until late into the with the computer backgrounds and spe- with no sign stop — excuse me. I cial effects, the entire process is always Continued from page 35 night of still wake up screaming from the memo- stunning. In the video, the ballerina is cov- thief’s whip into our fantasy thief quickly ries. The fantasy questions I was asked on ered in flames, and dazzling fireballs whipping the monster around the neck a nonstop basis were all very logical and launch themselves from her hands. It’s a and pulling it off the tower. important to the story. Lucky for me, I breathtaking effect sure to please owners Regarding film editing, I discovered a have a fairly good imagination and was of the game. I’ve watched this scene hun- neat trick during the fight scenes. When able to answer them all. The special dreds of times, and I still get goose bumps the director, Flint, or the producer, Peter, effects we got out of the answers helped every time I see it. wanted the swing of a sword or mace to create one of the most interesting fantasy There are lots of other things I could seem a little more deadly, all they had to films you’re going to see in a long time. tell you about, from working with the do was take a few frames of film out of the One of the most interesting effects was backgrounds of each actor’s character to swing; the entire thing then sped up and the summoning of the fire elemental. The the use of my dice bag to hold the jewels looked great. evil wizard throws a huge magical ruby to the thief stole from the wizard. But I think Then there was the problem of resolv- the floor, and up springs a fire elemental I’ve given you enough of the flavor of the ing what fantasy things look like. Imagine to throw fireballs at our heroes. On the making of the video to whet your appetite getting asked questions like: What does a set, a charming real-life ballerina was to see it. It’s a great video all by itself, and dragon in flight look like? When a dragon dressed up in a red body stocking. Flint the DRAGON STRIKE game is equally breathes fire while it’s flying, why doesn’t gave her the cue, and Peter at the camera good. You and your friends should give it a it run into its own flames? Can you tell filmed her rising up from a yoga-style sit- try. If you can’t find it in your stores, order from looking at a hammer if it’s magical? ting position and slowly doing spins. David it by name. You’ll find hours of fun packed When a cleric uses a healing spell, what in the background watched the monitor in the box. Finally, to answer the unasked does his magic look like? When a magical and smiled, as he was the only one who question: Yes, there will be another video sword is in operation, how can anyone could fully imagine the great effects the hyperReality game next year—and it will tell? When an evil wizard uses magic to computers were going to create. That’s be even better than the first one. stop arrows and spells from striking him, the hyperReality part of the film. When what happens? This went on and on and you see the matching of the live action

3 8 JULY 1993

The little engine that could: the AMAZING ENGINE™ story

by Karen S. Boomgarden

Complete basic rules in only 32 pages? ings were held. We finally hit on a concept Whole game settings (with attendant rules that would make all of the above work- modifications and specifics) in only 128 able, playable, and—above all—fun. The pages? Sure. Right. Oh, and one more linchpin in the AMAZING ENGINE system thing: The players earn the experience is the idea of the “player core.” It’s the points, not the characters, and they can engine that makes everything else go. take those experience points along to The player core is a shell, if you will, other game settings within the system. created by dice rolls. There are four pools It’ll never work, I thought. into which the points go: Physique, Intel- When the members of my product There was much debate about this sys- lect, Spirit, and Influence. Each of these, group first suggested the concept of the tem, and many meetings and head-bash- in turn is split into two sub-categories: AMAZING ENGINE™ system, I was skepti- Fitness and Reflexes, Learning and Intu- cal. A stand-alone rules set, usable with ition, Psyche and Willpower, and Charm any kind of fantasy or science- and Position. Once all these fiction setting we could numbers have been dream up?

DRAGON 41 rolled and assigned, and minor modifica- appearance), and full-blooded faeries. music hall, my character’s cousin (the tions (explained in the System Guide) have Your character could be any one of these, sometime-magician) saw a fly buzzing in been made, you are ready to determine with attendant bonuses and penalties. and out of the pipe leading to the sewer the Stamina points and Body points this (Mine was a full-blooded Tuatha de (logical, I thought). We’d heard a little core will have. These numbers form the Danann, a feat requiring a percentile roll knocking, too, but nothing terribly inter- basis, or core, for as many player charac- of 95-00.) esting or arcane-sounding, to speak of. ters as you care to make from this blue- Cousin dear pulled out a cast-iron fry pan print. All characters created from a single from his coat (deep pockets, eh what?), core have basically the same makeup; all and squatted before the pipe opening, are strong if the Physique pool has high waiting with fry pan raised in anticipation numbers, all are “movers and shakers” if of squashing anything that came out. the Influence pool contains the most Nothing came out except the fly—which points, and so on. That is not to imply that buzzed behind him, changed into a huge they’re the same character, however. Far green slimy dripping long-nailed big- from it. fanged bug-eyed beastie, grabbed the fry FOR FAERIE, QUEEN, AND COUNTRY is pan, and whanged him on the head with the first release for this game system. Its it. He spent the rest of the night resting setting is an alternate Victorian England quietly on that cold, clammy floor, poor with Victoria on the throne, to be sure, Let me recount, as best I can recall, a dear. but with several interesting (some might single night’s playtesting. Among our party Those of us who were still awake did say in the Chinese sense of the word) were a Welsh folk doctor who was part battle with the creature, finally taking it twists. History in the FQC world didn’t piskie, a Scots sorcerer (also part faerie, down with a well-placed rifle shot, if I run quite the way you know it. In this but I don’t remember the type), a merce- recall correctly, to the chest. After all that Britain of the 1870s, America won the Rev- nary Frenchman (whose name was Guy, racket, it was no surprise to hear knock- olutionary War but lost the War of 1812, pronounced “ghee,” but who I always ing and banging (done with great relish and it is now a penal colony, as is Aus- called “Mister Wog”) who was a full and enjoyment, it seemed to me) on the tralia. The Tuatha de Danann (Irish human, a tainted tabloid journalist, and other side of the basement wall. Someone faeries) are represented in Parliament and another bloke who was part gwartheg y knocked a hole in the wall, and there, are currently involved in heated debates llyn (a Welsh water faerie). Oh, and there looking at us with huge bobble eyes, was a with the English over the “Irish Question.” was my character’s cousin, a part-Tuatha knockey-boh. It was cute, in that ugly sort The British, in turn, maintain embassies fellow with tendencies to dabble in hocus- of way, and manic, too—talked a kilome- in every Tuatha sidh (barrow). The pocus. We were all hired by the owner of tre a minute, he did. Turned out he Unseelie Court (the evil Scots faeries) are a music hall to root out the cause of the worked for the sewer-dwelling ogre thing the ultimate enemy of the Monarchy; bangings and knockings in its walls. While and did only what he was told to do, allied with them are the practitioners of we were at it, we were to find out how which was to make lots of noise in the the Art, who style themselves “The costumes and props kept disappearing. music hall. So, of course, we extracted a Esteemed Order of Thaumaturgists”— After many minutes of poking around in promise from him that he’d be quieter in unwholesome magicians who dabble in the theatre itself and causing minor havoc the future (it was the least we could do). summonings and the like. Their mission, backstage, we wound up in the basement. We never did find out what was taking as they see it, is to remove the Hanoverian There we found a pipe leading into the the costumes, though. usurper from the throne and restore the sewers, which led eventually to the So, you’re saying, what’s different? Stuarts, in the person of James of Calais. Thames, and some of our merry band felt What’s the big deal with this new system? Mortals (humans) and faeries have been it necessary to find the sewer entrance and Role-playing. living side by side for centuries, and have trace the lines to their source. (Why they intermarried quite regularly. There are thought the bogey was in the sewers, my full-blooded humans, some who are character could never understand. They’re “tainted” (with a little faerie blood, but not so smelly! Um, the sewers, not the bogeys— enough to make a difference), those who well, some bogeys are, I s’pose. . . . Sorry, are “marked” (having some faerie blood, I’m slipping into her thoughts again.) perhaps manifesting in pointed ears or The group split up (bad move, sure, but cat’s pupils), others who are “blooded” in playtesting it’s a logical step), and them (being half-breeds, noticeably faerie in what went into the sewers ran into a band of anarchists who were plotting a demon- stration against the Queen. They were Communist anarchists, if I recall cor- rectly. Our fine fellows had to “blend in” and found themselves having to make impromptu impassioned speeches about evil property owners and the proletariat. They were doing okay, too; the Welsh doc- tor cast some sort of glamour on himself so he could sneak out to the back of the Honest. I didn’t have to roll a die once line and delay his impending doom. They during the evening’s session. The story’s were doing very well, in fact, until the the important thing, and this system is ogre-thing that lived in that part of the designed to allow maximum role-play sewer came up behind one of the group with minimum roll-play. (It can easily be and started hitting. Hard. Repeatedly. (I made to go the other way, too, but that wasn’t there at the time, so I don’t know wasn’t the focus of FOR FAERIE, QUEEN, how they escaped, but they did.) AND COUNTRY). Even the magic system Meanwhile, back in the basement of the strengthens the role-playing aspect. Let

42 JULY 1993

me explain. will recall that hallowed ground is anath- Magic spells are created individually, by ema to the little people; they dislike each character who can use them. Some church bells and holy symbols, and holy can be created on the spot; others take water is an effective deterrent to most some time and planning. There’s a simple types of faerie creatures. formula to follow, which at its most basic We also include a complete listing of calls for an agent, an action, and a target. faerie types with game statistics and physi- The agent is usually the caster; the action cal descriptions (all taken from Peak-Mar- is what’s going to be done; and the target fin’s Book of Faerie, a wonderfully obscure is what the action’s being done to (e.g., reference text—so obscure, in fact, we “Change that person into a pig”). had to make it all up). Following that, That’s pretty simple, right? Right, but there is a “tour guide” taken from another it’s too simple. Everybody and his brother even more obscure reference text, Cromp- would be casting spells if that’s really all ton’s Illustrated Tour Book of Great there was to it. That’s why there are con- Britain. In this section, you’ll find ditions, other things that have to be speci- overviews of England, Scotland, and Ire- fied that make any given spell more land, and specific places of interest, difficult (“Change that person into a pig including faerie activity in each country. until such time as he is kissed by a Wal- Some places can become adventure hooks lachian princess”). The spell will last for one-nighters. What about investigating longer than an instant, so it’s more diffi- reports of building materials being moved cult. Permanency grants the highest level from one site to another, causing major of difficulty. delays in the build- Well, now that it’s so ing of a new hard, how do you church? Perhaps make it work? You add your characters will taboos. Taboos are need to infiltrate a restrictions you set on meeting of the the spell or the caster, Esteemed Order to make the spell eas- being held in the ier to cast. Perhaps you secret room of wind up with a spell Glamis Castle? you have to cast on To complete your your birthday, wearing Victorian fantasy green from head to! experience, we toe, while standing in include a chapter the room where you on “How to Speak were born (that’s what Proper.” This covers one of our players ended up with). This criminal slang, rural speech, and general way, you’re making the spell easier to cast tendencies for each nationality (Scots, and making its chances for success Irish, Welsh, and English). You’ll be greater, but you’re limiting the situations crackin’ aboot the lassie ye ken from in which you can cast it. (It’s not fair to Edinburgh in no time. There are also sec- think up a spell on the spot while standing tions about general knowledge: travel in a field of brown-eyed susans, and make information, price lists for everything one of the requirements a brown-eyed from paper to Moule’s Patent Earth Closet Susan.) (don’t even ask), and lists of things that The magic system of FOR FAERIE, have already been invented (or not, as the QUEEN, AND COUNTRY is by far the most case may be), so everyone will be on the complicated part of the game. Not all play- same wavelength. (They didn’t know ers need to worry about it. But for those about wavelengths then, of course, as they who enjoy playing magicians, enjoy the- didn’t have radios.) The history section atrics, and don’t mind making some includes general tendencies of other pregame preparations, it’s grand fun. nationalities; it’s vital to your survival, for Making up incantations on the spot taxes instance, to know that all Frenchmen are your brain, and adds to the excitement of dastardly to the core and not to be the game! trusted. (Mister Wog proved that, beauti- The church played a prominent role in fully.) Victorian England, and so it does here. If you’ve always wanted to put on a Priests have powers over faerie; they can deerstalker hat, pick up a meerschaum sanctify a place; they can dispel charms pipe, take your brass-knobbed walking and glamours; and they can fortify their stick, and stroll down the foggy streets of congregations’ faith. We have created sev- the East End in search of the black annis eral denominations for the FQC universe. that’s been stalking the fishmongers, Player-character priests can be of any here’s your chance. FOR FAERIE, QUEEN, denomination the player chooses (with AND COUNTRY presents a Victorian Eng- minor restrictions due to nationality), and land not quite like any others we’ve seen all have the same kinds of powers; no one before. As soon as my woolen cloak dries denomination is “better” than another. out from the dunking it took in the Those who are familiar with faerie lore Thames, I’ll be back for more.

44 JULY 1993

By Steven E. Schend

The coming of the GATHERERS™!

Well, it’s been only a few months since the release of MHR3 AVENGERS™ Archives, and already it’s in need of updating! Are we ever going to be able to keep up with the changes in the MARVEL UNIVERSE™? The newest villains on the block are by far the most dangerous foes the assembled Avengers have ever faced—for many of their numbers were once Avengers them- selves! Intrigued? Me, too! So, to satisfy everyone’s curiosity, I present to you the vengeful Proctor and his Gatherers, ene- mies from other worlds!

PROCTOR™

F EX (20) Health: 80 A EX (20) S EX (20) Karma: 70 E EX (20) R RM (30) Resources: Monstrous (75) I GD (10) P RM (30) Popularity: 0

KNOWN POWERS: Like Magdalene below, it is uncertain whether Proctor’s powers are natural or artificial. He does not have any immedi- ately apparent focus for his power like Magdalene, but his armored breastplate and gauntlets contain what appear to be cybernetic implants. Given the lack of obvious technological support, Proctor’s powers must be currently considered as innate and natural.

Body armor: Proctor has Incredible (40) Resistance to energy attacks and Remark- able (30) resistance to physical and Force attacks. “Chemical control”: Proctor claims to be able to “realign chemical imbalances within the brain” of people from alternate timelines. Consider this a Remarkable (30) level power to relieve the pain felt by alter- nate-world heroes transported to the game world. Due to inconsistencies in who needs this treatment and how it is used, this may be nothing more than a panacea used by Proctor to manipulate his Gatherers, and his “realignment” a

DRAGON 47 simple disguise for his mental manipula- Citadel. It is probable that Proctor’s to the above damage, Cassandra’s power tion of a pawn. advanced technology has been gained affects living beings’ brains and central Energy bolts: Proctor can project Amaz- from his relationship with Ute. nervous systems as well, causing victims to ing 150) rank Energy or Force bolts Not prone to melodrama, Proctor is a suffer as if hit by both Energy and Force through his eyes and hands. cold and calculating character who does attacks. Use the Battle Effects Table to Psionics: Proctor exhibits a wide variety not disclose any information that he does determine the possible special effects of of advanced psionic powers, the exact not wish revealed. The only time he loses this attack. For example, if Cassandra’s number currently unknown. Powers he his formidable temper is over Sersi and attack roll was a yellow result, her victim has exhibited thus far are the following: his implications regarding her alternate- would need to check for a Slam (from the *Mental control: Proctor can control the timeline counterparts’ destruction of their Force column) and a Stun (from the minds of living beings with Excellent (20) worlds, the worlds from which Proctor Energy column). After exposure to Cassan- rank ability. He generally uses this power has recruited his Gatherers. dra’s psionic eyebeams, a victim’s physical to cloud the memories and minds of his In the MARVEL SUPER HEROES™ game, attributes (FASE) are reduced by -1CS pawns, disguising the true nature of his Proctor would be a great crossover villain, (-2CS if an Endurance FEAT roll is failed) Gatherings and making the Gatherers eas- sending his Gatherers to your game world for 1-10 turns; nonhuman characters ier to manipulate. to attack that world’s Avengers or any rea- (Olympians, Eternals, artificial beings) do *Neural disruption: With a touch, Proc- sonable facsimile thereof—they could not incur these effects of Cassandra’s tor can inflict Amazing (50) rank damage attack your heroes! If any of your cam- power. Cassandra can focus this attack directly into a being’s nervous system. paign’s former PCs were slain in battle, against a single individual or she can This power bypasses all standard types of Proctor would be likely to use an other- cause it to fire widely, affecting all targets natural body armor, directly stimulating worldly analogue of the dead character to in her area and one adjacent area of her the nerves. However, artificial and inde- confuse and torment your heroes. choice at -2CS. pendent armors (like Iron Man’s armor or Given the activity surrounding Marvel even the Black Knight’s light chain mail) Earth and the fun he’s had in the past ROLE-PLAYING NOTES: and any defenses against mental attacks with the Avengers, that Elder of the Uni- Cassandra is the most bitter, ruthless, serve to protect from the effects of this verse, the Grandmaster, might want to and cruel of the Gatherers. A wizened old power. recruit your heroes! to fight the Gatherers crone, she appears to be a small and weak *Telepathic rapport: Proctor shares a and aid the Avengers. When crossing old woman, but her aged body is incredi- Good (10) rank telepathic rapport with dimensions and timelines, anything’s pos- bly powerful. She wields immense power Cassandra. None of the other Gatherers sible especially with Proctor running with abandon, enjoying the pain and suf- are aware of this link. Proctor uses this the show! fering it inflicts on her victims. She link to communicate hidden agendas to appears to delight in finding out hidden, Cassandra which she reinforces during a CASSANDRA™ ugly secrets, using her telepathy. She Gathering without exposing any of Proc- seems to have been a Gatherer the tor’s hidden plans. F PR (4) Health: 36 longest, and assumes the role of tactical *Telepathy: Proctor has an Excellent (20) A TY (6) leader when on a Gathering. rank ability to read thoughts and memo- S TY (6) Karma: 70 Though Cassandra does not have an ries, though he has Shift 0 range and must E EX (20) analogue on Marvel Earth, she could eas- be in physical contact with a target to use R GD (10) Resources: Unknown ily have a younger analogue on your cam- this ability. I EX (20) paign world. To add some spice to the P IN (40) Popularity: 0 role-playing, have your heroes go up ROLE-PLAYING NOTES: against the Gatherers as they try to elimi- Proctor is a master planner and manip- KNOWN POWERS: nate Cassandra’s doppelganger at age 14 ulator, who pulls the strings of pawns Telepathic suggestions: Cassandra has before her powers emerge (this is assum- from across dozens of worlds. From his an Excellent (20) rank telepathic power ing she’s a mutant)! Again, Cassandra’s citadel hidden in the Andes mountains, that makes her opponents underestimate greatest asset is letting people underesti- Proctor enjoys deceiving everyone, includ- her (any susceptible mind within one area mate her; if role-played well, this Gatherer ing his own Gatherers when it suits his that fails a Psyche FEAT against her will get the drop on the heroes every time! purpose. He has been playing these games power’s rank). This typically manifests for years, it appears, and no one ever itself with a bit of role-playing on Cassan- MAGDALENE™ knows the true extent of his reach. Even dra’s part, when people believe she is no his most trusted ally, Cassandra, is power- more than a harmless old woman. F GD (10) Health: 135 less to determine when Proctor is being Telepathy: Cassandra has an Excellent A EX (20) truthful or lying. (20) rank telepathic power to read peo- S MN (75) Karma: 22 Regardless of his motivation, Proctor is ples’ memories. She can also use this E RM (30) supremely confident in his position as mental power in ways similar to Proctor’s R TY (6) Resources: Unknown leader of the Gatherers; despite their for- “Chemical Control” power. I TY (6) midable powers, Proctor rules them with Eye blasts: Cassandra’s most potent P GD (10) Popularity: 0 superiority and not a little fear. Despite his power is her psionic eyebeams, usually claims of ultimate authority, he is in a kept hidden behind a wide red visor. With KNOWN POWERS: partnership with Ute, a crippled Watcher a range of two areas, her eyebeams cause There is not enough evidence to prove from an alternate timeline who dwells in Amazing (50) rank Force damage to sur- whether Magdalene’s powers are natural secret chambers in or beneath Proctor’s rounding areas and materials. In addition or artificial at the current time. Based on

48 JULY 1993 the circumstantial data collected to this lene’s power is directed through her KNOWN POWERS: point, it seems more likely that Magda- lance. If she were to be separated from Bestial appearance: Sloth appears to lene’s powers are artificial, and they are her lance, it is possible that her offensive permanently be transformed into a large, defined as such below. capabilities would be reduced (her Energy brown-furred creature nine feet in height, shield, Force bolt, Shock pulse, and Tele- though he always slouches under a metal- EQUIPMENT: portation abilities are lost along with the lic harness, bringing his height to about Cybernetic armor & power lance: Magda- lance.). It may even cause a reduction in seven feet. (Consider Sloth’s appearance as lene wears a silver and gold modular suit of her physical statistics (-1CS to Agility, -2CS linked, permanent versions of the advanced technological armor and wields a to Endurance and Strength). Shapechange and Size alteration-Growth large lance of similar technologies. powers.) Together, they seem to be the focus of Mag- ROLE-PLAYING NOTES: Claws: Sloth’s inhuman form grants him dalene’s power. The capabilities of Magda- Magdalene is a fiercely passionate Incredible (40) material strength foot and lene’s armor and lance are as follows: woman, furious in battle and obsessive in hand claws that, when coupled with his Body armor: Magdalene’s armor pro- love. She is, by far, the most versatile of the strength, can inflict up to his maximum of vides her with Remarkable (30) protection Gatherers, but she is easily distracted by Incredible (40) Edged Attacks damage. from physical, Force, and Energy attacks. any harm to her lover, the Swordsman. Energy shield: Magdalene can erect a Her counterpart on Marvel Earth, the fash- ROLE-PLAYING NOTES: l-area diameter wall of energy that pro- ion model Marissa Darrow, had no powers Sloth is a large, powerful humanoid vides Monstrous (75) protection against all but was just as forceful a personality beast with fur and claws. He speaks with a physical, Force, and Energy attacks from Despite her aggressive nature, Proctor slight accent, suggesting a Scottish or Irish one direction. The shifting energy pulses holds her in his control with reminders of background. He seems congenial and that make up this shield effectively act as a their lost love and his saving her life in the polite, with a kind but loyal manner that force screen to equally repel any objects past. When she learned that Proctor had belies his bestial appearance. He does not or people away from the field. sent an alternate timeline Vision (see fight in anger, but with calculation and Force bolt: Magdalene’s force bolts are Group history below) to kill the Swords- skill, using just enough force to get the job projected through her lance. Her Amazing man, however, Magdalene lashed out and done. He also seems to have close bonds (50) rank Force bolts have a range of eight struck Proctor with a Force bolt. Proctor’s with Cassandra, due to their long relation- areas. degree of future control of Magdalene is ship with the Gatherers. Though he “Living circuitry”: In some unknown now in doubt. doesn’t exist in the current Marvel Earth, way, Magdalene’s body, power, and equip- The origin of her power is unknown, Sloth’s joking, easy-going manners and ment are intimately linked in such a way though Magdalene’s constant exclama- powers fit within his team as the Beast did as to preclude any external manipulation. tions of “By the Seventh Ring!” and other within the Avengers several few years ago. This gives Magdalene’s armor and lance rings circumstantially suggest ties with the As with Cassandra, Sloth’s analogue may Monstrous (75) resistance to attacks which rings of Saturn. This could be some false exist on your campaign’s Earth. If you affect machines or inanimate matter; this memories or psychological imprinting, or have a hero with similar animal-based includes any manipulations on a molecu- a manner of mind control by Proctor, powers, perhaps he is Sloth’s counterpart lar level. This effectively counters the mat- whose technology is certainly capable of and only has to wait for some terrible acci- ter-manipulating powers of Avengers like creating Magdalene’s armor and lance. dent that boosts or changes his powers to Sersi or Dr. Pym. (Or, if Magdalene’s powers are indeed this powerful beast-form. Sensor array: Magdalene’s armor con- internal, not artificial, this exclamation tains some portable sensor arrays that may indicate some relation to the Eternals TABULA™ detect the following energies with Excel- of Saturn’s moon, Titan.) lent (20) ability: heat, kinetic (movement), In your game world, Magdalene is a for- F GD (10) Health: 60 and life. midable foe no matter who her allies are. A EX (20) Shock pulse: On contact with her tar- Her power negates any sense S GD (10) Karma: 50 get, Magdalene can release a Monstrous of security the heroes might have in their E EX (20) (75) burst of energy through her lance. “impregnable” headquarters. If given a R GD (10) Resources: Unknown Her gloves (or some unknown cybernetics) reason to attack, Magdalene’s rage backed I EX (20) insulate her from the effects of the energy. by her power is more than a match for P EX (20) Popularity: 0 It is unknown if this can be generated many heroes. Given her ties to Proctor, along the surface of her armor, or though, she is best used in conjunction KNOWN POWERS: whether she can release such energy with- with any of his schemes. Artificial construction: Tabula appears to out the lance. be an artificial being, closer to a Life “Slashway” teleportation: This power SLOTH™ Model Decoy or the original Adaptoid than generates a Shift X (150) rank teleportation an independent artificial lifeform. Its base field. She controls the destination of the F RM (30) Health: 195 form has no identifiable features, being a “slashway” and she partially controls its A IN (40) blank humanoid shape with no face or duration; with a Green Psyche FEAT roll, S AM (50) Karma: 26 secondary characteristics. It is unknown Magdalene can maintain or instantly shut E MN (75) whether Tabula is susceptible to mental down a slashway. R TY (6) Resources: Unknown attacks. I GD (10) Blending: Tabula can alter its surface WEAKNESS: P GD (10) Popularity: 0 coloration to blend in to an area with It presently seems that much of Magda- Excellent (20) ability; if Tabula does not

DRAGON 49 move, this power acts as Excellent rank team to Avengers’ Mansion, hoping to find Proctor has been at work for years, “gath- Invisibility. this world’s counterpart to the wounded ering” his allies from other timelines. Elongation: Tabula possesses Excellent Coal Tiger. After infiltrating the headquar- Though perceived as villains by the (20) rank stretching power. In addition, ters and finding the analogue was Avengers, the Gatherers may not be evil by Tabula gains a + 1CS on its Strength score T’Challa of Wakanda, the Black Panther, nature, though Proctor fits the descrip- when engaged in Grappling combat. the Gatherers engaged the now-prepared tion. Proctor recruits his Gatherers from Imitation: Tabula’s primary power is its Avengers. They quickly defeated the dying worlds to allegedly keep other Incredible (40) rank Imitation power, heroes and fled to Wakanda, hoping to kill worlds from dying in a like manner; all which allows it to alter its own body to the Black Panther to allow the Coal Tiger their worlds were destroyed by some appear to be someone else. Tabula can to live on this world. The Avengers fol- unknown action or inaction of the alter its body size by up to 30% when using lowed and, with the help of the Wakandan Avengers. The destruction of these many this power, but cannot change to any body Air Forces, stopped the Gatherers; sur- Earths are related to Proctor’s obsessive structure other than that of a bipedal prisingly, the Swordsman saved the life of fury regarding Sersi. He has asserted that humanoid. the Black Panther by turning against Cas- he is her one true love, and she will sandra. He had been fighting his con- destroy the world if she’s not stopped. The ROLE-PLAYING NOTES: science for months, vaguely remembering only ties that hold the Gatherers together By its own nature, Tabula’s character is his status as a hero but now being forced are their fear or respect for Proctor and what it needs to be for the shape it is to act as a villain. In the fight, the villains hatred for the Avengers. wearing. It acts almost flawlessly like the were separated, and the Swordsman was Using his mental powers, Proctor often person it imitates, fooling all but the most captured before he could flee with the supplants his agents’ normal thoughts perceptive of observers. Its base personal- others. with his own hatreds to make them more ity has a few discernible traits, such as an As a captive of the Avengers, the effective against the Avengers. Because of insatiable curiosity and a subsequent dis- Swordsman’s recurring headaches grew these hatreds and the extreme natures of regard for Proctor’s authority. Tabula was less frequent and his memory slowly many of the Gatherers, the team is aston- only recently released from stasis, a pun- returned, both perhaps side effects of ishingly brutal and forceful during its mis- ishment meted out by Proctor for some being separated from Proctor’s power. sions but lacks any measured amount of past transgression. Still, despite its chas- With his returning memory came an teamwork and cooperation. tisement, Tabula may be a weak link in intense hatred of the Vision, whom the Much of Proctor’s hatred stems from Proctor’s Gatherers. Swordsman swore destroyed the Avengers some guilt and pain regarding some Tabula is easily inserted into any game on his world. His memories showed sub- romantic relationships and Sersi. He campaign as the ultimate deep cover tle differences from what Marvel Earth’s refers to himself as “her one true Gann agent, as it so easily mimics and maintains Avengers knew, such as his mistaking a Josin,” an Eternal term and state that is an the appearances of anyone. If you choose hologram of Moondragon for his lost love, intimate mental union between two peo- to bring the Gatherers into your cam- Mantis. He eventually came to terms with ple, a joining that makes them lifelong paign, use Tabula to its best advantage: If his status and grew to befriend this soulmates. Whether he gained part of a player is absent from the game, have his world’s Vision. He also became more Sersi’s power along with this linking, or her character still arrive to play. Few active with the Avengers, coming to their Proctor’s extreme emotions mimic Sersi’s need know that Tabula is in the hero’s aid on a few occasions. recent uncontrolled mood swings. Based place for now. The final assault on the Avengers on his references to unrequited or lost involved Proctor’s recruitment of a highly love and a hatred of being manipulated by GROUP HISTORY: emotional (if not totally insane) Vision Sersi, Proctor could be an otherworldly The Avengers’ first encountered Magda- from a dying timeline. Capturing Marvel analogue of this Earth’s Black Knight. lene and the Swordsman during the Gath- Earth’s Vision, Proctor supplanted his erers’ initial ambush. Though the heroes brain into the doppelganger’s body and The MARVEL-Phlle’s Marvel characters and the insisted he was dead in this timeline, the placed the Gatherer/Vision’s brain into the distinctive names and likenesses thereof are Swordsman refused to accept that, not original Vision’s body. Returned to trademarks of Marvel Entertainment Group. Inc. and are used with permission. Copyright ©1993 Marvel realizing then his otherworldly origins. Avengers’ Mansion, the Gatherer/Vision Entertainment Group, Inc. All Rights Reserved. Proctor was clouding his mind about his stopped Sersi’s rampage against her fel- previous existence in another timeline. low Avengers. The Gatherer/Vision stayed Forced to flee in defeat, Magdalene and undercover unnoticed, primarily due to the Swordsman have met the Avengers on the upsets over Sersi’s destabilizing men- a number of occasions since then, accom- tal condition. Eventually, the Gatherer What’s your opinion? panied by the other Gatherers. During made his move and did Proctor’s will by these missions, the Swordsman was sub- attempting to assassinate the Swordsman. What is the future direction of role- ject to painful headaches, allegedly due to He then approached Crystal, hoping to playing games? What problems do you his problems assimilating to a different gain her affections here where he failed have with your role-playing campaign? Earth. Of the Gatherers’ strike force, he on his world. This simply brought his sta- Turn to this issue’s “Forum” and see was the only one whose counterpart was tus as a Gatherer to the fore, and he was what others think—then tell us what an Avenger on this world (Marvel Earth) neutralized by Sersi. you think! as on his own. Little conclusive is known about the After “gathering” another lone survivor mysterious Gatherers and their equally of a destroyed world, Proctor sent his enigmatic leader, Proctor. Apparently,

50 JULY 1993

purchases; Dr. Halo/Dr. Genius gets thrown in free with every Genius Mouse sold, and PC Paint comes with every copy of Windows 3.x. Look around. You can probably find something you can use, without breaking your budget. Cynthia Higginbotham Metairie LA

In reference to the letter in issue #189 from David A. Casey, regarding software for creating dungeon maps: I haven’t found any software spe- cific for dungeon maps. However, you can still make use of your computer for mapping. For many computers, there are a number of CADD (Computer Aided Drafting/Design) packages for under $500, and paint/drawing packages for under $200. With CADD software, you can create a library of symbols you frequently use when “Forum” welcomes your comments and opin- map work. Not only that, but one of the guys creating a dungeon map. The advantage of using ions on role-playing games. In the United States who works there is a programmer and has a a CADD program is that you only need to draw a and Canada, write to: Forum, DRAGON® Maga- dungeon-design and random dungeon-genera- symbol once, save it on a disc, and access it as zine, P.0. Box 111, Lake Geneva WI 53147 U.S.A. tor software package available for Macintosh needed. However, creating a symbols library can In Europe, write to: Forum, DRAGON Magazine, users, with an IBM version soon to be com- be a difficult and tedious task if you’re inexperi- TSR Ltd, 120 Church End, Cherry Hinton, Cam- pleted. They occasionally advertise in some enced with a CADD program. bridge CB1 3LB, United Kingdom. We ask that local magazines, but their mailing address is: I would recommend using a Paint program material submitted to “Forum” be either neatly Atlas Graphics until you get some experience with CADD. Your written by hand or typed with a fresh ribbon and c/o James Reinhardt printed output may not look as professional, clean keys so we can read and understand your Box 15202 but a Paint program is faster and easier to use. comments. We will print the complete address Gainesville, FL 32604-5202 Besides, for exterior maps precise line work of a contributor if the writer requests it. Hopefully opportunities like this won‘t isn’t usually required and most CADD software dampen the creative spirit that makes RPGs doesn’t have a free-hand sketch mode required I’m writing to you for several reasons. First, what they are, but for those out there with lim- for drawing rivers, coastlines, forests, etc. I’d like to correct Helaina Martin, who wrote a ited time or artistic ability, I guess this might be W.A.N. letter to “Forum” in DRAGON issue #186. She a godsend. Waterbury CT remarked that on the cover of Azure Bonds, Well, keep up the good work. Until Elminster ’s armor was split down the middle. If you decides to settle in one place, make mine I would like to respond to a letter you pub- read the book, you find out that it was like that DRAGON Magazine! lished in issue #189’s “Letters” titled “The Army so the bad guys could kill her if she got out of Peter Rivellini Life.” The writer asks about computer aids for control. But I do agree with Helaina on both Clearwater FL maps and dungeons. Besides being a fan of points she makes [about women in fantasy game-world novels and SSI’s computer role- gaming and young gamers]. I have met only one I read Mr. Casey’s letter in issue #189, in playing games, I am a PC home computer con- female role-player in my life. She was also my which he wanted to know where he could find sultant. I know there are no programs written “mentor” and one of the best role-players I software to help him draw maps and dungeons with AD&D® maps/dungeons specifically in know. I wish there were more female role-play- and such. Perhaps the problem is tunneling in mind, but there are lots of general CADD pro- ers in my area, but most of the girls I know on “dungeon software.” grams that can be modified to work, such as don’t care about RPGs. Virtually any PC CADD or Paint program can Freelance Graphics, Auto-CAD, PC PaintBrush, The second issue she talked about also be used to draw very nice maps. The basics etc. Also, the Shareware libraries have such strikes a chord with me. I am only 13 years old you’ll find useful are lines of various thickness programs (for those DMs who cannot spend and have been playing RPGs since I was nine. I for walls, basic shapes (rectangles, circles, arcs) $100+ on software). I hope that answers really hate it when people think I’m just some for drawing rooms and curved walls, a “snap” David’s question. kid. The “mentor” I spoke of is 50 years old. grid option (to constrain your drawing to grid I would like to hear other players/DM’s opin- What I’m trying to say is that there should be coordinates and keep it neat looking), and text ions on using the computer to help them with no discrimination whatsoever. for labeling your maps. In addition, many the game. I ask this because I am planning to Finally, I’d like to say “Keep up the good CADD programs have provisions for creating write a library of programs to help both the work!” to all you hoopy froods at DRAGON your own symbol libraries; you could draw up players and DMs, using the computer to help Magazine! a library of dungeon mapping symbols and with the game. At one time, TSR (working with Owen Muir save it for future use. SSI) wrote some programs called the Dungeon Litchfield CT Personally, I have used Dr. Halo for both dun- Master’s Assistant, volume 1 and volume 2. geons and wilderness maps. Now that I have it, What happened to them? With computers cost- Issue #189 was great! The fantasy inspired by I plan to use TurboCADD for starship deck ing so little, having a computer help would be the rest of the world makes invaluable game plans for my TRAVELLER* game, and maybe easy. A good computer can be bought for $800 information. A couple of years ago when you for castle/dungeon floor plans, too. to $1,000. So let me know how you players/DMs first announced implementation of theme-ori- I’m not suggesting that you must go out and feel about computers helping you out. ented issues, I was skeptical, but so far you’ve buy an expensive CADD program to draw Keep the dragon’s tail wagging. pulled it off without a hitch and #189 was the maps. However, if you already have one, you John F. Wherry best yet. As long as you keep inspiring will find it very useful. If you don’t have one, Lake Forest CA readers/creators to write such great stuff, you’ll there are several shareware CADD programs do just fine. (David Howery’s piece was espe- available for downloading from BBS or the I am writing in response to the letter from cially good.) Internet, such as DANCAD-3D, NORTHCAD, David A. Casey in the letters column of issue The real reason I’m writing in, however, was VGACAD, etc. I don’t know where in Europe #189. to answer the call for information on com- Mr. Casey is, but many of the European univer- I, too, am in the military. Although I’m in a puter-aided map graphics (in David Casey’s let- sities have Internet connections, and FIDOnet different branch, my job exposes me to myriad ter). I used to live in Gainesville, and I know of a BBS are almost as common in Europe as they computer systems. I have found that the pro- custom printing business that often did pro- are in the U.S. A friendly sysop can “file request” gram PFS: First Publisher might have the capa- jects for the gaming clubs in town. I’ve seen a particular program for you, if he/she/it bilities desired for dungeon and wilderness their work, and it’s absolutely great. I checked doesn’t already have it on the BBS. mapping. If combined with mouse and scanner around and found out that, sure enough, In addition, there are some Paint programs peripherals, there would be no end to your they’re still there and still doing a lot of custom that are inexpensive or come gratis with other mapmaking abilities, except paper size. PFS:

52 JULY 1993 First Publisher also has text that can be printed addition, all players are required to use a they male or female. onto the same page as your graphics display. device called a “barrel plug” to prevent the acci- In that letter I requested that you include my Also, the file you create can be transferred into dental firing of a paintball gun when off the address in full and you kindly did. I included ASCII to be used in a better word-processing playing field. Another safety rule is that players my address because I was not concerned about program, such as WordPerfect. under 18 must have written parental permis- people writing me “flame” (as we use on the William B. Phillips sion to play. Perhaps the most important safety network) letters. It’s a good thing I did that. In Patrick AFB FL rule is that absolutely no physical contact is response to my letter, three very nice people allowed between players. These rules have have written me verifying that there are indeed Several issues ago, a gentleman asked about made paintball a relatively injury-free game, good players of both genders out there. All a computer program to generate maps for except for the scrapes, bruises, twisted ankles, three of these people are now pen pals with indoor and outdoor use in role-playing. I can and cases of poison ivy that you can expect in whom I correspond frequently. The knowledge heartily recommend a program called Key CAD any outdoor activity that requires people to run garnered from these people has aided my own Complete, by Softkey Software Products, Inc., around. campaign, and in return I hope I’ve aided 21602 North Third Ave., Phoenix AZ 85027. I Another important thing to realize is that them. bought my copy for under $30 for the IBM, and paintballs are nontoxic and biodegradable. The I wrote this letter to let people know that it works like a charm. It contains architectural, shell of a paintball is made up of gelatin, and when they hide their address from people they office, and landscape libraries that allow you to the so-called paint is water soluble and harm- fear mail from, they are also hiding it from peo- quickly design any indoor or outdoor maps. It less if swallowed (it does taste pretty bad, ple they can build a great friendship with. Also is easily scalable and contains features that though). So the cries that paintballers destroy let me say that I have not received any opposi- allow you to create custom layouts to use with the environment is totally unfounded. As to the tional mail from any of my other letter submis- miniatures by scaling your features to the cor- concept of all paintballers being white sions (just my luck, I’ll probably get swamped rect size for your scale. It is easy to use and the supremacists who secretly harbor desires to with them now). documentation walks you through several commit violence, I find it as ridiculous as the In closing, let me give thanks to DRAGON examples. Combined with a laser printer, it is concept that role-playing games cause people Magazine for being a great magazine in which quite easily capable of producing output worthy to commit suicide or practice satanism. we can voice our views to each other and also of any commercial printer. I hope my letter has changed your view on for being the catalyst that started my new Craig Judy paintball a bit, because paintball and role-play- friendships. Valley Stream NY ing games have many similarities. Both are Mathew W. Hurd presently victims of misinformation and misun- Rome NY I was recently rereading some of my old derstanding, and in many ways paintball is sim- issues of DRAGON Magazine, when I noticed ply a large-scale live-action role-playing game, Some time ago, many of the letters in something in one of your editorials that dis- just like the SCA (this is especially true when “Forum” addressed the concept of player char- turbed me. In the editorial for the June 1988 you consider that some paintball fields hold acter personality, alignment, and behavior and issue (#134), dealing with the reasoning (or special theme games that recreate historical its place in the AD&D game. If it’s not too late, I lack thereof) of those who dislike role-playing battles or follow the plot lines of movies). As a would like to add my own thoughts. games, you made a statement that you could final note, I have noticed that quite a few I hold a B.A. in behavioral psychology and an see why games such as paintball could be con- gamers play or have played paintball (hopefully M.A. in international relations, and have been sidered harmful. When I read this article in the antigaming and antipaintball forces will playing the AD&D game for 14 years (in some 1988, I had no real interest in paintball, so I never find this out). cases, using my gaming as research material). scarcely noticed your comment. However, Troy Herman In addition, I have DM’ed for 13 years with a within the past year I have started playing the Tucson AZ variety of individual players and groups. As game and I have written a couple of articles for diverse as the personalities and styles of these various paintball magazines, so I definitely Attention DMs! Looking for new ideas for players and groups were, they all shared some noticed it this time. I found your comments dis- your campaign? Well, there is a saying that the common factors. Exploiting these factors has turbing, because I saw you doing the exact best ideas are someone else’s ideas, improved helped make the majority of my campaigns same thing your editorial was complaining upon. popular and successful. about others doing: making a decision on For an excellent source of new “old” ideas, I In a general sense, I have found that most something with false data or no data at all. recommend “The Antiques Roadshow”—a players do not care for a given scenario out of Presently, paintball is going through all the British production seen on many PBS TV chan- context. A single exciting adventure holds little same troubles with bad press and well-mean- nels in North America. On “Roadshow,” you can interest when buried in the confines of a dull ing but ill-informed activists that role-playing expect to see things like furniture with secret milieu or campaign. Conversely, in an extended games are. As a role player, I am considered a doors, drawers, and compartments; guns with campaign with overriding concerns of impor- satanist who cannot distinguish between fan- hidden daggers; daggers with hidden guns; tance to a group, even the occasional dry tasy and reality. As a paintballer, I am consid- cane swords and other discreet gentleman’s adventure is attacked with vigor and becomes ered to be a sexist white supremacist who plays weapons; clever locks; secret opening devices; exciting. I have seen several articles in the past war games to practice for an eventual race war and more. addressing ways to hold player interest and tie or takeover of the United States. All of these Last week I saw an old sea chest with an a campaign together, including the nearly unat- concepts are utterly false, but many people obvious but false lock on the front with the real tainable goal (quest, artifact, etc.), the nearly believe them and certain unscrupulous groups lock hidden. This got me to thinking about the unbeatable villain, the nearly indestructible definitely promote these ideas in order to fur- possibilities of obvious locks that open to noth- magical item, ad infinitum. These ideas work ther their own skewed views or to enhance ing but a wagon load of trouble for the PCs very well, to which the players in my “Quest for their finances. when successfully picked (or opened if the PCs the Rod of Seven Parts” campaign will attest. I don’t really know why you considered are “lucky” enough to find the key). The pur- However, I’ve found that stimulating interac- paintball to be dangerous; perhaps you had bad pose of such a “lock” should be very difficult to tivity among the players is the key to success. information or a bad experience with paintball. detect. Regardless of the amount and type of treasure, However, let me present you with a little infor- This week, I saw a “Chinese River Pirate’s” number of battles vs. number of puzzles and mation on paintball. First, paintball has exten- sword that was actually two matched swords riddles, or numbers of dungeons vs. cities vs. sive safety regulations to protect players, made with one flat side to fit together into one wilderness adventures, the players respond to because it realized that there is some inherent scabbard. Neat! “The Antiques Roadshow”—try an exercise of their personalities. To this end, danger in the game if people are not responsi- it, you’ll like it. there are several “tricks” I use to stimulate such ble. All players and referees are required to Dennis Rudolph activity. wear special goggles that are designed specifi- Prince George, B.C. First and foremost, I do not assign align- cally to withstand the impact of a paintball. ments at the beginning of a campaign, nor do I Also, many locations now require players to A while ago, I wrote explaining that I have ask a player to declare one when he rolls up a wear face masks in addition to goggles. The had very good experiences gaming with mem- character. I watch the player’s actions, note his velocity that paintball guns fire at is strictly reg- bers of both sexes and have done my best to decisions, and track his activities for an adven- ulated to safe levels through the use of chrono- encourage the participation of anyone who ture or two. Based on my appraisals of these, I graphs that measure the speed of a paintball. In shows the least bit of interest in gaming, be note an alignment tendency on my copy of each

DRAGON 53 character sheet. From then on, I note major the new Complete Bard’s Handbook to add a lit- compared to a thief’s 60; at each new level, the deviations from that tendency and prescribe tle spice to the character selection process; we bard abilities get an average of 5 points and the penalties to experience points or abilities. I also already own the other PHBR books, and the thief skills get 6 points each, or a total of 45 award extra experience for adhering to those Complete Bard’s Handbook was to complete the points per level. A thief spreads his 30 points tendencies, but not without telling the player collection. We all found the new handbook to between all eight skills, giving him less than 4 what actions sparked the additional award (I be well written, clear, and complete, yet after points on each skill. never tell the player what tendency I have reading it our real problems began. Needless to say, the multi-classed character ascribed to avoid presupposed behavior When we have started a new campaign in the is much better than the single without even patterns). past, we have always had a wide variety of char- considering his other skills. He gets mage spells Secondly, I encourage player interaction sans acter classes and races represented, including and, if a jongleur, acrobatic skills far superior DM knowledge or interference. Players are an occasional bard. The question in character to those in the thief acrobat kit. If your multi- encouraged to discuss their activities out of my creation now is “What will the second class of classed character is a gypsy, he gets a psionic hearing range, pass notes to each other (or to your half-elf multi-classed bard be?” The kits in wild talent, animal lore, and some fortune- me if they wish), and otherwise manipulate the handbook are excellent; they are dynamic, telling prowess. Allowing rogues to be multi- their own characters, addressing me only when well-rounded, and combine a bard and its kit classed is like allowing a ranger/paladin to be a my input is necessary. This prevents any “feel- with another class. However, you have a truly multiclassed option. It just does not make ing out” of the DM prior to action taken, but awesome character. The half-elf has, by far, the sense. also promotes personality behavior in lieu of greatest selection of multiclass options avail- A druid/meistersinger is another extremely statistical behavior. able to it, and after considering these options I powerful combination, again only open to half- Lastly, players are encouraged to generate am sure you will see no reason to play a single- elves. This character advances only slightly histories and personalities for the players classed character again. slower than the druid or bard by themselves around the above activities. At character gener- Why play a fighter when you can become a and will gain many abilities in return. It is like ation, I tell each player where his character half-elf fighter/blade? The fighter/blade has the having a druid with even more animal buddies, comes from (based on race, primarily) and abilities of a fighter enhanced by some excel- more powers in nature, and mage spells to leave it to him to fill in the details. Often, these lent combat abilities, a couple of thief skills, a boot. I believe that a multiclassed druid/meis- details are filled in as the player goes along, fair selection of spells, and some free non- tersinger will eventually surpass the single- never being completely determined. Many weapon proficiencies. I won’t go into detail class druid in levels. Just imagine the advantage times the players would ask me during about multiclassed kits; Andy Shockney did that the second class will give the druid when he nongaming periods to help them determine adequately in issue #187. The kits” in the Com- begins fighting for his advancement. The sin- what they would know about the milieu, in the plete Bard’s Handbook are not really kits, but gle-class druid is bound to lose a battle or two, event something came up allowing them to use almost separate classes; combining a class with but a druid/meistersinger with a good selection this expertise. I also have complete tables for the true bard would not be as interesting. of spells will win every time. He will have 6th- determining characteristics of game-children, Restricting multiclass combinations to the true level priest spells and potent 4th-level mage generated by players whose characters had bard only is not the answer as I see it. The kits spells. The single class druid need be defeated married and who saw playing the children as are much too diverse for that option. only once, and the druid/meistersinger will an alternative to rolling up new characters. The Back to the fighter/blade: At 7th level, a catch up and slaughter him. original tables were drawn up by a genetics fighter has a THACO of 14 and average hit points Specialist mages and mage/loremasters are major where I attended college, and have been of 38.5 before any Constitution bonus. He can just about even in their ability. The multiclassed adapted over the years to enhance the charac- use any weapon, wear any armor, and can have character gets more spells, but they are of terizations of the children. exceptional strength and Constitution bonuses, slightly lower level than the specialist mage’s. Apart from the player characters themselves, and he can specialize in a weapon. These are The ranger/bard combination is darn near I use many aspects of my political-science back- all of the advantages to becoming a fighter. If a impossible to gain because you will have mini- ground to generate scenarios involving interac- fighter/blade starts at the same time, he will be mum ability requirements in every ability. Aside tion of personalities between PCs and NPCs. at 6th level in each class. He will have average from these two classes, you cannot make a sin- The concepts of war and diplomacy, interna- hit points of about 24 before Constitution gle-class kit or even a multiclassed kit with the tional law, and political development provide bonuses, a THACO of 15, and the same equip- power, diversity, and excitement of a multi- excellent skeletons for building scenarios, with ment and ability options as the straight fighter. classed bard. NPCs based on historical or current political In addition, he will have advanced weapon My group now will consist of almost entirely leaders or situations. These scenarios provide techniques, including Blind-fighting to 30’ and multiclassed bards if we do not alter the rules a the overriding concepts mentioned in the third a bonus to ranged called shots that he can pre- bit. Picture the fighting potential of a group of paragraph, which are used to tie the adven- form better than the fighter. The multiclassed half-elves who are all part bard. A fighter/blade, tures together. Many of my maps are derived character will also have a few 1st and 2nd level a fighter/gallant, a druid/meistersinger, a from current Rand McNally or National Geo- mage spells, four thief abilities (he will likely thief/gypsy, and—believe it or not—a single- graphic maps, and many of the precepts for my specialize in detect noise and climb walls), and classed psionicist. The psionicist decided to be adventures are taken from current events. he will have what I consider to be the equiva- a half-elf only because it would be easier to You’d be surprised at the excitement generated lent of a paladins holy sword in a sword of explain his existence in the group. We do not by PC involvement in a dispute between two dancing. My point here is that the fighter’s only need a mage in the group because everyone desert countries over a piece of land with huge real advantages are his hit points and weapon has either spells or psionic powers. mineral reserves (using the AL-QADIM™ rules specialization. The existence of these multiclassed kits pre- as a supplement to normal AD&D procedures), Just imagine your fighter/blade recreating a sents a severe imbalance to play. It started in where one leader is a bit insane and the other Drizzt Do’Urden tactic by casting a darkness 15’ the Complete Book of Dwarves and gets even backed by powerful foreign allies. The interac- radius on his opponent, then jumping in and more imbalanced in the Complete Bard’s Hand- tion of the characters provided more action using either his ranged ability in darkness (a book (I can’t wait to see what the Complete and interest than the resolution of the war itself tactic his foe will not have unless he is also a Book of Elves has in store for us). Maybe some (a long series of dice rolls and odds determina- blade) or a weapon in each hand with his of these bard kits would have been better as tions in an otherwise exciting strategic and weapon handling skill. Wow! kits of other classes; for example, the blade kit diplomatic adventure). Rechannel your thoughts now to the shad- in the Fighter’s Handbook. Besides changing kit I hope that I’ve provided food for thought on owy world of thieves. As a single-class thief, affiliation, the only other option we’ve thought player personality vs. statistical determination. your PC has, by 7th level, 240 total points to of is slowing multiclass advancement, perhaps In my opinion, it does provide far more enter- spend on thief abilities. A thief/gypsy or requiring them to earn 20% or so more experi- tainment and generates far more involvement thief/jongleur will have reached 6th level in ence to rise a level. in role playing vs. just playing. each class, but will have an edge in spades. At Please don’t misunderstand me. I love the Christopher T. C. Miller 1st level he will have chosen three bard abilities Complete Bard’s Handbook, but an equilibrium Belleville IL (pick pockets, detect noise, read languages) to needs to be found. If anyone has any great raise with his bard’s points, and the other five ideas, I would love to hear from you. My friends and I recently decided to begin a can be raised with thief’s points. By the time Bryan Fairfield new AD&D campaign in the FORGOTTEN he’s reached levels 6/6, he will have 295 points Lincoln NE REALMS® setting. I decided to go out and get to spend on skills. He has 80 points at 1st level

54 JULY 1993 I write this in response to the letter about attack with the backstab or make his turn takes an exceptional individual to do so, and multiclassed characters in issue #187. I totally undead roll). such individuals should be rare. However, if all agree that the AD&D 2nd Edition rules really Third, require high prime requisites in both else fails, take a blue highlighter to the sections has no adequate balancing system for dual- and classes for a character to become multiclassed. on multiclassed characters in your Player’s multiclassed characters to make everything I suggest using the dual-class standards here, Handbook and declare them an optional rule even. In fact, they don’t even make everything requiring a 15 or above in one class and a 17 or that you aren’t using. look balanced about multiclassed characters. above in another. Talus London Young As soon as one of these characters is picked, he Fourth, double (or triple, for characters with Asheville NC is piled high with enough options to get him three classes) all training times. Additionally, a out of almost any situation. What this really teacher of higher level with the same multi- means is that other players are left out, feeling classed combination as the PC and weapon * indicates a product produced by a company other unneeded and more importantly cheated. I proficiencies, nonweapon proficiencies, and than TSR, Inc. Most product names are trademarks myself have two humans, a priest named Gan- higher specific thief skills than the character owned by the companies publishing those products. non and a wizard named Guinan, both siblings may be nearly impossible to find and may The use of the name of any product without mention and each of a fairly high level. However, along charge outrageous rates if he is. A multiclassed of its trademark status should not be construed as a comes Mr. Multiclass, a fighter/thief/wizard, PC with 1,000,000 xp whose skills never challenge to such status. who is a bit lower in levels but can still come increase above the first level because he has out on top. His name is Lilac, and on top of it all found no master is pretty useless. he is a half-elf. Lilac makes my wizard look Fifth, cause magical items usable only by a wimpy, to say the least, since not only can the specific class to be less effective or completely half-elf cast spells but he also has the hit points ineffective for multiclass characters. The sim- of a warrior and the abilities of a thief to back plest way to handle this is to use the magical him up. Who needs a 9th-level wizard when item malfunction rules that apply to dwarves you could have an 8th-level thief, a 5th-level against multiclass characters when using class- warrior, plus a 7th-level wizard all rolled up specific magical items. into one? Last, remember that NPCs can be multi- There’s a difference between people who use classed as well but won’t necessarily advertise the rules to create shallow, power-hoarding it. When the PCs finally catch up with the characters and those who just have many inter- “fighter” they were hired to bring in and he ests in different fields. Luckily, Lilac is a very turns out to be a iighter/mage, the shock of get- well-played character who has a lot of person- ting a lightning bolt in the face makes the play- ality, which makes it bearable to play with ers wonder if multiclassed characters are such him—but does that really make it right? What I a good idea. am trying to point out is that no party really The thing to remember is that characters needs a specialist in each field, but when you who are able to juggle as many skills as a multi- do have them they look poor in comparison to classed character is required to are rare. It the multiclassed guy who, even if he is not as good, can still do the same things and more. In closing, I would like to say that while the AD&D game has a glitch every blue moon, it is still a great game. I also hope that this letter has not offended anyone with a multiclassed char- acter. More importantly, I hope that this letter has not offended any of my friends who play multiclassed characters, even though I know that they will probably get me back anyway. Vincent Nasso Brooklyn NY

In response to the letter regarding multi- classed characters from Andy Shockney in issue #187, I have compiled several limitations that the DM may place upon such characters to either limit their powers, or better yet, discour- age players from choosing them in the first place. First, enforce all of the Players Handbook restrictions. Multiclassed clerics can only use bludgeoning weapons, multiclassed mages may not cast spells in armor, and multiclassed thieves are limited and penalized when using their abilities in armor heavier than leather. Second, adopt a “ten percent” house rule. Any time a multiclassed character tries to use a special ability of any class, there is a 10% chance that he won’t be able to do so. Clerics and mages (regardless of wisdom or intelli- gence) have a 10% chance of spell failure. For real fun, assign a 75% chance that failed spells backfire on the PCs; after the multiclassed mage hits the party a few times with magic mis- siles, the rest of the group will make the single- class mage do all the spell-casting). Thieving abilities are reduced to 10%. A mage’s chance to learn spell is reduced by 10%. Any time an attempt is made to backstab or turn undead, it has a 10% chance of failure (even if the charac- ter doesn’t fail the roll, he still has to roll an

DRAGON 55

Night Trap (Sega) You’re the night watchman at zombie central

KnightLine much as 44.1KHz, thanks to the board’s nal CD-ROM drive without need for an It’s not just software that counts when two 8-bit Digital-to-Analog Converters additional card. You can also obtain an gaming—with PC/MS-DOS games, you (DACs). Add in support for Stereo Digi- optional SCSI CD-ROM drive interface also must have quality video and sound tized Audio Recording operations from a upgrade. With a built-in four-watt ampli- boards, as well as the best input/output stereo microphone, stereo line-in and CD- fier, the board drives a pair of speakers (I/O) device, to increase the enjoyment of Audio, and you have an extremely versa- (included) or headphones (also included). the game you’re playing. We checked out tile card. You can mix your audio sources As the sound card has MIDI built-in, with some products lately and found a supe- for playback, and the board has a built-in an optional MIDI cable, you can tie in any rior sound board and a fantastic I/O AT bus CD-ROM drive interface that MIDI device for recording and playback device for flight simulation games. allows you to connect an internal or exter- needs. A game port for your joy stick is The Sound Galaxy NX Pro sound board also built into this board. We’ve been run- from Aztech Systems is fully compatible Computer games’ ratings ning all our games through the NX Pro with AdLib, SoundBlaster Pro II, Disney and have had difficulty with only one Sound-Source, and Covox Speech-Thing X Not recommended game—SSI’s Legends of Valour. The game boards. The NX Pro also features a 20- * Poor seems to direct Microsoft Mouse and voice stereo FM Music Synthesizer for ** Fair board IRQs into the same address, so producing everything from orchestral *** Good there’s conflict and everything crashes! sounds to speech. It can also reproduce **** Excellent Aztech Systems wrote two good manu- digitized sounds at a sampling rate of as ***** Superb als to help you with not only the board’s

DRAGON 57 installation but the use of its sound and utility software. When you consider the enormous capabilities of this jack-of-all- needs sound board, it packs real punch for the peso. The only device we’ve used lately that offers better music output is the Roland CML-32 LA Sound Module and LAPC board, with rich MIDI output. We can’t think of any better overall sound board for your system than the Sound Galaxy NX Pro board from Aztech. Their international offices are in Fremont, Calif., and their telephone number is (510) 623- 8988. Let them know you read about their product in DRAGON® Magazine! Tired of using a joy stick to obtain real- ism when engaged with Microsoft’s Flight Simulator or Dynamix’s Red Baron? Then switch over to CH Products’ Virtual Pilot, a super controller that adds new meaning to the realism of flight simulators. This input device is an actual airplane yoke, complete with yaw and pitch controls. Also included (quite conveniently) are but- tons for firing weapons on your aircraft. The installation is quite simple—plug it into the joy stick port of your machine and secure the yoke to the edge of your desk. (Sega) The sense of flying is remarkable. How- Night Trap ever, we don’t recommend Virtual Pilot for fast action flying games such as Falcon, Reviews some of the video scenes are dark and Wing Commander, or Strike Eagle—a joy hard to decipher. There is also no replay stick seems to be better at handling quick Night Trap **** capability. turns and furious action. But if you are Sega, Sega Genesis CD system Otherwise, Night Trap is an ingenious looking for a sturdy, well-constructed Night Trap is an interesting game. If game. It’s fun watching scenes occur yoke control for your flight simulators, viewed from start to finish as a film, it simultaneously in three or four different look no further than Virtual Pilot. would be a B-movie complete with stereo- rooms, noting how the romance between So you’ll stay “in-the-know,” Spectrum typical co-eds, grunts, and zombie-like the guests and the suspense of the situa- HoloByte is going to be releasing a jet creatures that plague a house. However, tion come together. You want to finish the fighter simulation from Digital Integration this is not a typical movie—it’s a game game just to see how the movie ends! in England called Tornado. We’ve just where your task is to switch between eight Night Trap offers a strong entry into the flown a demo and are pretty impressed! different surveillance cameras located in Sega CD game market. More information when the production the rooms of the house and catch these version is released. creatures with traps set throughout the Dungeon Master ***** Inc., has initiated building. If not enough zombies are FTL Games, PC/MS-DOS a dungeon design contest for purchasers trapped, the operations supervisor ends The fantasy role-playing game (FRPG) of their AD&D® Unlimited Adventures: the game. In addition to trapping these smash hit of a couple of years ago for Fantasy Construction Kit software. Their creatures of the night, you must also be Amiga computers has finally been con- program enables you to create your own, careful not to trap one of the house’s verted for PC/MS-DOS gamers. Has the single-level dungeons. It also includes its occupants. You must listen in on the con- wait been worth it? We think so. The own pre-created scenario. Judges from versations of the occupants to learn of PC/MS-DOS version of Dungeon Master TSR, Inc., America On-line, Computer changes to the access codes that trigger plays identically to the Amiga version. Gaming World, and SSI will select the top the traps. If you don’t change the trap With the speedier processors available on six designers. The entries will be judged code to its new designation, you won’t be PC/MS-DOS machines, the game also on their challenge, artwork, and the mon- able to trap the zombies, and that’ll end plays faster. The same high quality adven- sters that populate the dungeon. The your game early. turing (one of the first with the look and grand prize is a trip for two to the 1994 With 1½ hours of video to watch, this feel of enclosed dungeon walls and first- GEN CON® Game Fair held in Milwaukee, game keeps you occupied for quite some person character perspective) is crisp and Wisconsin in August. Three other cate- time. It’s difficult to switch rooms, trap sharp with VGA graphics and is as enjoy- gories (best monsters, art, and dungeon) zombies, and listen for access codes when able now as when we first played the will each receive a limited edition TSR you first play, but after a few losses, you’ll Amiga version. FTL has completed a top- Dragon Sculpture, valued at $300. The find yourself getting the jump on these notch conversion and will, undoubtedly, contest ends June 30, 1993. nasty creatures. The movie itself is quite convert thousands of PC/MS-DOS gamers On the packing-their-bags roster for entertaining—it reminded us of a badly to the thrills of Dungeon Master. Included this column, Dynamix has just moved to directed horror film, but with better act- with the game is FTL's Sound Adapter, a 1600 Mill Race Drive. Eugene OR 97403. ing. The video is remarkable, with hardware peripheral that plugs into your absolutely no frozen frames. The only parallel port and offers you digital sound complaint we have with Night Trap is due output. Simply plug in a speaker and you to the limits of the Sega system itself. Only have high-quality sound to accompany able to display 64 colors simultaneously, your game. Although little had been heard

58 JULY 1993

from FTL for several months, the Dun- The game’s controls are similar in style spread of the Ur-Quan Hierarchy. geon Master conversion should bring to the classic laser-disc game Dragon’s Through you travel, finally them to the fore. We reviewed this game Lair. You must push a button or move left locating Earth and an orbiting Starbase. using VGA graphics and the Sound Galaxy or right when you see the corresponding Unfortunately, a Ur-Quan drone ship also NX Pro from Aztech Systems. or sign on screen, or hear the cor- encounters you and speeds away to con- rect tone at the advanced level. Failure to tact your enemies and inform them of Empire Deluxe **** make the correct move at the right time your arrival near Earth. You contact the New World Computing, PC/MS-DOS results in a view of your untimely demise. commander of the Starbase and through Having acquired a taste for the original The action is extremely fast, the Japanese- a series of interactions learn current tech- game a few years ago, the release of style animation is fluid, and the game is a nology can improve your starship. All Empire Deluxe was something we were great deal of fun—for a while. The few that’s required are raw materials. And so looking forward to with high expectations. problems we encountered included the begins your galactic expeditions, to locate If you thoroughly enjoy strategic war gam- limiting 64-color display that resulted in a the materials necessary to beef up your ing, or you got hooked on Empire, you grainy view. The game, if played from weaponry, expand your crew, increase can’t go wrong with this latest version. beginning to end, lasts for approximately your fuel capacities, and so on. You’re also The manual’s tutorial gets you into the half an hour, which lowered its replay going to need your own fleet of ships to feel of the strategy needed to battle your value. Once finished, the only reason to tackle the Ur-Quan. Thankfully, the Star- various opponents, whether human (by play it again would be to impress friends base can build much of your needed modem, no less) or computer-controlled. with a look at the adventure’s animation. equipment and can resupply you with What’s new? All kinds of communica- Finishing the game is another story. We crew members, whose ranks become tions support for as many as six simulta- got through the first eight stages in no depleted as you hunt for the raw materials neous gamers. You can play by modem or time, but the difficulty level increased dra- you need on various planets. over a network, or try hooking up to your matically after the seventh stage. However, Early in the game, you’ll be informed of friend’s serial port. You can handicap one with three “continues,” we finished the the existence of the Melnorme. These another so that experts won’t annihilate game in one evening. If you enjoyed the intergalactic traders offer critically novice players (at least, not right away). Dragon’s Lair game, or you want to needed technologies and information. The company has even included a new impress your friends with the Sega CD’s They hang out in the Alpha Centauri sys- scenario editor that lets you construct animation capabilities, then this adven- tem. Everything they possess costs credits, your own battlegrounds, new worlds, and ture is for you. and they have certain informational needs new opponents. You can switch between for which they will pay you, such as where SVGA and VGA graphics modes and also Star Control II ***** the “Rainbow” worlds are located. You’re zoom in or out on the action. The digi- Accolade, PC/MS-DOS going to find yourself shuttling back and tized sound effects also add more realism There are few computer entertain- forth from the Sol system to Alpha Cen- to the game. ments that pack as much dollar-to-play tauri as you engage in trade negotiations You start out possessing a city. Through value into their games as does Star Con- with the Melnorme. production, you build various armies, trol II (SC2) from Accolade. This is an To locate raw materials, you use your navies, and air forces. Your goal is to con- immense science-fiction role-playing star map. You can zoom in or out on the quer the entire world. With a point-and- game and is an awesome project to have star systems. By designating a destination, click interface, it’s a simple matter to completed. Perhaps the graphics aren’t auto-pilot is engaged, and you’re on your move your units to counter your oppo- “photorealistic,” the animation is minimal, way through HyperSpace. Hopefully, you nent(s) offensive and defensive moves. and the sound track and sound effects won’t encounter other aliens enrolled in What’s not a simple matter is marshaling won’t win any awards, but the scope of the early stages of the game, for your star- your resources correctly. Learning how to SC2 will leave gamers in awe. Add-in mul- ship simply isn’t strong or fast enough to defend what you’ve already gained and tilinear decision paths, and you’ve got an avoid destruction! You’ll already have how not to stretch your forces too thinly adventure that’s going to require hun- found out the combat limits of your craft when on the attack can be painful lessons. dreds of hours to complete. But the best through engagement with a crippled Ur- We suggest that you construct a simple news is that despite the game’s scope, Quan craft near the Starbase. game plan to conquer your world as you you’ll find yourself engaged in an adven- When you arrive in a star system, fly proceed. Have your cities continually pro- ture that is enormously intriguing, fun, your ship to any of the planets. We found duce your most important units, i.e., and exciting. the medium-sized planets contain the armies and fighters. Specialize production The environment is partially based on most financially rewarding array of raw as you enlarge your territories to take into the company’s previous Star Control materials, followed by the planets closest account what the enemy might be throw- game, set in the Ur-Quan Slave War. to the sun of that system. When you orbit ing at you—subs can really play havoc Although you need never have played the a planet, you can scan the surface. You with enemy transports. prequel, if you haven’t engaged in space can locate minerals, energy, and biologi- Empire Deluxe will make a good addi- combats in this environment, Accolade cal units. Minerals range in quality and tion to your PC/MS-DOS software library. has thoughtfully provided a SuperMelee character, from common (cyan color) to Keep in mind your objectives and enjoy a module that allows you to practice space- exotic (purple color). In order to collect game with enormous replay value. battle techniques using the vessels you’ll the minerals, you must dispatch a lander encounter in SC2. SuperMelee is highly from your ship to the surface of the Road Avenger **** entertaining and will have you working up planet. Before doing so, though, make cer- Renovation, Sega Genesis CD system a sweat as you combat a broad array of tain you investigate the information your Your girlfriend has been killed by a sav- opposition vessels. initial scan reveals about the planet: age gang of “road warriors.” It’s up to you Then it’s into SC2 itself. An alien star- orbital radius, temperature, tectonics, to exact your revenge, while stopping the ship based on Precursor technology has weather, atmospheric pressure, mass, needless violence in the streets. Behind been constructed by a squad of on radius, gravity, length of day, and axial tilt. the wheel of your souped-up vehicle, you Vela II. It is an incomplete starship, as raw You don’t want to land on planets whose must run these gangsters off the road materials became depleted. You are given weather or tectonics is above a three clas- through ten stages of white-knuckled command of the vessel and are to return sification. All manner of lightning and hot action. to Earth to see what you can do to halt the spots can destroy your lander.

60 JULY 1993

We found it to be most efficacious to printed, sent to the lab for examination, the guards and cast all your protective save our game directly before attempting and so on. You interview the leading can- spells before the next door. If the dragons a planet landing. As there are 50 save didates for the crime, relying on inter- get initiative, they will most likely kill your game slots built into the game, you should views your assistant has recorded with spell-casters with their breath weapons. take advantage of this simple, backup potential witnesses and suspects. You But if the wizards get initiative, move them measure. When your lander gets to the need to learn all you can about their past back to where they can center a Delayed planet’s surface, you control it as you do associations with the victim and their Blast Fireball in the midst of the blue your starship and “run over” the minerals. whereabouts on the night of the murder. dragons. One or two of these spells should You’re informed as to the nature of the With an easy-to-use interface, you’ll soon end all threat to your party. A pair of the mineral. Of course, there are times when be scrambling through the different spells will kill all the blue dragons. the mineral quality and quantity does screens as you gather your facts. 8. In the Dragon Pit, right after you see demand risk. We found that getting the Rupert is a highly realistic investigative Sir Karl and he flees through a door, step lander as close as possible to the source, environment. No, you don’t receive the up to that door and cast all the protective grabbing it, and then returning to the ship same jolt as a high-flying flight simulator, spells you can, and maybe even Haste, if is a good idea—but you’re going to lose nor the sweat-producing encounters you find that you need it. The battle in the crew due to the hostile biologicals or nat- found in an FRPG, but it sure is a great next corridor is one that you’re unlikely to ural forces on the more difficult planets, deal of fun trying to determine the identity win in the first try. The dreadwolf is a and they’re going to have to be replen- of the murderer! There is quite a sense of fierce opponent, and totally magic resis- ished when you return to Earth. Biologi- accomplishment if you can attain your tant. It is likely that you cannot beat the cals are also worthy of collection, but they goal as the detective on this case. Unfortu- encounter without one character being must be stunned first and turned into nately, once the case is solved, so is the killed. It will take at least five attempts to neat, little “packages” that you can pick up. playability of this CD-ROM. All it’s good for get the best possible solution out of the The Melnorme are especially fond of from that point on is as a demonstration battle. Rest and heal as completely as pos- learning about life forms. to your friends as to the capabilities of CD- sible after the encounter, then continue. SC2 packs in a variety of star systems. ROM gaming on your Macintosh. The Derek Richardson The included map can be a bit over- QuickTime interviews are well acted, the Bellaire TX whelming when you first view it—all stars theme and supporting music is quite listed are areas you should probably visit. good, and the story is well-plotted. You Might and Magic II Take copious notes as to the types of plan- might check it out at your retailer and see 1. Get the secondary skill Cartography ets, moons, and stars you visit and what if your wallet or purse can sustain the right away. It will allow you to automap. you found. You don’t want to waste your financial hit most current CD-ROM games To access the map, hit “M.” Spell 1-6 (Wiz- valuable time by revisiting systems you’ve require. ard) does the same thing. already mined. 2. Spell locations: Lloyd’s Beacon is in You’re going to be confronted by vari- Clue corner Corak’s Cave at 7,11; Enchant Item is ous space-faring races, each with its own Death Knights of Krynn taught by a master gem maker in the vol- agenda. You’re going to have to form 1. To defeat in the High cano near Vulcania. Make sure you cast alliances, run errands, and battle your Clerist’s Tower, cast Resist Fire, Bless, Pro- Levitation before entering; Encasement enemies to the death. You’re going to have tection from Evil, and all other protective and Transmutation spells can be found by a great time playing SC2. The challenges spells. You need to have all characters sur- exploring the appropriate plane. of outfitting your starship and the choices vive his fireball attack. Secondly, throw 3. The best place to find better you have to make are fascinating. We’ve spells at him. Most don’t affect him, but weapons, equipment, gold, etc., is the been playing SC2 now for nearly two some do. And last of all, use hand-to-hand Dragon Lair in D1. Serpents are hard, but weeks, at least two hours a day, and we’ve combat. Have all your warriors with high the real treasure is found behind the barely scratched the surface. If you are a HPs and Resist Fire spells attacking him. Ancient Dragon ( + 1,000 hit points). Look SF gamer who enjoys a superb game envi- He has only 59 HP and an AC of 0. for many secret doors here. ronment, a high dollar-to-play ratio, and 2. In Kalaman’s mansion of the Knights, 4. There are two major fountains on numerous challenges, SC2 is a definite after you identify Ariela, don’t try to rest. Cron. One is just to the west of Atlantium; must-have for your software library. We Just fight it out, then rest and heal. It’s the other is located in E2 surrounded by reviewed SC2 using VGA graphics board fairly easy. trees. As to its powers, there is only one and Sound Galaxy NX Pro from Aztech 3. In the Dream Merchant’s shop in Vin- drawback—your characters must be very Systems. gaard, agree to fight the beasts in his powerful just to get there, as E2 is the dreams. And don’t let up with the fighting. hardest sector in the entire game. The Who Killed Sam Rupert? **** Use all your spells, and after a few battles, most valuable encounter that I have Creative Multimedia Corporation, you get a message of defeat from the located is in the Camp of Death in the Macintosh dreadwolf. You have finished that trial. same sector. (Make sure you get a healthy This CD-ROM mystery adventure game 4. In Vingaard, to find Sebas, go to the dose from the fountain first!) One final is as close as we’ve seen to the real experi- candle shop early in the day, buy a candle, note on the fountain: rest on it and then ence of a police detective investigating a and go through the other door. Go check your spell-caster’s spell points. homicide. You can select items and infor- through all the red doors, ignore any 5. Beware of fighting creatures that mation to determine who killed restaura- voices, and proceed until you find him. aren’t affected by any weapon and drain teur Sam Rupert. You’ve got just six hours 5. Gargath outpost is easy with high- magic or spell levels. These are often to find his killer(s). As you near the end of level cleric PCs who can turn or destroy dead-end encounters. By the way, drain- your time limit, you’re going to have to all the undead within. ing spell levels is only temporary until the face the media at a press conference, and 6. In Dulcimer, the lich’s phylactery is next time you rest. you’d better know your facts! Your chief is in the center of the dead garden. For XP, 6. Any rejuvenation fountain in not going to be happy if you blow this wait until you’ve fought him a few times Saraken’s mine (the skull mountain on the case. before you destroy the phylactery. To map) will reduce everyone’s age to 21. But Who Killed Sam Rupert? (Rupert) brings defeat him, turn his followers and have a first, you have to go through Saraken. you to the homicide scene. You must Red Robe wizard cast Disintegrate on him. 7. To get the castle key to enter castles, determine what items need to be finger- 7. In Cekos beneath the city, sneak past donate once at every temple (one in each

62 JULY 1993 city). You'll get a Fe Farthing. Take this to 15. gods have over 30,000 hit points. of the only building you can enter after the fountain in Middlegate and throw it in. The fastest way to kill them is with Mass leaving your ship. He has much informa- You’ll get the key. It also has +5 Thievery Distortion a couple of times. That should tion to impart regarding Mondain, Minax, when equipped. knock them down to two- or three-thou- Exodus, the Gem of Immortality, and 8. You’ll receive a blessing if you donate sand hit points. more. continuously at a Temple. The blessing is 16. The easiest way to survive an 3. There are three statues in the rear a sheaf of high-level spells and will disap- Ancient Dragon is to make copies of a room of the building. Each offers you a pear next time your characters rest. Divine Mace and give one to everyone in quest: the left statue is Love, the middle 9. A Witch Broom and Teleport Orb are the party, and just keep trying. statue is Truth, and the right statue is necessary objects for well-traveled adven- 17. The best way to restore dead char- Courage. You initiate the quest by speak- turers. Keep them handy for emergencies. acters is by fixing them at the temple. It ing with the statues. 10. If you battle the Snowbeast in Tun- won’t age any of your characters, even if it 4. The Truth Quest: Travel south and dara, don’t take the Emerald Ring or you’ll does cost a pretty penny. when you see the first doorway to the be arrested. 18. Always train your characters in west, enter it. Continue walking into quite 11. The Master Thief in the dungeon Atlantium. You will get better hit points an expansive room and you’ll see bones under Tundara is a hoax and will lower than anywhere else. positioned between four candles. Don’t your Thievery scores. The dungeon, how- 19. If you are looking an answer to walk through these bones, but make your ever, is a good place to pick up some something, look in dungeons, towns, or way around this area to the west and spare mundane equipment. castles. It might be posted on a wall some- you’ll find a hallway. There’s a brown 12. To find Maro’s keys, talk to a large where. hood on the floor. Immediately turn to the arachnid under Tundara. Daniel Wilshere north and you’ll step through the wall into 13. The quest for clerics to return Woodbridge VA darkness. If you want to find some gold Corak’s soul to his body is the most diffi- and wish to fight some critters, wander cult. Bring your thieves on the others’ Ultima VII: Forge of Virtue around for a while. If you want to com- quests first. You also need an Admit Eight 1. The landing area for your ship is at plete this quest, walk to the east as far as Pass (found after an encounter). 52S,125E. You must have a sextant to find you can. When you find you’re not pro- 14. At the best of times, your wizard will this location, or you could be piloting gressing any further, turn north. Eventu- only be able to cast MegaVolts or Inferno around the island for quite some time try- ally you’ll come across a room. Open the three times before running out of spell ing to find the area described in the door by using the switch and grab the points. These spells also eat gems like a adventure’s installation and quick-start locket that’s inside. You’ve found the Talis- trash disposal. Implosion will work on just card. man of Truth. You’ll be teleported back to about every monster. 2. Find Grethian in the NW kitchen area the Statue of Truth. To make the Black Sword, try talking to the mirror. “Release” and “gem” will do wonders for you. You should also have a sword blank in your hand. Once the forge has been teleported by Erethain, use the water from the well to fill the trough. Perhaps too many chefs might spoil the broth, so tell others to wait. The fire pit needs to heat up the sword blank. Use the hammer and bel- lows and when the sword blank is extremely hot, put it on the anvil and bang away. Don’t expect a masterpiece immedi- ately! The water trough cools the blank. Now talk to the gem in your hand (obtained when the mirror broke) and Bond it to the Black Sword. You should now be able to obtain the Talisman of Courage from Dracothraxus through use of the power of the Black Sword. The Lessers

64 JULY 1993

Hunting for role-playing pearls

©1993 by Lester Smith If you’ve read any of my earlier review of a game, one of the best systems I’ve overall melee genre. columns, you’ll know that I focus my ever seen, whether compared to amateur Next, players note how much damage attention on small-press games. The or professional producers. their characters can sustain, a figure majority of these products tend to be very The game’s first printing is photocopied termed “Life’s Blood” in the LEGEND- modest in appearance, quite often ama- black-and-white sheets collected in a QUEST game, and how much fatigue they teurish. After all, their producers are new three-ring binder; the front cover is a can stand. Life’s Blood equals six times a to the business of publication. But they black-and-white sheet slipped into the character’s Endurance, fatigue six times are hardly new to gaming—most of these ring binder’s clear front pocket. The text Willpower. The formulas for movement people are old hands at the hobby and within the book is modestly typeset (using rates are nearly as simple, and the second have some real insights into innovative underlining rather than italics, for printing contains a well-designed charac- ways of playing; insights exciting enough instance), and it is broken only occasion- ter sheet with the most important formu- that these gamers are driven to put them ally by small spot illustrations. In all, this las built into it for easy reference. into print. As a result of this gaming printing strikes the viewer not merely as Finally, players spend any remaining expertise but publication nescience, the product of a small press, but rather of character-creation points to determine small-press products collectively tend to an amateur press—that is to say, as proba- their characters’ beginning money, with be like an oyster bed—a little rough on bly the very first product of a group of which they purchase equipment. The the surface, but bearing some precious gaming buddies. The second printing is a game contains a pretty standard list of pearls within. In other words, they tend to bit classier: It’s perfect-bound, with a items, from basic clothing to major prove true the old saw that “You can’t color cover sporting an adequate though weapons, complete enough to serve as a judge a book by its cover.” less-than-striking painting, and with touchstone for later purchases as a cam- Of course, there are exceptions to every slightly more polished looking text inside paign progresses. Rather than detail rule. Among brand-new producers, there than is the case with the first printing, encumbrance rules for all this, the game are occasional releases that not only look though with roughly the same density of focuses on the initiative, movement, and amateurish but also read and play that illustrations. The second printing, then, is fatigue effects of armor and weapons, and way as well. In such cases, the cover is all a bit more professional in its appearance, leaves to GMs and common sense the too indicative of what awaits inside. On though still toward the low end of that encumbering effects of other equipment. the other hand, small presses that survive spectrum. Accomplishing actions in the game beyond their first release tend to catch on Regardless of appearances in either ver- involves determining a percentage chance fairly quickly to how to make their new sion, however, the game system is quite of success, based upon a skill and its products look good. impressive. Building upon a fairly simple related attribute. The attribute is multi- The examples covered below run the set of basic mechanics, it delivers a sur- plied by 10 for a base percentage, and spectrum, from the modest looking but prisingly wide-ranging and flexible yet each level of skill raises this by five per- wonderful, to the disappointing in both detailed set of rules within a relatively cent. If the skill belongs to a skill group or appearance and content, to the nicely pol- short number of pages. What’s more, the a genre, five times the level of that group ished second edition. The primary focus text is well organized and clearly written, or genre is added to the percentage of this installment is three separate fan- with helpful examples in all the needful chance as well. (In terms of character tasy role-playing games, but also covered places. While there are a goodly number design, this setup allows quite a bit of flex- in brief are the second edition of a ghostly of typographical errors, they are not terri- ibility, resulting in some characters who horror game and a rather unusual set of bly jarring and do not get in the way of are masters of a particular weapon, and second edition games released in maga- learning the system. other characters who are merely familiar zine format. Character design in the LEGENDQUEST with a broad range of them.) This skill-use game is a matter of spending points to system is expressed as a simple equation, LEGENDQUEST* game purchase what you want. Players each get with variations for dealing with resisted First Printing: 112-page, ring-bound rule- 250 points to spend. Attributes are skill attempts (like striking a dodging foe, book Strength, Knowledge, Endurance, Wis- which subtracts the foe’s dodge rating Board Enterprises Price n/a dom, Appearance, and Psyche (one from the chance of success, or lifting a Design: John G. Josten improvement of the second printing is heavy rock, which applies a negative mod- Chief editor: Jeff DeLance that the first printing’s SKEWAP anagram ifier to the attempt), assisted attempts Cover art: Jodi Pucillo is dropped), levels of which are purchased (such as multiple mages working together Interior art: Robert J. Pucillo, John G. from a table, with varying costs for differ- to cast an enhanced spell, in which case Josten, Alain Alajajain, and Damian ent character races, and with steadily each participant contributes a positive Daniels escalating prices for attribute levels above modifier to the equation), and competitive a race’s minimum. For example, a attempts (such as arm wrestling, in which Second Printing: 124-page, perfect-bound would pay 8 points for an Agility rating of case competitors each add a die roll to his rulebook 7, 16 points for a rating of 8, or 32 for a skill percentage, and high total wins). A Board Enterprises Price n/a rating of 9. By contrast, a dwarf would pay few other special modifiers are men- Design: John G. Josten 256 points for an Agility rating of 7 or 512 tioned, such as doubling the skill rating EditoriaI assistance: Jeff DeLance, Heather for a rating of 8; an Agility of 9 is unavail- when taking one’s time to do something Gulch, Dave Steffek able to dwarves. right, but there aren’t many necessary, as Front cover: Dan Schwarten After purchasing Attributes, players buy the basic equations explained above cover Back cover: Jodi Pucillo skills for their characters, again using a pretty much any occasion. Interior art: Alain Alajajain, Damian chart. This time the cost is a simple multi- It is worth noting, however, that in some Daniels, Jeff DeLance, John G. Josten, plier per level bought, based upon the dif- cases characters can devote less than Daniel Maheu, Jodi Pucillo, and Robert ficulty of the skill. For instance, the their full skill ratings to a particular task, J. Pucillo blind-fighting skill (fighting in the dark) so as to hold something back. A mage with costs 9 points per level, while barbering multiple skill levels in a particular spell, The LEGENDQUEST game is an apt costs only 3 points per level. Many skills for example, may choose to cast the spell example of the maxim that looks can be fall together within a group—such as vari- at less than maximum effect, so as to limit deceiving. Physically, the product is rela- ous sword skills—and sometimes groups the fatiguing effects of magic use. Simi- tively unimpressive, particularly in its first fall together into a “genre”—such as larly, a character in melee combat might printing. But inside the book is a real gem sword, axe, spear, etc., making up an choose to attack at less than full skill, for

DRAGON 67 instance, in order to devote the unused fatigue cost for casting the spell increases. completely the burden of creating a skill levels to parry attempts for that com- (In the LEGENDQUEST game, characters world, designing adventures, and even bat turn, or (if the Dual-Weapon skill is do not forget spells when they cast them; assigning exact values for encounters with possessed) to devote them to a second rather they suffer fatigue from casting the any particular creature (all the creature weapon held in the off hand. This flexibil- spells, and in maintaining them beyond stats are listed as a range of numbers ity of skill use allows for considerable tac- their listed basic duration.) Rules are also from which to choose). For another thing, tical variation in combat. included for magical environments and the math can be a bit tedious, even for The movement rules do so as well. items that can enhance or diminish a those quick with addition. This is espe- Movement rates are divided into four cat- spell’s effects, and steel worn decreases a cially the case with initiative rolls, though egories—free movement, walking, run- mage’s ability to manipulate magical keeping track of fatigue effects, armor ning, and sprinting—with Agility and power. Additionally, a target’s Psyche rat- depletion, the varying initiative and fatigue Endurance determining the distances a ing yields a negative modifier to a caster’s effects of different weapons, and modi- particular character can travel at each chance of success, at the rate of 5% per fiers for “adventurers” versus “combat- rate, modified by any Running skill pos- point of Psyche. And as mentioned earlier, ants” versus ‘non-combatants” versus sessed. Free movement represents the few mages who know the same spell can adventurers who have “lost their edge” steps that a character can make almost cooperate in casting an enhanced version, through inactivity, just to name a few unconsciously and still be able to accom- or they can use their skill to oppose and things, can be troublesome. The appen- plish something that takes great concen- diminish a casting. In all, this is a quite dices make things a bit easier by gathering tration, such as casting a spell or firing a impressive magical system. As a specific the most important tables and formulas ranged weapon. Walking is normal melee example of how well it builds upon the together for quick reference, particularly movement. Running and sprinting are basic game mechanics, the Sleep spell is in the second printing, and the character charging movements, with the latter being not an all-or-nothing proposition, instead sheet in the second printing provides a sort of “damn-the-torpedoes” approach it adds fatigue to its target, increasing the spaces for noting commonly used num- that makes the charger more vulnerable initiative and skill penalties mentioned bers, but in my opinion, the game could to attacks by the target of the charge. Also above, until finally the target is rendered be much improved by changing the d100 included in this section of the book are incapable of action (i.e., falls asleep). Of system to a d20 system, making all the rules for pressing forward in an attack, course, if the target is naturally weak math much easier. After all, the majority of breaking off from melee, and firing enough, or the mage sufficiently powerful, the game’s multipliers and modifiers are ranged weapons into melees. the spell could still result in sleep within in multiples of five, which reduces to one Defensive options in combat include one round of action. in a d20 system. Damage rolls are also parrying (which allows the defender to But as if the skill, combat, and magic something of a problem, in that a charac- attack), dodging (which precludes the systems covered so far weren’t enough, ter always rolls 1d10 for damage, then defender from performing any other the LEGENDQUEST game also includes multiplies the result by a weapon multi- actions), fending (swinging a weapon rules for mentalism. Basically, this is plier ranging from 1/3 for a knife to 7 basic wildly about, to keep opponents at bay), another spell-like area of expertise, but for a trebuchet. Trying to quickly calculate and—of course—the wearing of armor drawing power directly from the mind 1 1/3 of 7, or 1/3 of 5, in the middle of combat and shields. Shields make a target harder and not subject to the normal magical certainly isn’t impossible, but it makes to hit, especially if the target is skilled in rules for steel penalties, vagaries of magi- most players stumble for a second, which their use; armor absorbs damage, though cal power in the local environment, coop- detracts from the action. The multiplier it becomes damaged itself in the process. erative or opposed “casting,” etc. As a system also makes progressively larger Finally, there are simple rules for special consequence, while this section bears weapons have significantly larger ranges combat situations such as fighting in the mechanical similarities to the game of damages, so that a maul might do a dark, attempting to disarm opponents, process of spell-casting, mentalism comes piddly two points of damage one round fighting from horseback, damage to an across with a very different flavor from and an incredible 25 the next, while a attacker from brawling attacks on an that of magic use. knife ranges only from one to three. And armored foe, damage bonuses and penal- The game contains a fairly extensive list while the effects of piercing damage are ties for having strength greater or less of creatures for use in a fantasy world, clear (armor counts as only half its value than needed for a particular weapon, and covering all the necessary bases without versus piercing damage), neither printing the like. And significantly, characters suf- being needlessly derivative of earlier of the game adequately explains the differ- fer fatigue in combat, resulting in increas- games, nor being outlandish merely for ence between blunt damage and normal ingly devastating initiative and combat difference’s sake. In other words, GMs damage. penalties, all of which are kept track of will find here everything they need for Those complaints notwithstanding, the fairly easily on the character sheet. encounters with the sorts of mythical LEGENDQUEST game is an admirable As mentioned earlier, magic use follows creatures fantasy players have come to product. Gamers who like full control in this same simple-but-flexible plan. First, a expect, plus a number of interesting crea- designing their characters from scratch, player purchases basic skill in a particular tures unique to the LEGENDQUEST game, and those who like combat systems that “genre” of magic: Conjuring, Druid, but believable in their own right. Also, are tactical without burying themselves in Healer, Illusion, Necromancer, Sorcery, or there is a nice range of difficulties here; minutiae, should find it well to their lik- Bard. Then individual spells are bought as creatures included run the gamut from ing, as long as they don’t mind dealing separate skills within that group. Finally, relative pushovers to the truly monstrous. with a fair amount of double-digit addi- additional Control Levels can be pur- This isn’t to say, however, that the tion. People who like wide-ranging, flexi- chased for each particular spell. If the LEGENDQUEST game is perfect. For one ble magic systems will be pleased with the spell is cast at its basic level, a listed mini- thing, because the game packs so much game as well. mum effect, range, and area are given. But into a relatively few pages, and because it You probably won’t find a copy of the a spell-caster with multiple Control Levels focuses on game systems without really LEGENDQUEST game in your local hobby in the spell can choose to devote one or presenting a fantasy world of its own, its shop, but those interested can write to: more to extending the range, area, or text tends to be a bit “dry” and lawyerly. Board Enterprises effect. In other words, spells are highly For use as a framework by which to pre- P.O. Box 174 flexible for casters with multiple levels of sent your own fantasy world, the game Chicago IL 60635 skill with them. The price for using multi- can serve well, but it gives very little ple Control Levels, however, is that the advice to novice GMs, and leaves to them

68 JULY 1993 MONSTERS & SLAYERS* game character-creation section is immediately This is not to say that the game is 120-page rulebook followed by a fairly detailed combat chap- entirely bad, however. Admittedly, Atlantis Enterprises $14.95 ter, before the skills section of the charac- because it is fairly short and character Design: Clifford Raymond Fagan ter sheet is explained. Worse, the generation is simple, players can get into Cover: Tom Fee Graphic Design character-creation chapter does not tell it rather quickly, especially considering Interior art: Not credited how to calculate a PC’s hit points! That that the “everyone’s a Slayer” premise secret isn’t revealed until six chapters gives an immediate focus for adventures. If the game previously reviewed proves later—the “Notes to Referee” chapter— And basic dice mechanics work pretty the “book and cover” proverb, the MON- and under the “Non-Player Characters” well. The skill system uses 2d6 to 4d6 ver- STERS & SLAYERS game certainly serves heading! As a result of all this, the book is sus a 3-18 attribute rating, and damage is as the rule’s exception. rather difficult to reference during play. done as multiple d6s, with any exception- Consider, first of all, the game’s front References to Arthur drop out fairly ally good combat rolls yielding bonus dice cover. It bears a logo so intricately early in the game, as well, with any world to an attack. Also, the sample PC races are scrolled as to be virtually illegible (requir- description taking on a progressively somewhat interesting: Elves are the ing a reader to turn to the back cover just more fantastic tone and culminating in a descendants of human-dryad relations to learn the name of the game). Below this sort of trite silliness by the book’s end. (the green-skinned woman on the cover is logo, the rest of the front cover consists of That is to say, given that the product posits an elf), and gnomes are the descendants a colorful, high-fantasy type of painting. itself as a serious role-playing game with of human-kobold (earth elemental) rela- There are dragons, boarmen, a cyclops, strong historically mythic overtones, it is tions (the “dwarf” on the cover is actually and a giant spider all gathered around a difficult to accept that its sample adven- a gnome). But in most small-press games, cliff, converging on a pair of warriors (a ture takes place in dwarven copper mines no matter how amateur, I can normally male in chain mail and a green-skinned within a semi-active volcano in Wales(!), find at least one truly shining spot that female in pieces of bronze) who are res- with caverns full of such creatures as makes them worth taking a look at, at cuing a diaphanously clad woman tied to Aqualung the boarman chieftain, least for a particular audience. Unfortu- a post. There is also a dwarfish warrior Bendover the hobgoblin necromancer, nately, there just isn’t enough unusual or seated backward on the main dragon’s tail Orfa Nanny the female “Leaping Lizard” well-done about the MONSTERS & SLAY- (while the dragon is flying!), hacking a shaman, and Hazel the housekeeper ERS game to warrant my recommending hole in it, through which steam escapes. turned barrow wight, just to name a few. it to anyone. For new players, the game is The proportions of the captive woman, But what can you expect when the local too bare, leaving too much work to the the pose of the man in chain mail (lunging king’s name is Lumpy the Third, and the GM, and it is too difficult to reference. For toward the dragon with abandon, oblivi- border town where your PC begins has a veteran players, it is too trite and hack- ous to the fact his next step will carry him restaurant named Alice’s—where you can neyed, offering nothing new. over the cliff), the fact that his sword is get anything you want, except Alice? These four times the size of its scabbard, the are only a few of many, many examples. dwarf’s dainty perch on the flying The books artwork has its problems, LEGENDARY LIVES* game dragon’s tail, and the sheer number of too. The maps are as far from professional 96-page Player’s Primer monsters present, all point to wild fantasy. as is possible, being smudgy photocopies Marquee Press $11.95 But according to the back-cover text, the of hand-drawn and hand-lettered origi- Design: Joe Williams & Kathleen Williams game is devoted to realism (“without bury- nals. The illustrations are largely compila- Cover: Wayne Henke ing you in charts”). It is set in a sixth-cen- tions of clip art that, while often Interior art: Wayne Henke, Kathleen tury Arthurian Britain, but one in which interesting in a bizarre sort of way, have Williams, & Erik Weimer mythic monsters and “Faerie” races actu- little or nothing to do with the text. For ally exist. There is a certain fantastic his- example, the adventure section is set off 100-page Referee’s Rulebook $11.95 toricity to the tone of this material. The from the rest of the book by a full-page Design: Joe Williams & Kathleen Williams text also reveals, however, that player illustration consisting of mirrored halves Cover: Not specifically credited characters are all members of an elite in which twins somewhat resembling Ed Interior art: Picture Book of Devils, Slayers Guild (a more fantasy Renaissance Grimley stand on a sea, holding aloft a Demons and Witchcraft (Ernst & concept, not in keeping with the sixth- giant pocketwatch, while a pair of misty Johanna Lehner), Pictorial Archive of century Arthurian theme). Trained as women on cloud-like unicorns float in the Decorative Renaissance Woodcuts (Jost fighters, mages, and assassins, the PCs sky above a pair of King Kong-sized eagle Amman), & Treasury of Fantastic and work as mercenaries, apparently taking heads projecting out of the water. Eigh- Mythological Creatures (Richard Huber) contracts largely to help Arthur stablize teen pages earlier, a woman wearing the land. nothing but an Egyptian headdress on her 72-page Societies Sourcebook $12.95 As a set, then, the front and back cover head and a peacock tail on her behind Design: Joe Williams & Kathleen Williams serve to give a pretty good idea of the jum- stands hip-deep in another ocean, Art: Wayne Henke, Kathleen Williams, & ble that’s inside the book. beneath a humongous moon, watching a Erik Weimer The text inside is not terribly written; snake. What is most remarkable about there is a certain straightforward charm her, however, is that her peacock tail still The LEGENDARY LIVES game was pro- to it at the most basic level, as if a friend has the bird’s head attached, which looks duced by the same designers who pro- were explaining the game to you. But as if it is projecting out of her fanny. The duced the LOST SOULS* game (see the there are a number of punctuation errors overall effect is sort of mystical (at least review in DRAGON® Magazine issue #186 and minor grammatical construction until the peacock head becomes evident) and the “Short and Sweet” section of this problems that make me wince at the fly- but is very strange in a game of 6th-cen- review column). The general system of the leaf’s advertisement of the producer’s tury, Arthurian England. Those two are LOST SOULS game and many of its availability for other editorial work. And, the best pieces of art. The worst pieces are ghostly powers found their origins in the unfortunately, the book also suffers from literally pasted together, with scissor LEGENDARY LIVES game. clumsy organization. For example, an marks quite evident. And at least two of In terms of the “book and cover” apho- explanation of the game’s monetary sys- them contain images apparently taken rism central to this column, the tem comes near the beginning of the from copyrighted paintings by a world- LEGENDARY LIVES books fall into the cat- book, before character creation. And the renowned artist. The word “litigious” egory of amateur appearance but impres- springs to mind. sive content. The amateur appearance is

DRAGON 69 most true of the first two books, less so of range from worst to best as follows: Cata- world the designers build from, and the third, which was released later and strophic, Pathetic, Feeble, Inferior, Poor, because of the PC races assumed, the has a somewhat more polished looking Passable, Good, Great, Superior, and Awe- game isn’t necessarily adaptable to a wide cover and interior layout. But all three of some. The difficulty of any situation a PC range of other fantasy worlds. the books are “friendly” to the eye, with might face is expressed as one of these As more serious complaints: 1) Even the large, airy text salted with numerous line adjectives. As examples from the Player’s toughest of foes seem somewhat wimpy drawings. Primer, to climb a cliff a PC might need a (in my group’s play, four beginning char- Technically, only the Player’s Primer Good roll, or an arm-wrestling opponent acters killed a “mighty” dragon, without and Referee’s Rulebook are necessary for might have a Strength rating of Passable, any special preparation, and without los- play of the LEGENDARY LIVES game; the requiring the PC to equal or exceed that ing any of their lives—though one was Societies Sourcebook is advertised as rating in order to win the competition. seriously injured); 2) Roughly a quarter of usable with any fantasy system. But while Often, the game mechanics dictate which the character art in the Player’s Primer is the first two books together present a results beyond the minimum necessary clearly slightly modified tracings from the quite complete rules system, it is within yield enhanced success, such as causing Official Handbook of the Marvel Universe; the third book that the fantasy world in additional damage to foes in combat, and and 3) the sample adventure is less than which the system is set becomes clearest. results below the minimum yield progres- clear and overly linear (leading the PCs And considering how much effect that sively more deleterious penalties, like about “by the nose”). Also, some people world has on the shape of the system determining the number of times the PC are sure to find the game’s magic system itself, it seems to me most advantageous to is hit by foes in combat. Even when the less than satisfactory, in that there are rel- discuss the three together. mechanics do not specify varying results, atively few spells (a spell-casting PC begins The LEGENDARY LIVES game consti- however, it is assumed that the GM and play with only one spell known, and each tutes a fresh look at role-playing, reflect- players will translate into story effect the school contains only 12 total), even though ing a fantasy world that, while it is column rolled. Note that the GM does not each can be cast several times per day, strongly rooted in European legend, dif- usually roll dice in this game, even in until the PC runs out of magical power for fers considerably from the normal gaming combat! In general, the players each make that day. approach to those legends, and having a single roll to see whether their PCs hit But overall, the strengths of the game mechanics that are far different their foe or are hit by their foe. If a foe is LEGENDARY LIVES game far outweigh from the norm. hit, the damage done is a number of any weaknesses. Because its PC creation Specifically, while most fantasy games points equal to the number of columns system is so entertaining, and its play is so follow a fairly Tolkienesque division of achieved above the foe’s combat rating fast in general, it makes a great “change- major PC races into human, elf, and (larger weapons add to a PC’s effective of-pace” game. Also, the world it presents dwarf, with orc and goblin as the primary skill, thereby tending to yield higher is an engaging one (especially with the his- evil races, and a few games establish their columns of damage). If a PC is hit, a roll is tory, politics, and PC-specific, miracle- separateness by inventing totally new made for hit location, and the player rolls delivering religions of the Societies major races; the LEGENDARY LIVES that location’s defense value (possibly Sourcebook), capable of handling a wide Player’s Primer provides 26 different modified by armor at that location), trying range of adventure types and standing up major races for PCs, the majority being to achieve a column higher than the foe’s to sustained play. creatures of European fairie legend, with damage rating. Results under the foe’s rat- others representing the sorts of races ing yield damage to PCs not in points, but Short & sweet players might encounter in a wide range rather in terms of a light, medium, heavy, LOST SOULS* game, 2nd ed., by Joe of popular fantasy novels. Each race has a critical, or deadly wound (PCs do not have Williams and Kathleen Williams. Sage unique power listed for it, something sim- hit points). Lore Productions, $19.95. DRAGON® Mag- ilar to a magical spell that can be used a As the ART mechanic reveals, this game azine #186 carried my in-depth review of limited number of times per day. (PCs are system stresses quick play and storytelling the first edition of the LOST SOULS game. further distinguished by “type”—roughly over realism. For that reason, combat dis- The second edition adds a great deal of translatable to occupation—with 12 spell- tances are divided into our abstract new material (60% new, by the designers’ caster and 19 nonspell-caster types, with ranges: melee, thrown missile, and “too calculation), while retaining all the charm family background and randomly gener- far away,” and turns are of an abstract of the original. In the LOST SOULS game, ated histories adding even a bit more vari- length. Also, while there are quick rules players take the roles of the ghosts of peo- ety.) As another example, the Referee’s (roughly a paragraph each) for combat ple who have died before their time and Rulebook devotes several of its pages to a considerations such as grappling, disarm- must haunt the physical world in order to cataloging of special plants and their won- ing, subdual, pushing back opponents, take care of unfinished business. Besides drous uses; even beginning PCs are famil- unarmed damage, falling, fire, and the having followed different professions dur- iar with at least a few of them. And the like, and even a good set of mass-combat ing life, PCs are distinguished by ghost sample adventure in the Referee’s Rule- rules, they work more as dramatic story- type, with 22 different types available, each book, as well as the sample world descrip- telling elements rather than the more with its own distinctive powers and out- tion in the Societies Sourcebook, reveals a usual sort of tactical choreography com- look on the afterlife. worldview that focuses upon the crea- mon to most games. In other words, the The second edition improves upon the tures of fairie (with other fantasy cultures game works well for visualization of dra- first in multiple ways. For one thing, it sort of hanging about the edges). matic details but virtually defies the use of bears a much more professional-looking, As to the unusual nature of the game miniatures on a grid map. perfect-bound, color cover. The material mechanics, this is most evident in the fact One potential problem with this inside is also more polished in this edi- almost every situation can be resolved by approach—though it is hardly a fault—is tion, with PC creation being a bit more a single die roll, typically by the players that readers familiar with other games variable. PCs begin the game with varying rather than the GM. Each PC sheet carries may find themselves a bit “adrift at sea” amounts of karma, for example, rather an Action Results Table (referred to as the when first confronted with such abstrac- than everyone starting with one point as ART), on which a percentile dice roll is tion. Many will find themselves looking for in the original game, and appearance is referenced with the applicable skill rating damage dice ratings for the weapons, for no longer entirely dictated by ghost type. to determine what degree of success— instance, or wondering how far a foe can Also, the book is liberally seasoned with divided into columns—the PC has run in a turn, Similarly, it takes a bit of Continued on page 75 achieved. The ten possible column results time to develop a reasonable vision of the

70 JULY 1993

When a boggart’s unhappy, everyone’s unhappy

©1993 by John C. Bunnell

THE BOGGART people, and scarcely a memory of even ited, the Boggart finds that no one appre- Susan cooper the possibility that magic is real. ciates his pranks and that there are both McElderry 0-689-50576- $14.95 That’s the premise of this lively new rewards and hazards in the strange force You’re a curmudgeonly sprite who lives novel from Susan Cooper, in which mod- called ‘“electricity” that is the lifeblood of in old castles and plays mild practical ern Toronto plays unwitting host to a his new surroundings. jokes on the humans in residence unless creature of wild magic whose powers Cooper does a truly inspired job of get- you’re rewarded with a daily bowl of unleash more danger and wonder than ting into the Boggart’s head, balancing cream by the back step. Then one day you even the Boggart is usually prepared to wonder, fear, and amusement in its bog- go to sleep in a desk drawer; when you handle. Brought accidentally to Canada garty imagination as it tests the bound- wake up, “home” has become a strange from the Scottish castle that Emily and aries of its new home, savoring pizza and place full of peculiar devices, far too many Jessup Volnik’s father has recently inher- tinkering with traffic lights. Likewise,

72 JULY 1993 Emily and Jessup are thoroughly convinc- activity in which groups of players interact Dancer is only just relearning it herself, ing as they eventually come to terms with with a human mastermind. The sophisti- bypassing an artificially planted memory- the growing chaos and figure out just cated hardware and technical wizardry block, and because Crean is building sus- what’s causing it. What’s more, Cooper’s Scott postulates is there to support that pense for a plot involving Dancer’s adults are just as believable, from the interplay, not to take its place. resumption of her prior identity in order annoying parapsychologist who wants to What fails to persuade is Scott’s vaguely to penetrate a devious test Emily for psychic powers to the asserted premise that her Game—indeed, scheme. elderly theater-folk who are first to recog- the one true meta-Game played through- The trouble with this is that the alien- nize the Boggart for what it is. out the interstellar community—is based invasion business is really secondary to The result is a remarkably seamless yarn entirely in one enormous milieu whose the novel’s focus, which is squarely on that balances moments of wicked good status quo can’t be tampered with by indi- Dancer and her incredibly fierce will to humor, unexpected danger, and sheer vidual designers and players. This is the survive against all opposition. There’s a lot mythic power in a story that captures equivalent of somehow legislating that all of important and skillfully done character both the essence of old magic and the current fantasy gamers everywhere will development in the flashback—but everyday bustle of its modern setting. Nor use TSR’s AD&D® rules system and the because it is a flashback, its emotional does it compromise on the climax, an FORGOTTEN REALMS® campaign setting; impact is muted in favor of the action/ ingenious fusion of spell and software that it simply isn’t believable. Nothing about adventure story, giving the novel a schizo- stretches both humans and Boggart on its the Game hardware or the otherwise free- phrenic air. way to a satisfying, plausible conclusion. wheeling galactic culture in which the At the same time, Crean’s use of mem- Susan Cooper is already well-known for book is set is sufficiently unique to make ory blocks as a plot device raises uncom- her award-winning Dark is Rising that sort of creative monopoly remotely fortable questions about her aliens. On Arthurian fantasy cycle, rightly considered plausible. Yet Scott relies on that vision of one hand, the “evil” Karranganthians are a classic of its kind. The Boggart is a story the Game and the artistic stagnation it portrayed as brutal villains and masters of of a different order but no less wondrous, implies to drive a significant portion of physical torture. Yet the sympathetically and it’s all the more welcome for being her plot. drawn Auryx manipulate memories and Cooper’s first new novel in quite some The contradictory world-building, minds with casual subtlety, and though time. It’s a novel not to be missed, and though, is very nearly offset by Scott’s their intentions are supposedly the best, readers should hope Cooper’s next tale skillful characterization. Lioe and Ran- it’s hard not to see their intrusions as just isn’t so long in coming. some are engaging personalities, intelli- as cruel and invasive as those of their ene- gent but fallible and easy for readers to mies. Crean’s portrayal of the Auryx raises BURNING BRIGHT like. Their developing agendas, their dif- powerful questions about ethics and their Melissa Scott fering perceptions of the Game, and their application to espionage—but leaves them Tor 0-312-85502-8 $21.95 reactions as events tangle them in situa- mostly unanswered. That gives the con- There are two thoughtful, intriguing sto- tions beyond their, control are all well- flict between Auryx and Karranganthian ries in Burning Bright: a tightly conceived drawn and approachable, thoughtful interests a flat quality, with little beyond tale of smuggling, diplomacy, and betrayal without being dogmatic. But there’s no propaganda on which to judge each race’s on an interstellar scale, and a clever story real force behind the supposed unthinka- complaints. about what role-playing games may be bility of changing the Game, and that Crean also has trouble with her ending, like a few centuries from now. There’s badly undercuts the power of the story which solidly resolves Dancer’s personal just one problem: While Melissa Scott Scott tells. problems but leaves a key Karranganthian does an admirable job of weaving the two While Burning Bright may be severely prisoner much too casually guarded. Here plots together, only one of them really flawed from a literary perspective, there’s again, the mixed focus hurts the book’s belongs in the future world in which she also much in the novel that’s worth credibility. If this is meant to be a stand- places the book. admiring. Certain implausible elements alone novel with Dancer at its center, Burning Bright is a world strategically aside, Melissa Scott’s image of the future Davenger’s vague status is a serious loose located between human and alien of gaming is strikingly perceptive, and end. If it’s supposed to be the first in a empires, and Scott builds a compelling if those with an interest in wedding role- space-war series, there’s far too little con- lightly sketched web of intrigues around playing to tomorrow’s technology will find text established in this opening book. lively legal and illegal commerce between much of value in the book’s pages. Dancer of the Sixth simply tries to be too the two cultures, overseen by assorted many things at once, and it fails at all of politicos and wealthy trading interests. On DANCER OF THE SIXTH them. It’s not that Crean writes badly; her the fringes of this activity is one Illario Michelle Shirey Crean pure wordcraft is crisp and competent. Ransome, a computer-artist and sometime Del Rey 0-345-37912-8 $3.99 But both she and her readers would have spy once famous as a designer of virtual- If double identities, convoluted plot been better served had a tighter rein been reality game scenarios. It seems at first to twists, and mysterious aliens were enough kept on those talents in the pages of this be coincidence that someone wants him to guarantee a successful space adven- novel. back in the Game and out of the data- ture, Dancer of the Sixth would be just underground at the same time that a tal- that. Unfortunately, in the case of Michelle THE DRAGON’S TOMB ented new Gamesmistress is visiting the Shirey Crean’s first novel, the cleverness D. J. Heinrich planet. Before long, however, Ransome serves mostly to distract attention from TSR 1-56076-592-5 $4.95 and Quinn Lioe find that neither the Game the book’s several serious weaknesses. If one judges game-inspired fantasy nov- nor real life are without their dangers. The first problem is one of pure struc- els by the degree to which they reproduce Scott’s extrapolation of present-day role- ture. Roughly the second quarter of the the unique aspects of the game worlds playing forms into the high-tech realm of book consists of a long flashback from which they’re drawn, The Dragon’s virtual reality does well both by the hard- sequence in which we learn the back- Tomb gets high marks. That sort of detail, ware and the social dynamics of gaming. ground of former crack starpilot Auglaize though, isn’t the only reason to be Unlike authors who’ve imagined vast com- DeWellesthar, now known as the intelli- impressed with D. J. Heinrich’s second puter-refereed game worlds in which gence operative Dancer of the mysterious Penhaligon novel; a thoughtfully balanced players function mostly as individuals, she “Sixth Service.” We get the material in plot and unusually sensitive characteriza- portrays gaming as a social and creative flashback for two reasons: because tion are equally strong attractions.

DRAGON 73 Heinrich does more than simply set the near him—Mr. Spock (his Vulcan first most highly regarded standard works region called Penhaligon down in a cor- name was unpronounceable by humans) almost since its publication. But though ner of the D&D® game’s Known World. and Dr. Leonard McCoy.” Tolkien’s work has inspired and influ- We learn early in this novel that the shad- And, two pages later: enced much of the fantasy published owy Immortals and the subtle pursuit of “Spock was long past being offended by since then, there’s really been very little Immortality perhaps the D&D game’s sin- anything McCoy said, but he sometimes written that is directly comparable to gle most distinctive design feature, are a allowed himself to be baited for the enter- Tolkien’s classic trilogy—until now. The key element in the trilogy’s overall struc- tainment value of the discussion.” arrival of To Green Angel Tower confirms ture. What’s more, Heinrich is one of the Author Mel Gilden’s narrative makes the that Tad Williams has succeeded in bring- first writers in either the D&D or AD&D highly unlikely assumption that readers ing off an almost frighteningly ambitious universes to seriously consider the impli- have never before met the familiar Star challenge. Just as Aragorn’s sword, cations of a world where resurrection- Trek characters, when they’ve probably Anduril, is reforged in the Tolkien story, magic is a (pardon the expression) fact of known for years that Spock’s first name is Williams’ “Memory, Sorrow and Thorn” life. unpronounceable and are well- trilogy literally recasts the raw materials We also get a perceptive look at monster acquainted with Spock’s and McCoy’s from which Tolkien built Middle-earth psychology. The machinations and battle- perennial battle of snappy comebacks. into a new mythical framework that is tactics of the deadly green dragon Gilden’s three pages of opening text could nonetheless clearly a successor to the old. Verdilith make him an exceptionally dan- easily have been tightened into a short log Don’t misunderstand: Williams isn’t gerous foe, with all the subtlety, craftiness, entry and a page of repartee without los- merely rewriting Tolkien or crafting an and fighting ability that are too often ing any crucial detail. homage to the Ring trilogy, and Osten Ard ignored in portraying dragonkind. The The second difficulty lies in Gilden’s is not a clone of Middle-earth. Rather, the complex history Heinrich develops for the choice of viewpoints, which allows him to two worlds are parallel creations, mined abelaat species makes these monsters be in every character’s head at once (both from the same mythological bedrock and both horrific and tragic creatures, with a Kirk’s and Spock’s, for instance, in that crafted with similar intent. Like Tolkien, distinctively alien agenda that lends extra opening sequence). This has two frustrat- Williams builds languages and cultures dimension to the novel. ing consequences: it means that a lot of from the ground up, producing a world The book’s plot neatly combines an epic emotional cues are narrated rather than that is not our own and yet might have struggle with an intensely personal quest. developed through action and interaction, been. And although Williams’ plot, like On one hand, if the menace posed by a and it makes for character relationships Tolkien’s, involves an ancient evil and the weird spell-draining box isn’t countered, that are more annoying than suspenseful. one magical force on which its bid for all will be permanently drained of We know too much about Federation ultimate power may turn, Williams’ magic by the power-seeking abelaats. But politico Conrad Franklin Kent and his answers to the moral and philosophical the focus of the tale is squarely on young aide, Hazel Payton, to dismiss them as questions posed by their confrontation Johauna Menhir, a would-be knight who cardboard bureaucrats—and so it’s irri- are very much his own. is struggling to cope with the loss of her tating when Captain Kirk perennially does While young Simon Snowlock isn’t beloved mentor, Flinn. Heinrich makes just that, or when Gilden keeps some bit Frodo Baggins, the Storm King Ineluki Johauna convincingly desperate and of information away from the reader that isn’t Sauron, and Prince Josua Lackhand unpredictable in the wake of her loss, and Kent and Payton have known all along. isn’t Strider, their adventures and trials as thus more mistake-prone than the aver- Impressively, though, Gilden’s inventive the three mystic swords are finally recov- age heroine. plot comes close to compensating for the ered and brought together at the castle As a result, there’s a somewhat unset- uneven narration. The mystery-weapon called the Hayholt resonate with echoes of tling dark quality to The Dragon’s Tomb known only as the Aleph is a positively fas- that earlier tale. Indeed, as soon all the that makes it less comfortable reading cinating invention, and the scientific puz- pieces are in place for the final standoff, than the usual fantasy adventure. But if zle it offers is a welcome break from the Williams promptly rearranges the board the aura of looming disaster sometimes usual round of space amoebae, godlike before staging a climax that’s both under- seems laid on just a little heavily, it’s there aliens, and planetary dictators common to stated and devastatingly pyrotechnic. in a good cause, and the Penhaligon Star Trek adventures. Kent and Payton What may be most striking of all about books definitely make a promising intro- provide an equally pleasant contrast to a To Green Angel Tower and its companions duction to the literary side of the D&D recent stream of corrupt or inept admi- (which are helpfully summarized in the world. rals and other visiting Starfleet personnel. front of the present volume) is that they’re Yet neither story element dominates the eminently readable, enjoyable stories. The THE STARSHIP TRAP tale to the extent of weakening it as space prose is rich but not intimidating, and Mel Gilden adventure. individual scenes and sections hold the Pocket 0-671-79324-1 $5.50 On balance, it’s hard to recommend The reader’s attention without getting bogged The good news about The Starship Trap Starship Trap; the writing is just too rough down in extraneous material. Though is that it continues an agreeable trend in around the edges to make for pleasant there are better than a thousand pages of Star Trek novels toward genuinely intrigu- reading, especially in as familiar a milieu text in the trilogy’s closing volume, the ing science-fiction concepts, and makes a as the Star Trek universe. At the same book doesn’t feel padded. largely successful effort to give its guest- time, Gilden and his editors have done a In today’s crowded fantasy genre, nei- starring characters more dimension than good job of playing against the predictable ther commercial nor artistic success can the usual round of villains and bureau- side of Trek fiction, and that innovation or should be defined solely on the crats. The bad news is that the clever ought to be encouraged. It’s a close call, strength of a work’s relationship to the ideas and lively characters are wrapped in and readers will find plenty of company Tolkien trilogy that started it all. Even so, strikingly awkward prose that puts whichever side of the fence they choose. The Lord of the Rings is rightly judged as a entirely too much distance between the classic, and Tad Williams’ Memory, Sor- reader and the story. TO GREEN ANGEL TOWER row and Thorn is on the very short list of The opening scene aptly illustrates the Tad Williams tales that strive for—and achieve—the difficulty: “{Captain Kirk} took a sip of the DAW 0-88677-521-3 $25 level and scope of storytelling for which food replicator memory bank version of J. R. R. Tolkien’s The Lord of the Rings Tolkien is noted. coffee and watched the two men who sat has been one of modern fantasy’s single

74 JULY 1993 Recurring roles a lost caravan of merchants and a com- Crypt of the Shadowking (TSR, $4.95) is Roger MacBride Allen turns from his pelling yet understated vampire. The Mid- the latest entry in the Harpers series, and own robots to the acknowledged master dle Eastern milieu is distinctive and Mark Anthony gives readers a tricky, sus- of robots with ’s Caliban (Ace, effectively developed, recalling the flavor penseful chronicle of a search-and-liberate $9.95), and the result is both a first-rate of The Arabian Nights without sacrificing mission in which the key complication is Asimovian tale of intricately tangled logic the immediacy and tension integral to the that a number of the players on both sides and a first-rate thriller about a story. have hidden agendas. There are enough whose very existence runs counter to the C. Dale Brittain’s series about the young, twists, puzzles, and clues to keep events Asimovian mold. Allen makes the seem- underconfident wizard of Yurt has grown moving at a brisk pace. While this entry in ingly unthinkable idea of a robot created from one book to three in the last few the series owes more than most to the without the Three Laws of Robotics to months, acquiring unexpected dimension “band of adventurers” gaming convention, guide its behavior both plausible and dis- in the process. The Wood Nymph and the it’s still lively reading and well-packed with turbing, and the Asimov-Allen combina- Cranky Saint (Baen, $4.99) is mostly more the lore of the Forgotten Realms. tion highlights the strengths of both of the same lightly comic yet wise fare Last but far from least, Fortress of Frost approaches. The book is first of a planned found in the first novel, this time involving and Fire (Baen, $5.99) continues the series trilogy; future volumes will bear watching. more wizards, a plague of horned rabbits, of Bard’s Tale novels inspired by the ven- The other SF yarn in the stack this time and a great many people with mysterious erable computer game. This one, by Mer- is Simon Hawke’s The Romulan Prize backgrounds. But there are some real cedes Lackey and Ru Emerson, is a (Pocket, $5.50). It’s new territory for chills as the climax approaches, and Brit- cheerfully clever tale in which the pri- Hawke, who’s better known for his comic tain’s humor has a gentle quality unusual mary challenge is for our heroes to get fantasy, but this Star Trek yarn finds Cap- in the ranks of funny fantasy. And with out of a castle in which they’ve been magi- tain Picard and crew waging a tricky, well- Mage Quest (Baen, $4.99), he shifts gears cally confined by a crotchety white developed battle of wits with a dangerous several more notches toward high adven- dragon. Alert readers will catch some Romulan commander who’s after the ture, as Daimbert and friends travel from echoes of one of L. Frank Baum’s classic secret of a little-known and closely their version of civilized Europe into the Oz books, while others will simply enjoy guarded Federation world. Those with an mysterious East looking for missing the unfolding escape plans and pleasantly interest in close-order tactical duels friends, a rare blue rose, and just possibly drawn characters. Beware, though, of tak- should find the novel especially rewarding. the most powerful magical artifact ever ing the tale too lightly; Emerson and Followers of fantasy, meanwhile, should created. Brittain builds a good deal of his- Lackey do manage to inject a dramatic be sure to investigate the other new Tad torically sound background into the third note or two into the finish. Williams book, Child of an Ancient City volume, which makes it much more (Atheneum, $14.95). Written in collabora- thoughtful in tone than its predecessors tion with Nina Kiriki Hoffman, this is a yet doesn’t undermine the humorous well-packaged, dark little tale concerning elements.

Game Reviews vehicle for games by Better Games. general shoddiness of language and orga- Each issue carries a complete game nization of the BARONY game, though it Continued from page 70 within its pages, accompanied by short contains many fascinating ideas. The first pieces supporting other games in the Bet- issue or so of this magazine under Better mood-setting illustrations (compared to ter Games stable. Issue #1, for example, Games’ aegis betray something of that the first edition’s total of two, three count- contains the BATTLE BORN* “Armored same mix of interesting ideas but rough ing the map page), ranging from the quite Mere” science-fiction, role-playing presentation, though not to the extent of impressive to the amateurish but accept- game—a revision of part of the original the original games. However, each issue able. What’s more, an abundance of GM ERA TEN* game—here accompanied by a shows dramatic improvement over its material has been added, more clearly science-fiction adventure, a fantasy adven- predecessor, and issue #4 is a real beauty. revealing the nature of the ectoplasmic ture, a “Quick and Dirty” system for villain I recommend that you take a look at this world and its relation to the physical, interrogation in comic-book adventures, new incarnation of SPACE GAMER/ explaining in some detail the relation of another for dragon battles, another for FANTASY GAMER magazine. While the humor and horror, and how to evoke finding one’s way through a foreign city, material within is often too quirky for use them during play, and adding a second and design notes for “Vampire Hunter” in standard science-fiction or fantasy sample adventure. (apparently a yet-to-be-released role-play- campaigns, it bears many good ideas. And This is not a game you want to miss. It is ing game). Issue #2 is primarily devoted the reprint of the STUFF O’ LEGENDS truly an original, and is a great good deal to the ROGUE SWORDS OF THE EMPIRE* game is a real treat. of fun to play. fantasy role-playing game, a revision of part of Better Games’ old BARONY* RPG Lester Smith is a game designer and editor SPACE GAMER/FANTASY GAMER Maga- (which was reviewed in DRAGON issue at TSR, Inc., and has worked for other zine. Better Games, $4.95. This magazine, #179). Issue #3 focuses on the GOOD game companies in the past such as GDW originally published by Metagaming, then GUYS FINISH LAST* comic-book role- and FASA. He makes something of a hobby for years by Steve Jackson Games, then playing game, a condensation of the com- of collecting new, small-press products, purchased by Diverse Talents, Inc., and pany’s old superhero game by the same particularly quirky role-playing games, then published for a short while by Perrin name, and issue #4 focuses on a revision which explains the focus of his periodic Tong, has recently been acquired and res- of the STUFF O’ LEGENDS* board/role- review columns in this magazine. urrected by Better Games. My first few playing game also reviewed in DRAGON words in print were carried by the maga- #179. * indicates a product produced by a company other zine, so I have followed its path with inter- Those who have read my earlier reviews than TSR, Inc. Most product names are trademarks est over the years. Originally, it covered of Better Games products will recall that owned by the companies publishing those products. The use of the name of any product without mention games by companies across the industry; while I highly praise the STUFF O’ LEG- of its trademark status should not be construed as a now it serves in an unusual capacity, as a ENDS game for its innovation, I decry the challenge to such status.

DRAGON 75

STAFFCON ‘93, July 18 This convention will be held on the Stafford- shire University campus-Stafford. Guests include David Gemmell. Activities include role-playing and on-line games, plus merchants. Prizes will be awarded to competition winners. Registra- tion: £25 including meals, £2 admission fee at the door. Write to: Chris Grice, c/o S.U. Office, Staffordshire Univ., Beaconside, Stafford, ST18 0AD, ENGLAND; or call: (07851211738. *indicates a product produced by a company other than TSR, Inc. Most product names are trademarks owned by the NE companies publishing those products. The use of the name of IMPACT 3, July 23-25 Convention Calendar Policies any product without mention of its trademark status should not This convention will be held at the Holiday be construed as a challenge to such status. Inn Old Mill in Omaha, Neb. Guests include This column is a service to our readers Larry Niven, Marion Zimmer Bradley, and worldwide. Anyone may place a free listing ARCANACON XI, July 8-11 Lucy Synk. Activities include RPGA™ Network for a game convention here, but the follow- This convention will be held at Collingwood events, role-playing, miniatures, and board ing guidelines must be observed. College in Melbourne. Activities include a wide games, an art show and auction, videos, semi- In order to ensure that all convention list- variety of role-playing game events. Write to: nars, a masquerade, and dealers. Registration: ings contain accurate and timely informa- ARCANACON, P.O. Box 125, Parkville 3052, AUS- $25. Write to: IMPACT 3, P.O. Box 4486, Omaha tion, all material should be either typed TRALIA; or call Fraser at: (03) 380 5016. NE 68104-9998; or call Rahlyns at: (402) 345- double-spaced or printed legibly on stan- 9362. dard manuscript paper. The contents of IV-KHAN, July 9-10 CO each listing must be short and succinct. This convention will be held at the Holiday OPERATION: GREEN FLAG ‘93 The information given in the listing must Inn North in Colorado Springs, Colo. Guest of July 24-25 PA include the following, in this order: honor is John Stith. Activities include gaming, This BATTLETECH*-only convention will be 1. Convention title and dates held; movies, a dealers’ room, a miniatures-painting held at the Embers in Carlisle, Pa. Events 2. Site and location; contest, an art show, and an author’s banquet. include single and lance competitions, a minia- 3. Guests of honor (if applicable); Registration: $20. There are $1 game fees. Write tures-painting contest, gaming, and dealers. 4. Special events offered; to: Miniatures Wargaming Guild, 695 S. 8th St. Registration costs vary. Write to: M. Foner’s 5. Registration fees or attendance #55, Colorado Springs CO 80905; or call Perry Games Only Emporium, 200 3rd St., New Cum- requirements; and, at: (719) 630-8332. 6. Address(es) and telephone number(s) berland PA 17070; or call: (717) 774-6676. where additional information and con- DOVERCON IX, July 10-11 NH firmation can be obtained. GAMEFEST ‘93 II, July 30-Aug. 1 IL This convention will be held at the University Convention flyers, newsletters, and other This convention will be held at Friends’ of New Hampshire’s Memorial Union Building mass-mailed announcements will not be Hobby Shop in Waukegan, Ill. Events include in Durham, N.H. Guests include Barbara considered for use in this column; we prefer miniatures, role-playing, and board games. to see a cover letter with the announcement Young, editor of DUNGEON® Adventures. Activi- Write to: Friends’ Hobby, 1411 Washington, as well. No call-in listings are accepted. ties include RPGA™ Network events and other Waukegan IL 60085; or call: (708)336-0790. Unless stated otherwise, all dollar values role-playing, board, and war games, plus semi- given for U.S. and Canadian conventions nars, art, costume, and miniatures-painting WINDSOR GAMEFEST XI, July 30-Aug. 1 are in U.S. currency. contests, plus a dealers’ room. Registration: $15 This convention will be held at the University WARNING: We are not responsible for preregistered; $20 at the door. Single-day rates of Windsor in Windsor, Ontario. Guests include incorrect information sent to us by conven- will be available at the door. Write to: DOVER- Richard Tucholka. Activities include board and tion staff members. Please check your con- CON, P.O. Box 753, Dover NH 03820. role-playing games, prizes, special events, con- vention listing carefully! Our wide circulation tests, and movies. Registration: $7/day or ensures that over a quarter of a million read- FARCON ‘93, July 16-18 AR $12/weekend preregistered; $8/day or ers worldwide see each issue. Accurate This convention will be held at the Fayet- $15/weekend at the door. Write to: Sandwich information is your responsibility. teville, Ark., Hilton hotel. Activities include tour- Postal Station, P.O. Box 7463 Windsor, Ontario, Copy deadlines are the last Monday of nament and open gaming, an art show and CANADA. each month, two months prior to the on- auction, a costume contest, a 24-hour video sale date of an issue. Thus, the copy dead- room, dealers, and door prizes. Registration: CANGAMES ‘93, July 30-Aug. 2 line for the December issue is the last $10/weekend preregistered; $15/weekend at the This convention will be held at the Citadel Inn Monday of October. Announcements for door (single-day passes are also available). in Ottawa, Ontario, Events include role-playing, North American and Pacific conventions Write to: FARCON, P.O. Box 2022 Station One, U. miniatures, and board games. Other activities must be mailed to: Convention Calendar, of A., Fayetteville AR 72701; or call Jesse at: (501) include an auction, dealers, movies, and 24- DRAGON® Magazine, P.O. Box 111, Lake 521-1000, ext. 482. hour gaming. Write to: CANGAMES, P.O. Box Geneva WI 53147, U.S.A. Announcements 3358, Station D, Ottawa, Ontario, CANADA K1P for Europe must be posted an additional KINGCON ‘93, July 16-18 6H8. month before the deadline to: Convention This SF/fantasy/gaming convention will be Calendar, DRAGON® Magazine, TSR Lim- held at the Delta Brunswick hotel in Saint GAMEFEST XIV, Aug. 4-8 CA ited, 120 Church End, Cherry Hinton, Cam- John, N.B. Events include gaming, a costume This convention will be held in Old Towne in bridge CB1 3LB, United Kingdom. contest, an art show and auction, and semi- San Diego, Calif. Events include role-playing, If a convention listing must be changed nars on writing, virtual reality, computer gam- board, and miniatures games. Other activities because the convention has been canceled, ing, and haunted houses. Registration: $25 include figure-painting contests and trivia. Reg- the dates have changed, or incorrect infor- (Canadian). Write to: KINGCON, MPO Box 1212, istration: $20 before July 31; $30 at the door. mation has been printed, please contact us Saint John, N.B., CANADA E2L 4G7; or call: Write to: GAMEFEST XIV 3954 Harney St., San immediately. Most questions or changes (902) 542-1798. Diego CA 92110. should be directed to the magazine editors at TSR, Inc.: (414) 248-3625 (U.S.A.). Ques- GRAND GAME CON ‘93, July 17 MI AVALONCON ‘93, Aug. 5-8 MD tions or changes concerning European con- This convention will be held at American This convention will be held at the Hunt Val- ventions should be directed to TSR Limited: Legion Post #179 in Grand Rapids, Mich. Events ley Inn in Baltimore, Md. All activities are (0223) 212517 (U.K.). include board, war, and role-playing games. Avalon Hill and Victory Games board games, Registration: $5 preregistered; $7 at the door. with single and team events, demos, and spe- Write to: Will Holden, 1023 California N.W., cial events for junior players. Write to: Don indicates an Australian convention. Grand Rapids MI 49504; or call: (616)454-0112. Greenwood, c/o The Avalon Hill Game Co., 4517 indicates a Canadian convention. Hartford Rd., Baltimore MD 21214; or call: (301) indicates a European convention. 254-9200.

DRAGON 77 CUBICON ‘93, Aug. 6-8 MI PACIFICON ‘93, Sept. 3-6 CA This convention will be held at the Recre- This convention will be held at the Dunfey Important: To ensure that your conven- ations and Organizations Center on the Univer- hotel in San Mateo, Calif. Events include role- tion listing makes it into our files, enclose a sity of Michigan-Dearborn campus. Events playing and board games. Other activities self-addressed stamped postcard with your include role-playing and board games. Regis- include a flea market, dealers, seminars, first convention notice; we will return the tration: $4/day or $7/weekend. GMs are wel- movies, painting contests, plus open and minia- card to show that your notice was received. come. Write to: CUBICON ‘93, c/o SF3, Room tures gaming. Write to: PACIFICON, PO. Box You might also send a second notice one 210 ROC, 4901 Evergreen, Dearborn MI 48128; 2625, Fremont CA 94536. week after mailing the first. Mail your list- or call: (313) 593-5390. ing as early as possible, and always keep us informed of any changes. Please avoid SIOUX CITY GAME CON VIII sending convention notices by fax, as this KINGCON ‘93, Aug. 6-8 OH Sept. 3-5 NE This convention will be held on the University This convention will be held at the Marina method has not proved to be reliable. of Dayton campus. Events include role-playing, Inn in South Sioux City, Neb. Events include a board, and miniatures games. Registration: $10 wide variety of gaming events. Registration: preregistered; $15 at the door. Write to: KING- $10/weekend. Send an SASE to: Kurt Lyons, CON, P.O. Box 71, Dayton OH 45401; or call: 2801 Jennings, Sioux City IA 51104. (5131223-8973. ANDCON ’93, Sept. 24-26 OH SUMMER GAMES ‘93, Aug. 7 PA This convention will be held at the Holiday This convention will be held at the Fire Hall in Inn in Independence, Ohio. Guests include Kenhorst, Pa. Events include many role-playing , Peter Bromley, Rick Loomis, Colin game events. Registration: $7. Write to: SUM- McComb, Tim Beach, and Slade. Activities MER GAMES, c/o Nathaniel Lee Fischer, 516 include 23 RPGATM Network events, miniatures March St., Shillington PA 19607; or call games, the national PBM convention, and over Nathaniel at: (215) 775-1548. 200 other events. Registration: $17.95/weekend. Daily and visitor passes are available. Write to: CAMELOT V, Aug. 13-15 AL ANDCON ‘93 HQ, P.O. Box 3100, Kent OH 44240; This convention will be held at the Tom Bevill or call: (800) 529-EXPO. Center on the University of Alabama-Huntsville campus. Guests include “Zeb” Cook and Troy DEMICON 4, Sept. 24-26 MD Denning. Activities include RPG events, dealers, This gaming convention will be held at the videos, and open gaming. Registration: $20 pre- Sheraton Conference hotel in Towson, Md. registered; $25 at the door. Write to: SAGA, P.O. Events include role-playing, board, and minia- Box 14242, Huntsville AL 35815-0242; or call: tures games. Other activities include seminars, (205) 461-8827. a game auction, a painted-miniatures contest, and dealers. Registration: $20 before July 31; GOLD CON II, Aug. 14 NJ $25 thereafter. Send an SASE to: Harford This convention will be held at the American Adventure Society, c/o Strategic Castle, 114 N. Legion Post in Clark, N.J. Events include role- Toll Gate Rd., Be1 Air MD 21014; or call: (410) playing, miniatures, board, and RPGA™ Net- 638-2400. work events. Other activities include a miniatures-painting contest. Registration: $8 TACTICON ‘93, Sept. 24-26 c o before July 31; $10 at the door. There are no This convention will be held at the Sheraton event fees. Write to: AU Gamers, P.O. Box 81, hotel of Lakewood, Colo. Events include over Whippany NJ 07981; or call: (201) 402-9239. 150 events in all types of gaming. Registration: $15/weekend preregistered. Write to: Denver 1993 GEN CON® Game Fair Gamers’ Assoc., P.O. Box 440058, Aurora CO Aug. 19-22 WI 80044; or call: (303) 665-7062. For information on the world’s largest game fair, turn to page 80! EARTH ‘93, Sept. 25-26 This convention will be held at the Freizei- BUBONICON 25, Aug. 20-22 NM theim Stocken in Hannover, Germany. Events This convention will be held at the Howard include role-playing, board, and miniatures Johnson Lodge in Albuquerque, N.M. Guests games. Other activities include a costume con- include Kevin J. Anderson and Robert C. Cor- test, demos, and writing contests. Write to: Arne nett. Activities include gaming, panels, signings, Rassek, Berliner Str. 23, D—W 3005 Hemmin- movies, a masquerade, an art show, an auction, gen 1, GERMANY. hucksters, and filking. Registration: $21 before July 31; $24 at the door. Write to: NMSF Confer- EMPEROR'S BIRTHDAY ‘93 IN ence, P.O. Box 37257, Albuquerque NM 87176; or call: (505) 266-8905. No collect calls, please. This convention will be held at the Century Center in South Bend, Ind. Events include role- NANCON XV/TEXICON ‘93 playing, board, and miniatures games. Write to: Sept. 3-6 TX Mark Schumaker, 1621 Frances Av., Elkhart IN This convention will be held at the Adams 46514; or call: (219) 294-7019. Mark hotel in Houston, Texas. Events include role-playing, board, and miniatures games. GAMECON ‘93, Sept. 25-26 IN Other activities include an auction, a video This convention will be held at the Ramada room, and open gaming. Registration: $20 Inn South in Indianapolis, Ind. Guests include before Aug. 14; $25 thereafter. Single-day passes Steve Lortz. Activities include a painted-minia- will be available at the door. Send an SASE to: tures contest, seminars, and dealers. Registra- Greater Houston Gaming, PO. Box 631462, tion: $12 preregistered; $15 at the door. Game Houston TX 77263-1462. masters are welcome. Send an SASE to: GAME- CON, P.O. Box 39035, Indianapolis IN 46239- 0035; or call: (317) 862-3982.

78 JULY 1993

Handicapped heroes in super-hero RPGs

by Justin Mohareb

Color by Steve Sullivan

Many gamers think the only super- handicapped. Thor, in his former guise of years as the X-Men's mentor. Psylocke was heroes worth playing in a role-playing the mortal Dr. Donald Blake, had a lame blinded, and later given cybernetic eyes. game (RPG) are the huge invulnerable, leg. Professor Charles Xavier has been Daredevil is blind. Hawkeye is, as a result muscle-bound types. They find the idea of confined to a wheelchair for most of his of an earlier adventure, almost deaf with- playing a handicapped hero somewhat out his hearing aids. Silhouette of the New offensive. Warriors uses crutches. Bushmaster, like Fortunately, the comics do not share Donald Pierce of the Reavers, was a quad- this attitude. There have been many riplegic who used heroes who were in one way or another

DRAGON 81 cybernetic limbs to replace his own—in handicap. Daredevil may have, in Whatever you do, don’t make it too easy. Bushmaster’s case, cybernetic arms and a response to his blindness, been given a As always, the characters should have to snake’s lower body. Artie from the Exter- +1CS or +2CS bonus to his Intuition abil- fight every step of the way to achieve their minators cannot speak, so he uses his ity, or perhaps was given sonar as a bonus goals. Say Doctor Doom wanted a plastic telepathic projection power to communi- power. Penalties for blind characters surgeon to repair his face. Suppose one of cate. The creator of the Box armor, Roger engaged in combat without some sort of the characters wanted this same surgeon Bochs, had no legs, so he designed his compensation could be the same as the to do a similar service, or that one of the armor to grant him mobility penalties for fighting in darkness, as given heroes is the surgeon and Victor Von in the MARVEL SUPER HEROES™ Doom appears in his waiting room one Overcoming handicaps Advanced Set Judge’s Book. day. Ideas are starting to simmer, aren’t It is possible to run a hero who is not There may be unforeseen benefits to a they? functioning at 100% capacity. There are physical handicap if the Judge is imagina- Running a handicapped hero can lead to many powers or gimmicks that can be tive. How often has some villain tried to some intense role-playing and a good deal used to help get around physical handi- use a hologram, illusion, or some blinding of imaginative power use. Don’t hesitate to caps. A simple hearing aid, a robotic servi- tactic on Daredevil? Hawkeye was try such a character in your campaign as tor, a suit of cybernetically controlled immune to Angar the Screamer’s and a PC (or an NPC if you’re a GM). You may armor, a telekinetic power, or magical Screaming Mimi’s sound-induced halluci- be more surprised at what you can do spells could be used to negate or counter- nations because he couldn’t hear the than what you can’t. act handicaps. Cybernetic limbs could be sounds. of the Teen Titans never used also. Some heroes, like inventors and has to worry about losing an arm because Marvel characters and the distinctive name and psychics, do nor engage in physical com- he can simply have it soldered back on. likenesses thereof are trademarks of Marvel Enter- tainment Group, Inc. and used with permission. bat often, so physical handicaps would be Donald Pierce would be missing an arm Copyright ©1993 Marvel Entertainment Group, Inc. less of a hindrance to them. A psychic right now (if he wasn’t already) due to the All Rights Reserved. could be deaf, and “hear” by reading attack Wolverine made on his extremity in thoughts directed at him Or he could be the battle with the Hellfire Club several able to communicate by true telepathy. years ago. A cyborg might also be immune A magic-using or mentalist character to the stunning or extra damage effects of could be unable to walk, or could be para- certain martial arts due to the lack of lyzed, unable to move at all. This hero still nerve centers in their cybernetic limbs could adventure in her astral form, how- ever. It would be downright interesting to Role-playing handicapped have a character whom the others would heroes never see in a solid form, but only in an The Judge could use handicaps as a amorphous mist resembling a human role-playing tool. A character could find it body. Imagine the character assuming she imperative to see the mayor, but she can- is immune to physical attacks, but then not enter City Hall because she cannot get having to tight a gaseous vampire, or the up the steps in her wheelchair and there astral form of an opposing mage or psy- is no handicapped-access ramp. Using chic. A wheelchair-bound villain can still public transportation, going shopping, or be an excellent mastermind, and from the even making a phone call can be difficult chair he may control various death traps. for many handicapped persons due to Imagine an evil genius, trapped in an iron problems of accessibility Perhaps the lung, who controls robotic replicas of the hero is in the vicinity of a criminal trying heroes to ruin their reputations by rob- to escape from the police. A deaf hero bing banks, etc. Perhaps he hires other couldn’t hear the police sirens. A hero in a villains to do his dirty work for him. wheelchair probably couldn’t chase the Remember Silvermane, the Maggia leader criminal down a busy city street and catch who fought Spider-Man and Cloak and him. Scenarios even can teach the players Dagger? He ruled his criminal empire about what it is like to be handicapped in from a bed, and even when the heroes today’s society Don’t get too preachy found him, he was still able to protect about this, though, and don’t do this too himself. Later, his brain was placed in a often so as not to completely frustrate the cybernetic body that let him mix it up with character. Maybe the handicapped hero them directly. can later work to improve accessibility for all handicapped people. Benefits for handicapped PCs An excellent adventure could be built Why would a player want to play a char- around a character who hears that there acter with a physical handicap? One rea- is an NPC capable of removing or curing son is that the Judge might allow bonus his handicap. This can lead to the charac- Karma points for good role-playing. ter being healed by magic, regeneration, Another reason is that they could simply or some type of cloning. Or, the hero be forced to do it. A better reason is that could arrive to find his potential benefac- the Judge allows a +1CS to a certain abil- tor dead in the snow, and have to avenge ity or superpower. (Bonus points could be his death and retrieve the magical scroll awarded during the character-creation or medical notes containing the potential process, if the game system you use has cure. Perhaps an old enemy hears of the that feature). For example, if Charles hero’s potential cure and kidnaps the NPC Xavier was a starting character, then he before the hero can be cured. The hero would have been given a +1CS to his will then have a very keen interest in mental abilities to compensate for his working to rescue the NPC

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very year, at the end of the trading season, Cobber Waakzam visited Den Huys Island, disappearing up the river as his father had before The End of him and returning in a few days on a log raft with crude baskets full of the feathers that had made his fam- ily wealthy. His crew, well paid and Trading happy in Waakzam’s service, never complained or questioned; more important, perhaps, they never followed him upriver. Den Huys was dark and foreboding, the pall of silence that hung over it occasionally pierced by what sounded Season like the screams of women being tortured. Moreover, the island got its name from an infamous pirate and black magician who was believed to have lived for centuries before being marooned there by his mutinous crew. Sailors’ rumor held that the strange cries were made by the ghosts of all the women Den Huys had ever raped, and that the evil pirate’s shade held court on the mountain that rose like a funeral mound in the island’s center. Even in a year when the trading season had been dif- ficult and the delays numerous, the crew said nothing By Daniel Hood as Waakzam climbed down into the little boat with his bundles of trade goods and began rowing himself up the shadowed river, pulling strongly straight for the island’s heart.

Waakzam waited with growing impatience on the dark bank of the river. He hated being late. The trad- ing season was rapidly approaching its end and his last stop, the one he had always thought he could count on, was delayed as well. In the ordinary course of things, the tribe should have met him at the fork in the river, and they should have had his raft made. Looking down at his little rowboat, its painter tied to one of the many narrow, twisted little trees that hung over the river, he sighed resignedly. It made sense. The whole season had been a scramble from port to port, scraping together a decent return, and it should not have surprised him to find the tribe remiss. It was his fault, in part. He should have been there weeks before. His father had strongly impressed the date of the meeting on him when he was a small boy. “Remember, Cob,” he had said on their first trip together up the dark river, “they are only savages. They do not understand contracts or obligations. They under- stand that once a year, on the first day of rain, I appear out of the sea and offer them goods of great value for certain feathers that happen to carpet their island. “What’s more,” he had gone on as his son plied the oars, “we must never be late. The chief insists on it. It seems that if we come any later, we risk interrupting a religious festival that they hold later in the rainy sea- Illustrations by Kevin Ward son. And I don’t think we want to get caught up in any savages’ religious ceremony.” Cobber had laughed ner- vously, imagining bubbling cauldrons into which he would be thrown as the main course. Year after year, his father had kept the appointment, and when Cobber had taken over his father’s small

DRAGON 85 fleet, he had kept the appointment also. Though both to it in his comfortable house in civilized Freeport, had father and son had expanded the business, they always moved him very much. remembered that the Waakzam fortune was built on Now, trotting through the wet forest with his blis- feathers. Cobber himself had come to look forward to tered feet complaining, he wondered what might have the yearly journey upriver, a trip always made alone, as happened to his friend. Life was hard for the tribe, he his father had carefully stipulated. knew. Every year certain faces—often young ones— Here he was now, alone, with the goods of great were missing. Boga, though, was a superbly healthy value—trinkets and bolts of cheap cloth—carefully man, a giant among the tribe and well respected for stowed in his rowboat, but weeks late. The first rain was his strength and intelligence. long past, so that in addition to feeling miserable Maybe an accident? he thought, stumbling over a root. about the season as a whole and about missing the He tried to mutter a prayer, but the pace the boy had meeting for the first time in over forty years, he stood set drove the breath from him, and he had to concen- with cold water perpetually dripping off the leaves trate on keeping up. above his head and down his shirt. There was also no Soon enough, though, he began to see signs of the place to sit. The ground was saturated and, though not tribe—a clearing here and there, stubble and dis- quite mud, certainly well on its way. carded stalks indicating that the tribe’s few crops had Den Huys, he decided gloomily, had an evil aspect already been harvested. The boy led him on, urging entirely suited to its name: dark forests bunched over even greater speed as they came closer to the village. rough, stony ground rising to the high, brooding hill Finally Waakzam stumbled into the broad clearing with its perpetual shroud of mist, while the birds that that was the tribe’s village that year. Every year they bore the famous Waakzam feathers uttered their moved to a different spot, but it always looked the hideous call from time to time. same: a cluster of rickety thatched huts littered with Cobber waited on the bank for almost an entire day, primitive tools for hunting and trapping, the ground pacing and fuming at his own bad luck. His back ached beaten down to smooth brown earth studded with from rowing and his feet grew blistered in his wet stones, small fires everywhere. He paused for a boots, but he was unwilling to leave. Every few minutes moment at the edge of the village, ignoring the boy’s he imagined a noise and peered anxiously through the impatience, and caught his breath. It was the same wet, glistening underbrush, only to be disappointed. scene he remembered, but the season was different. For all his looking, he was not paying attention when The rains had now been falling for almost three weeks, the boy finally appeared, running noiselessly through and the village somehow looked squalid, the huts the forest and suddenly appearing before him, out of bedraggled, the fires sputtering smokily under impro- breath and wild eyed. He was thin and pale, with the vised awnings of skins and branches. The people were straight blond hair of his tribe. Cobber had been about paler, too; he was used to seeing them just after the dry to give up, to call the season a failure, to launch his season, when they looked bronze and healthy. Now the boat and bid the miserable island goodbye for a year. rains had begun to bleach them, leaving them a pale, “Blessed boy!” he exclaimed, sweeping the half-naked fishbelly white, somehow spiritless. child up in his arms and hugging him. His exultation What surprised Cobber most, though, was the way quickly faded when the boy struggled fiercely to be they looked at him. There was none of the joy he was released. Waakzam let him jump to the ground and used to, the exuberant welcome in the form of whoops watched suspiciously as the boy made to leave the and shouting, impromptu dancing, extravagant dis- bank, gesturing urgently for the trader to follow. plays of affection. They certainly noticed his arrival, “Hold on,” Cobber said, firmly standing his ground. but none approached him. Some actually turned away, “Where’s Boga?” He repeated the name twice, though hurrying off to avoid him. the boy only shook his head and gestured inland. Scowling at the reception, and knowing it was his “Boga,” the boy said, and shook his head again, grab- own fault for being late, Cobber allowed the boy to bing at the merchant’s hand. hurry him through the village to the chief’s hut. The Finally despairing of making the boy understand, tribe parted silently before them, and he felt a little Waakzam allowed himself to be led away from the river. like the condemned men in Freeport, drawn through He did not give up asking for Boga, but the boy the streets in tumbrels to their execution. He fought to responded only by urging him to greater speed. suppress a shudder and felt depression settling in on Boga was the name of the tribal chieftain’s son, or as him, as though his being late had brought the rains, much of it as the trader could pronounce. Just as his had allowed the life to be washed out of the tribe. For father had made a great friend of the old chieftain, the first time in a long while, he remembered the cere- Cobber had gone out of his way to befriend the chief’s mony his father had mentioned, and wondered if he son. It was always Boga who met him at the fork, Boga were interrupting it. who supervised the building of the raft, Boga who The boy led the way to the biggest hut in the village accepted the trinkets and cloth and turned over the and left him there, disappearing into the rain. Cobber feathers, Boga who helped him load the feathers and drew himself up and stepped through a wide gap in his rowboat onto the raft for the trip downriver. He the thatch. had even become Boga’s blood brother some years Smoke filled the hut, but he knew where to find the before, in a ceremony which, though he never referred chief, sitting crosslegged on a skin-covered settee on

86 JULY 1993

the left—and to the tribe, lucky—side of the door, out chiefs hut: the shaman’s voice high pitched and threat- of the draft. The chief was a spare, stringy man. Sitting ening, the old man’s stubborn. Strangely, the voices, in a crosslegged and motionless, he looked like a carven language he did not know, filtered by the rain and the idol of famine. intervening thatch, lulled him, and he finally slept. “Coppah Wazan,” he intoned as the trader entered, Nightmares filled his head, visions of torches and nodding ponderously, his eyes closing with majestic solemn faces, of the crippled shaman leering at him, of slowness. wet leaves pressing down on him, shutting him in, “Slafomir Tokowa,” the trader responded, bowing, crushing him. unintentionally mangling the chief’s name as much as the chief had butchered his own. Cobber felt rain on his face and heard the voices of The interview and its aftermath were as disappoint- those around him before he felt the slaps, though it ing as any he had ever had. The chief spoke no was the none-too-gentle slaps that opened his eyes. His Freeporter, but he managed to communicate a great head felt thick; his brain was wrapped in prickly cot- deal through signs and repetition and facial expres- ton. The shaman was looming over him, his face sions, most of which were sad. Boga, Cobber gathered, twisted in a sneer, gray clouds over his shoulder. Cob was dead, though when he pressed the chief to find ber shook himself and struggled to rise, only to slump out how, the old man only shook his head, his eyes back, aware now that his hands were bound and that misting. When it was finally clear that the chief could his back was wet and cold from lying on the ground. not, or would not, tell him how his son had died, Cob- The shaman stepped back from Cobber and, with a ber reluctantly allowed the conversation to turn to the gesture, set two tribesmen to hauling the trader to his feathers. With a morose expression, the chief led him feet. At first his legs refused to hold him, but after a across the muddy village to a small hut, and Cobber moment’s shuffling he brought them under control. went in alone. The rain was helping to clear his head. Simply woven baskets filled with once-brightly col- Still supported by the two men, Cobber took in the ored feathers reached to the ceiling, but the merchant scene in quick glimpses, shaking his head in between in him could see that most of them were ruined. They to get rid of the cobwebs. had gotten wet waiting for him, and those he could see There were only six of them: Cobber, his two supports, were moldy. He did not blame the tribe and decided to the shaman and a boy who attended him, and the chief, give them the goods he had brought anyway, but it was standing off to one side. They were on a wide shelf of clear that he would make no profit from the stop. rock set in a hillside; a few feet in front of them there He stepped out of the hut and into a hissed argu- was a drop of almost ten feet to another, wider shelf, ment between the old chief and the tribe’s shaman, a away from which the thick forest descended into the sea, spindly little man with a withered leg and a crutch, barely visible in the rain. Behind them rose the funeral wrapped in a ragged leopard’s skin. As soon as he mound, the high hill in the center of the island. Behind, appeared, the chief cut the argument short with a terse Cobber thought, shaking his head fiercely. Though command, and the shaman hobbled away, sparing only there was no sun to judge, he knew he was on the far a brief glance of distaste for the trader. side of the island, where he had never been, the hill and Cobber wondered again if he had interrupted the the forest and the river between him and his ship. festival. He had noticed no obvious preparations, but Once Cobber was awake, the shaman paid him no the shaman’s look of disgust had not been open to more attention. He stepped to the edge of the shelf interpretation. It all seemed part of his failure to arrive and put out his hand. The boy jumped forward and on time. The rains, the cold reception of the tribe, the handed him a skin satchel, out of which came a black ruined feathers, Boga’s disappearance—Cobber square of folded cloth and a horn. scowled miserably over them all, feeling guilty, though Cobber froze when he saw them. He brought only he knew it was unavoidable. The season had been bad. brightly colored cloth to the island, not black, and the Dinner with the chief only served to deepen his horn looked like the kind used in Freeport sea-hunts. depression. All of the usual dishes were served, includ- He tried to catch the chiefs attention, but the old man ing the tribe’s potent wine, but with none of the cus- avoided his eye, staring stolidly out over the shelf, his tomary gaiety. No other members of the tribe face a motionless mask. attended, so it was only he and the chief, and he found The boy provided a long pole which the shaman that the old man could not meet his gaze. Eating his fixed into a hole bored in the rock; he fixed one edge food without tasting it, Cobber wondered if he, too, of the black cloth to the pole and let it hang, spilling thought the trader’s lateness was responsible for all the its sodden folds down along the wood. It looked thin things that had gone wrong on the island. and worn. There was no wind, and the flag refused to The two men agreed wordlessly to go to bed early, fly, curling around the pole like a snake, but the without smoking their customary pipe together. Knock- shaman paid it no attention. He raised the horn to his ing back a last mouthful of the harsh liquor, Cobber lips and blew on it inexpertly, producing a weak imita- excused himself with a bow, and was shown to a hut tion of a Freeporter call. Cobber winced at the noise; next to the chief’s by one of the old man’s wives. the tribesmen, though, sprang into frightened action. As he searched for sleep on his raised frame of skins, The shaman’s attendant suddenly broke and ran, dis- Cobber heard yet another hissed argument from the appearing back up the hill. The two guards hauled

88 JULY 1993

Cobber up to the edge, the shaman limping aside to like the owners of the bones that littered the shelf. make room. “But what am I being sacrificed to?” The bones did Though the drop was not much, Cobber tensed himself not look chewed, and he had never seen any animals against the shove he knew was coming, and when the on the island big enough to take on a man. His eyes shaman gave a command, he pushed backward as hard as went to the pole on the upper ledge, and the black he could. He was strong, and the guards were not ready flag. Playful gusts of wind tugged at it, pretending to for resistance. For a moment the three of them hovered spread it only to drop it before the design could be at the edge, struggling. Then the chief shouted, and a revealed. He caught a hint of white at the center, but flock of birds exploded from the forest below them. the wind refused to oblige. In any case, he was more The guards dropped Cobber’s arms and dashed off interested in how the flag had gotten there in the first after the shaman’s attendant. Cutting the shaman’s place. He knew no one on the island had made it. Like protests short, the chief approached Cobber, pulling a the bones, it was old, the edges frayed and tattered. flint knife from his belt. Cobber did not have long to consider the mystery. Aware of the drop behind him, the trader brought He was a merchant, a practical man, and after a few his bound hands up, determined to fight, but the chief moment’s consideration he set his mind to getting out simply cut the bonds with a single stroke of his knife. of the situation rather than unraveling it. The ledge “Coppah,” he said, tears suddenly standing in his had an overhang and was too high for him to reach. eyes, and pulled him close, hugging him roughly. The forest on either side looked nearly impenetrable, “Coppah,” he said again, pushing him away. He thrust a tangle of trees and creepers and thick underbrush. the blade at Cobber, who took it suspiciously, vastly That left going forward, down off the lower shelf confused. Then the chief shoved him, and he was slip- toward the sea. ping from the shelf, twisting, his feet over nothing, his He had gone three halting steps that way, favoring knee banging hard against the stone, and he fell his hurt knee, when the forest in front of him parted sprawling to the stone below. and disgorged a man. He landed poorly, all on one ankle and then down At first he thought it was Boga—the shape was right, onto the knee he had hit going over the edge, losing and from a distance the features looked like his the knife in the process. A jolt of pain shot up from his friend’s—and started to hop forward as fast as he could. knee, sending him unsteadily to his feet, hopping, But as the man came farther onto the shelf, Cobber cursing. He saw the knife, stumbled over and snatched stopped and then backpedaled a few clumsy steps. it, turned to look up at the ledge above him. The man was a vision of Boga risen from the grave. The chief was gone; only the shaman remained, and His skin was loose and wrinkled where it had once he was glaring down at Cobber with impotent hatred. stretched over powerful muscles; his hair straggled in Cobber jabbed the knife in his direction, and he took sparse clumps over a leprous scalp; and where Boga’s an involuntary step backward before spewing down a gleaming smile had once sat, rotten teeth like black string of curses. Smiling, the trader turned his atten- corn leered at the trader. Cobber held the stone knife tion to the lower shelf. up and waved it warningly. Gray stone rolled in broken waves to the forest, “Stay away,” he said, his voice quavering, and then cracks and small crevasses darkening beneath the rain. more strongly, “Stay back.” There were chunks and splinters of white in the cracks. At the sight of the knife, the rotten man stopped his Cobber prodded one with his foot, and stopped when shambling advance, his sagging face twisting in an he realized it was a bone. Behind him, the shaman approximation of calculation. began to laugh and stifled it when another flight of “What’s this?” He lisped horribly, his broken teeth birds exploded from the forest close to the shelves. He almost inadequate to the task of speech, his voice a said something in an awestruck whisper that made thin husk. “A Freeporter?” Cobber spin back to him, but the shaman was already Cobber growled low in his throat and gripped the gone, hobbling away into the forest. knife so hard his hand shook. Boga spoke no “The noose,” Cobber said to himself, the words he Freeporter, he knew, and the chief had said he was dead. thought the shaman had whispered. He knew the crip- ‘You’re a sailor,” the rotten man lisped. “No! Not a ple spoke no Freeporter, but that was what it had sailor—a merchant!” His lips writhed like snakes and sounded like. made a self-congratulatory smile. Raising one withered With the shaman gone, he noticed the silence, the arm, he indicated Cobber’s clothes. ‘You’re too well complete lack of movement all around him. There was dressed and too healthy to be just a sailor. Gods, you’re only the patter of rain on stone. Slowly, he bent down healthy!” and picked up one of the bones, running his fingers He began to sidestep around Cobber in a circle, forc- over it carefully. It was brittle and dirty with age. The ing the merchant to pivot to keep up. He moved others looked equally old; there were no fresh kills, no quickly, though his legs were as thin as twigs and his bones that had not spent at least a year since the last muscles were barely seen cords. ceremony pounded by the rain or exposed to the sun. “I’ll like being you,” he said. He knew then that he had not just interrupted the Spinning to keep up with the rotten man, Cobber ceremony his father had mentioned; he had joined it, shuddered involuntarily. “What do you mean?” had become the main attraction. He was a sacrifice, ‘You’re my body this year,” the carcass explained

90 JULY 1993 through his decaying grin. A thought hit him and he ing, trying to concentrate on revolving, keeping the stopped moving, poised between Cobber and the knife between him and his friend’s wasted body. If the higher shelf. The flag still teased from the staff, puffing chief had sacrificed his own son one year, a mere trad- in and out as if it were breathing. “Have you been here ing partner would seem like very little the next. before?” Cobber did not answer, unwilling to speak, “But then, they gave you a knife,” Boga’s corpse went wondering if the stone dagger would do him any good. on, “and you’re not bound. Maybe they thought you’d ‘You have, I’ll bet, and those savages never told me. kill me.” The idea set him to laughing, a reedy cackle They never told me!” that scraped at Cobber’s nerves. “They’ll have to pay For a moment his eyes flashed and he drew up Boga’s for that. I’ll burn their miserable hovels down around body into a posture of rage, and then he started side- their ears.” He extended one bony finger and stepping again, his wretched smile slowly returning. mouthed a word; the wet tangle of creepers he was ‘You must have been special to them, if you came pointing at burst into smoky flame. and went before and they never gave you to me. How The unnatural fire stunned Cobber. He was not long, trader? Three years? Four years? Longer?” thinking properly, he knew, not planning, not fighting. “Forty,” Cobber spat. His knee was aching, and the Things were piling up in his head, questions that rain had started dripping into his eyes. fought for attention, beating out his need to get away. “Forty!” The number seemed to stagger the rotten “Who are you?” man, but he continued his circle, passing again the point This brought a fresh spate of cackles from the where he had entered the shelf. ‘You’re not forty!” corpse. Still circling, he raised his arms grandly and “My father was here before me,” Cobber said. He proclaimed, “I am a god!” Laughing, he set two more could not keep his eyes from the figure of his friend’s fires in the rain-drenched underbrush. body, the loping sidestep, the feverish glow in his ‘You’re not a god,” Cobber retorted, shaking his sunken eyes. He felt like a bird before a snake. head. He simply could not think properly; the corpse ‘Your father before you! Forty years! And they never was ensnaring him in some way. He thought of magic. gave me your body! I’ve been here almost eighty, and “I may as well be,” the rotten man went on. “They they’ve given me one of their own every year! They give me sacrifices, don’t they? Though never one so didn’t even argue when I took this one,” he slapped healthy as you. You're fat and strong. And you’re a Boga’s sunken chest, “and he was the chiefs own whelp! Freeporter; you must have a ship waiting for you.” I picked him out myself, and that bunch of savages just The circling had brought them around again, with nodded and tied him up for me, but they never sent the rotten man between the trader and the flag. your father or you. You must be very special to them.” Thought of the ship stopped the rotten man, and his We were never late, Cobber thought, but he said noth- eyes went round. “A ship!”

DRAGON 91 ‘You’ll never see it,” Cobber promised grimly, taking Huys pounced on him, faster than he could believe, and a deep breath to steady his head. A real gust of wind hauled him off the ground with a strength that did not swept the shelf, prying the reluctant flag from the pole reside in the wasted muscles of Boga’s arms. and revealing its emblem: a crude skull and cross- The pirate held him firmly, drinking in the sight of bones, faded and moldy with immense age. Cobber Cobber’s healthy body. understood then what the shaman had said, how he ‘Your ship and your body, trader,” he whispered, his had butchered the Freeporter name. ‘You’re Den lips stretching back to smile. Huys,” he whispered, remembering the stories of black “I’m damned if I’ll let you have my ship or my body,” magic associated with the name. Cobber snarled. His feet dangling in the air, he drove The rotten man offered him a mocking bow. “The the stone blade into the corpse’s bloated stomach. Den same. In much reduced circumstances, I’m afraid. But Huys did not even flinch, though he stretched his arms once I get your body and your ship, I’ll be able to get out to hold the trader away. A rush of foul gas erupted myself back to Freeport, and then the bodies I take around the blade, the stench so strong that Cobber won’t rot quite so quickly. With the right supplies, I had to turn his head and squeeze his eyes shut. should be able to keep a body like yours for almost a “Trader,” he heard Den Huys say, “you’re damned whole lifetime. You’ve no idea what it’s like to have a anyway.” body rot under you in less than a year. And besides, a corpse isn’t likely to attract the ladies as much as, say, a At the end of his worst trading season ever, Cobber fat Freeport merchant.” Waakzam came down the river in his little rowboat, Den Huys bowed again, spreading his skeletal hands, with no feathers. Immense black clouds of smoke hung palms up, to indicate Cobber. over the island, rising from a section of the forest deep With the circling stopped, the trader found his head in the interior. clearing. While the corpse spoke, he tried to weigh his Despite the obvious failure of the stop, the final blow chances. Den Huys’ last words, though, made his deci- of an already miserable season, his crew thought Cob- sion for him, and he broke and ran for the forest at the ber seemed strangely satisfied. In fact, as the first mate edge of the shelf. reported to his messmates, when the merchant gave His toe caught in a crack and his knee gave way. He the order to set a course for Freeport, he was smiling sprawled at length on the rock, keeping the knife at the as though it had been his best year ever. expense of torn knuckles and a splintered nail. Den

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Fitting into the new WORLD OF GREYHAWK® setting by Carl Sargent Artwork by Ken Frank Some WORLD OF GREYHAWK® gamers GREYHAWK® campaign. Here, I’m going wider area than it controlled before the have a problem with the Campaign Book to suggest some ways for introducing the wars. It has assumed control over western of the From The Ashes boxed set. They “official” version into DM’s individual ver- lands from Dyvers (almost by default) in have developed the lands around the Free sions of the campaign world. the Cairn Hills, and Abbor-Alz to the east City of Greyhawk in their own campaigns, (by treaty from Urnst), and along the Wild and now find that the Campaign Book Crucial changes Coast to the south (to establish a “security adds all kinds of locations and characters There are some changes that have to be zone” to keep the Orcish Empire of the to a part of Oerth they may have spent a made, because the great Greyhawk Wars Pomarj at bay). Individual campaigns lot of time developing themselves. So, (as detailed in the boxed set of the same should reflect this growth of territory. while they may like the new material (at name) have changed this game world in This isn’t difficult to adapt. In the case of least I hope they do!), they may have diffi- some fundamental ways. The key theme the western and eastern lands, nothing culty integrating it into their ongoing here is the Free Ciy’s control of a much much has changed by way of the people

94 JULY 1993 and places there, so the DM doesn’t have What to add? a suitable obelisk, standing stone, or hilly to uproot his own creations, just adapt DMs don’t have to introduce new loca- peak in the Cairn Hills; over a period of them to the changes. If he has groups or tions and NPCs fully fledged. If you have days or weeks, this edifice simply seems to settlements that might not be expected to mapped the area where Karistyne’s castle melt out of the stone and form into its like Greyhawk’s rule, then they can come is, for example, then your campaign can current shape. to some arrangement or understanding have Karistyne (perhaps as a Nyrondese with the Free City; in the Campaign Book, exile) beginning work building her new Equivalents and hybrids there are examples of folk who don’t home elsewhere and only just beginning Some new locations are difficult to accept rule by Greyhawk as such, like to attract the powerful followers, and the transplant into an established campaign Karistyne in the Abbor-Alz or Greysmere political influence, she has in the Cam- world because of their size or character. in the Cairn Hills. Instead, they may sign paign Book. This allows the new NPC and The major dwarven settlements of some pact or deal with the Free City. Use location to grow into the existing cam- Karakast and Dumadan are examples. It’s the Campaign Book examples for ideas for paign world, rather than just being trans- not likely that many DMs can have a large, such deals. planted right into it. fortified settlement of nearly a thousand To the south, though, Hardby has Most of the new locations in the Cam- dwarves appear out of nowhere if she has become a militia (specifically naval) base paign Book can be moved painlessly this area mapped out in her campaign of real importance; this shouldn’t be enough. If Pargenter’s Mine is exactly world. tricky to implement, since Hardby paid where you already have a mine, camp, What needs to be done here is either to tribute to Greyhawk before the wars. Nar- castle, or whatever, move the mine. As a move these places to unmapped areas, or well and Safeton, along the Wild Coast, general rule, don’t move them too far else modify the dwarven settlements of have changed more dramatically. Here, away from where they are mapped in the the DM’s own to resemble the settlements while the DM doesn’t have to use the new Campaign Map unless you have to in the Campaign Book more closely. For city plans if he has his own designs, he (because you’ve fully mapped the area for example, the discovery of a buried bardic does have to accept the changes (orcs run many miles around and the new location artifact could give dwarves some of the out of town, military rule, etc.) that Grey- can’t plausibly be a new discovery), and qualities of the Karakast group from the hawk’s rulership has brought. This is a try to keep the new location at least within Campaign Book. Alternatively, the DM may land of war; there are huge orcish armies the same broad area (still within the Cairn leave out the new scripted locations and to the south. Greyhawk has to have this Hills, Abbor-Alz, etc.). just slot his own equivalents into the same buffer zone for its own security “political” role in the game world. Just Changing Narwell and Safeton, and any- New discoveries change the script for those who deal with where else, can be done in one of two There are many new locations that can them in the Campaign Book accordingly ways. The DM can either role-play his quite plausibly be recent discoveries in (so, if you don’t have Karakast, the bard campaign through the events of the wars your campaign. Indeed, your PCs may Nirifel wouldn’t have an aim of returning that don’t directly affect the Free City even get to be the ones who discover there, for example). much, which allows him three years of them. Perhaps Pargenter’s Mine has only You can also take ideas from some Cam- game time to bring change in gradually, just been discovered by a group of paign Book locations and put them some- or else advance the campaign date three gnomes, who have begun to understand where else; something as simple as the years and give players a summarized list what they’ve got their hands on. The Vale “Safeton Physic” (the wind that blows of changes. The most important thing is of the Lamia can have a veil of illusion strongly into Safeton’s harbor) can be that the events of the wars provide a plau- around it, explaining why no one has moved to some other coastal town, if sible reason for all kind of changes that mapped it out before. The Great Barrows you’ve developed Safeton yourself and this allow the DM to introduce places and peo- could be reduced in number, and pro- is a new element you don’t want to sud- ple from the Campaign Book. tected by hostile ogres or hill giants, denly add. explaining why no one’s got close enough Feel free, if such adaptations don’t work Refugees and other newcomers to come away with more than a wild for you, just to delete some new locations A simple rationale for bringing in new rumor in the past. Indeed, the Campaign that aren’t of major importance! Zen- folks and places is that the wars have dri- Book actually has plenty of sites that aren’t drelda’s Tower in the Gnarley Forest is an ven many people to the relative safety of even mapped because no one is certain of example—if you don’t want a mad wizard Greyhawk’s lands. Many characters from where they are; even in a well-explored atop a lighthouse in the middle of the for- the Campaign Book may be new settlers, world, not every square inch of terrain est, don’t place her there, But you might and their backgrounds can be changed to can be known. Then, too, some explorers still want to have some other cover story make them such. For example, at Peculiar can have made mistakes, messed up their and location of your own for the Manor the Ekbiri Sanjaray Mohsin could mapping, etc. acolyte/spy living with her. be rewritten as an ex-dweller of Ket who A mere handful of new locations could left when war brewed, bringing his gold actually appear fully-formed out of Society to a more peaceable place and either buy- nowhere. Shiner’s Castle Eyebite in the The Campaign Book teems with new ing up this settlement (if it existed in the Wild Coast is an example. The place is NPCs and groups. There are so many that DM’s campaign) or paying for it to be built clearly magical and there’s no reason why the boxed set includes a reference card (if it wasn’t there before). This example you couldn’t have the whole edifice liter- allowing the DM to find all the major shows that not just new NPCs but also ally appear overnight in its “new” location NPCs published in the Campaign Book, new locations can be developed with the (where did it teleport from?). Don’t overdo and the earlier City of Greyhawk boxed set. war as a backdrop and rationale. this, though, because it defies belief to There are also notes on how to use them, After the wars and the Pact of Greyhawk, have a whole string of new places pop up not the least important of which is that there are many new permanent ambas- out of nowhere, but in a few instances this you really don’t have to use every NPC sadors in town from the major signatories. saves the DM a lot of pondering! listed! This allows the DM to bring in other NPCs Some new locations could be transfor- However, there's one general shift that on their coat-tails, or to use his own estab- mations. The bizarre Doomgrinder, the should be reflected in Greyhawk cam- lished NPCs in conjunction with them stone windmill counting down the years paigns around the Free City. Generally, (becoming their spies, attaches, etc.). until the end of the world (or so the leg- non-evil humans, elves, dwarves, and end says), could be a transformation from other races tend to cooperate better than

DRAGON 95 they used to. This is simply because of hard to secure alliances across its lands. major importance, it’s their roles that external threats; these take the form of The DM can review the NPC groups and count. The wars can justify changes in humanoids to the south and Iuz to the factions he has and consider how they will their views and positions, so think north (and his distrusted Rhennee ser- respond to such overtures. At least some through how your NPCs will react to vants across the Nyr Dyv). At such times, should respond to external danger and what’s been happening around them. people tend either to isolate themselves in threat by allying with the Free City; this is cohesive ingroups (Greysmere) or form a vital change in campaign mood. Conclusion alliances with others (like the Gnarley In the end, your campaign world is your Rangers). Adapting NPCs own. If you’ve gone a very different route This shift allows the DM to change Melf is an NPC detailed in the Campaign with Greyhawk, then it may be too difficult details of his own NPCs to bring them Book, and some DMs will certainly have for you to change everything dramatically closer to Campaign Book groups if he their own versions of him. His goals and now. On the other hand, the wars give you wishes. The Gnarley Rangers are a good aims should be those written in the Cam- the opportunity to bring in major “reality example. They work hard to make friends paign Book, and they won’t be difficult for shifts” (changing over from 1st to 2nd Edi- among elves, gnomes, werebears, and the DM to use; if you have a different sta- tion AD&D® rules is a big enough change other groups of the Gnarley, watching out tistical (level, ability scores, etc.) version, in some ways!). Using later sourcebooks for incursions of southern humanoids in that’s fine. If you’ve already got an ambas- will be easier if your version isn’t wildly particular. They know the threat lying sador of the Duchy of Urnst in the Free different from the “official” version, across their lands, and form alliances to City, you can keep your own version while although The Marklands and Iuz the Evil keep it at bay. If the DM already has a keeping the politics of the Duchy as will give you enough ideas to cannibalize loose organization of Gnarley Rangers scripted in the Campaign Book, or decide to keep you happy if you do have a very other than that scripted in the Campaign that a new ambassador was needed for different campaign. Book, he can bring them closer to the the complex, post-war politics of the Stay with us! We know many Greyhawk “official” version if he wants to. They now place. Generally, the exact details of the gamers have been around a while and are have more structured leadership; they NPCs statistics don’t matter, but their role loyal to this game world. New products wear their emblems as a visible sign to should not be too different from the Cam- have been written carefully to build upon others of their allegiances; they have built paign Book version unless there’s a very old sources and be consistent with them, camps (or aided woodsmen or the Grey- good reason in your campaign world! while developing from that base. Whether hawk militia to do so) allowing the DM to Changing their role too much may clash you’re running your own campaign, or introduce new locations such as Corus- with the post-war Flanaess political pic- have followed the wars and the new taith, Beltander, or Tricaster, and so on. ture, and since future products obviously Flanaess closely, we hope you’ll appreci- All these are logical consequences of the will be based on that picture, it may be ate the sourcebooks and adventures the changes of the Greyhawk Wars. easier to make changes you need now future will bring. More generally, the Free City is working rather than later. With other NPCs of

96 JULY 1993

our figures huddled behind the I doubt that he’ll come out to greet us. A the dwarf’s pride and joy. “More than one ridge. They crouched in a circle, goblin who filches rubies from a dragon entrance has many a cave, and by surprise their heads down, conversing in low didn’t live this long by fighting fair. I say we many a victory is won.” voices. Every rustle of the mountain wind go in now and do what has to be done.” Krumble’s bright eyes gleamed from his caused them to freeze, fall silent, and look Krumble rose. When standing up, he was wizened face. “Right—I could go scouting!” about. From time to time they glanced over at eye level with the kneeling Borov. “I Once again, nobody so much as looked at the ridge at the precipice beyond and the could sneak in and scout. Hey, we’ve been him. shadowy cavern that led straight into the talking all day! Why don’t I do some scout- The fourth figure, a half-elven woman, cliffside. ing?” The wrinkled gnome received no shifted her position just slightly. All three of “It’s a fact.” Borov, the largest of the response as his fellows softly shook their the others looked at her as she spoke in a group, pounded his thigh softly with a heads. quiet voice. “One thing, Ironhammer: Our beefy hand. “We never counted on fighting “Look for another way in, why don’t we?” enemies will know the other caves as well Kru Gar underground, but there he is, and Ironhammer stroked his braided beard, as this one, and better than we ever will.

98 JULY 1993 Before we go on with our arguments, I’d Indeed, other PCs may have already sug- How to win friends and like to remind everyone that anyone in that gested the same idea. However, most peo- manipulate people cave may know we’re here, and may be ple are either too shy to make the Once someone chooses a strategy, that preparing traps for us even as we speak.” proposal heard or too wordy to make person must convince his companions to Borov scratched his jaw. “If you’re right, their ideas understood. A leader must pre- follow it. In a formal organization, the Katerina, that makes it all the more impor- sent the idea simply enough and firmly commander can rely on official authority tant that we attack now, before they can enough so that the entire party knows to make subordinates follow a plan. How- make their ambush complete. Let’s—” what to do. ever, few adventuring parties recognize Ironhammer sighed. “Limestone, this is. The leader’s proposal must be such a superior officer. Therefore, those The very country of caves. Why charge in extremely simple. When one’s basic plan who wish to rally a band of adventurers the front way when we can go in by the is short, other players can use it as a start- must master the principles of political back?” ing point for plans of their own. Far from behavior. Borov nodded thoughtfully. “Then per- restricting the rest of the party’s freedom, The first law of politics states that there haps you would care to take a back route a skilled leader gives the other adventur- is strength in numbers. When a lone per- while the rest of us assault from the front. ers opportunities for creativity. son speaks, the audience may argue. How- We could thus catch them between ham- At times, a master plan may involve a ever, once two people agree on some- mer and anvil, as you dwarves might say.” great number of steps. In these cases, one thing, other people tend to agree as well. “split the party.” Katerina rolled her eyes. need not reveal the whole plan at once, Therefore, before proposing an idea to “Wonderful idea.” Tell the rest of the party what you want to the entire group, one should mention the Ironhammer turned toward her. “It was do immediately but do not explain any idea to individual PCs. Once one finds a at least a suggestion, milady, which is more more of the reasons than you must. This few allies, the “alliance” can propose the than you have offered us at this moment.” is not a matter of keeping secrets from the idea to everyone else. The rest of the party Borov furrowed his brow as he looked party; it is a matter of keeping the party’s will find such a proposal quite difficult to around. “Where has Krumble disappeared attention on the business at hand. resist. to, anyway?” To locate supporters, one must analyze lronhammer spat. “With a gnome, who Sweating, Ironhammer leaned on his the personalities and abilities of other can tell. Anyway, talking I was. Limestone! axe. Six gray, deformed corpses lay about people in the party. Some people are nat- The drip of water creates not just one cave, him. Krumble crouched in the shadow of a ural allies. One must match people’s nat- but hundreds—” rock, silent. Borov sat upon a stone, tight- ural tendencies to one’s plans. For At that point, the clatter of distant falling ening a reddened bandage upon his arm. example, certain adventurers tend to sup- stones interrupted the argument. Footsteps Katerina stood erect and silent. Her eyes port ideas involving combat while others and harsh voices came from the direction darted first in one direction, then in the prefer clever ruses or unusual uses for of the caves, beyond the ridge. other. Nothing stirred in the ravines below. spells. In a campaign emphasizing role- Katerina, Borov, and Ironhammer raised Then she boosted herself over the rock as playing, every character has aspirations their heads to look over the ridge. Torches lightly as a cat. Standing atop the ridge, she and fears that a cunning analyst can flared in the cave entrance. Krumble looked down at the others. “You wanted to exploit. Personal friendships can also lead scrambled out of the cave, tripped over a go in. Well, come on. I’m going in now.” to useful alliances. The same partner who rock, and regained to his feet as he kicked Borov groaned, but he also rose to his guards one’s back in combat may stand at stones in every direction. He took off at a feet. one’s side in a council of war. Therefore, dead run toward his companions. “Limestone, this is. Another entrance it pays to cultivate at least one close friend Behind Krumble, more figures emerged we’ll find.” Ironhammer tapped his axe on within the party. from the tunnel mouth. First one, then the ground. The more ardently a speaker supports another, then dozens of hunchbacked fig- Krumble shivered. “What’s going on an idea, the more other people tend to ures loped into view. The spindly forms here, anyway? We aren’t going back, are resist it. Therefore, crafty politicians work carried weapons ranging from curved we? I mean, I’ve been in there, and it was a by indirection. Instead of declaring their swords to great loaded with little dangerous, y’know.” intentions before the group, these leaders multiple bolts. Katerina strode on without another raise controversial issues in casual con- Krumble shouted as he ran. “Hey, every- word. At the mouth of the cave, she flicked versation and allow their friends to dis- one, I went scouting!” her eyes backward. Her three companions cuss the topic. Eventually, by pure chance, trailed along after her, picking their way somebody else is likely to suggest exactly There comes a point in every role-play- through the rocks. what one wishes to do. At that point, the ing adventure when a leader must appear. Borov cupped his hands around his leader can praise his friends for their clev- Someone must choose a plan and rally the mouth and shouted, “They’ll surely have erness and good ideas. Then, the group others to accomplish it. Without such a reinforcements!” can work together to put the idea into figure, either chaos or quiet apathy comes Katerina looked at Borov for a moment, action. By letting other people take credit to dominate the party. At best, the team her eyes serene. Then she turned to the for his ideas, a politician can make stumbles unimaginatively through the cave mouth and raised her hands. Each of friends, avoid controversy, gain a reputa- adventure, surviving by sheer luck and her fingers performed its own separate tion for listening to other people, and—as game master’s grace; at worst, the group dance as Katerina intoned a verse beneath a final benefit—avoid blame if a plan goes splits up, making catastrophe inevitable. her breath, in a slow, rhyming cant. Then sour. The following article offers suggestions fire darted from her fingers, deep into the Usually, once two or three people have for those bold enough to take charge. cave. The earth shook beneath her feet. a strong idea, the rest of the party quickly Yellow flame and smoke blossomed from comes to agree. When this fails to happen, Person of the hour the cave mouth, accompanied by unearthly one must consider the reasons why. If the When the party needs a leader, what it howl and shrieks muffled by intervening reluctant adventurers point out valid flaws really needs is an idea. The most impor- earth and stone. in the plan, it is worth considering the tant characteristic of leadership is not the Katerina turned back to Borov with a possibility that they are right. However, ability to give orders, but the ability to faint smile. “I was hoping for reinforce- when a group ignores a useful strategy decide upon a course of action. The ments.” Then she strode into the caves. Her out of laziness or perversity, the leader leader’s plan need not always be brilliant. companions hurried to join her. should attempt to sway the foot-draggers.

DRAGON 99 A bold speech can sometimes rally the Party politics hundred nobles? This pay, I can hardly call party. The role-playing of such an event Once a player begins showing leader- sufficient.” Ironhammer spat and looked adds a great deal of color to the game. In ship, one must consider the role-playing back toward the hills. “In coffers the gold other cases, a character has some tool to consequences. A leader can occupy any awaits us to take it.” use against the rest of the adventurers, or imaginable role within the party. In some Krumble waved his arms in the air in frus- at least against a single recalcitrant. The circumstances, the PCs work for an orga- tration, trying to get someone’s attention. promise of gold may inspire a reluctant nized institution, such as the armed Katerina turned her eyes to Borov. “I’m adventurer. A group’s priest may com- forces, and have an established chain of ready to leave whenever you are. If Iron- mand some attention by threatening to authority. However, most adventurers hammer wants to stay in the wilderness, withhold the healing of the gods. develop styles of leadership on their own. that’s his decision,” When one has no means to inspire the A player who is role-playing a party’s Ironhammer spluttered. “Just an ore- party one can still lead by example. If the chief should consider his character’s picking minute—” majority of one’s companions persist in background and decide how the PC reacts “Krumble,” Katerina turned to the tiny floundering, one simply leaves them and to the responsibility of command. If the fellow. “Could you go ahead—just a little does what needs to be done. With any leader is a warrior, he could be an aristo- way—and help us find a path to Howat’s luck, a leader can count on at least a few cratic, gentlemanly officer or an earthy, Field? loyal friends to come as well. The sight of wisecracking veteran. If the leader is a “Yes—a good one.” Krumble dropped his this group plunging into action often acts high priestess, she could be remote, calm, bag of food, got up, and scrambled into the as a tonic upon the other players, induc- and compassionate, or fiery, sharp- trees without wasting a second. Only ing them to follow. tongued, and vindictive. Of course, an infi- moments later, his head appeared above a nite number of other possibilities exist as bush. “This way, this way. We follow the An evening later, the party camped outside well. stream to Ravenflow, and on to town.” the hills. They pitched their tent in the eaves Other members of the party can find Katerina walked off after him. Borov of a pine forest. Midwatch passed, and Borov similar role-playing possibilities. The per- hoisted his pack and strode on by her side. sat alone, his back against a mossy stone, his sonalities of followers can be as interest- Ironhammer came too, muttering under eyes searching the shadows between the ing as the personality of the leader. Does a his breath. trees. The moon set, leaving the forest in young warrior idolize the party leader, or darkness. does he respect the leader as “first among Styles of leadership Suddenly, Borov felt a presence beside him. equals”? Perhaps a veteran adventurer The archetypical leader would be the He stiffened and turned left. A slim form groans and complains about the leader’s most powerful or charismatic member of stood next to him. Borov slid back and started orders. This griping may merely conceal the party. This figure commands a little to rise, but the figure placed a warm hand on the fact that the character admires the awe from the rest of the group. Other his shoulder. leader very much, but doesn’t feel he can adventurers may admire or resent the “Relax.” The figure spoke in Katerina’s deep, safely show it. leader figure, depending on the interplay familiar voice. “I wish to speak with you.” In a campaign with an extensive back- of personalities. However, nobody doubts Borov released a long sigh. “Ye gods, ground, one must consider the charac- this leader’s right to command, and an woman, don’t surprise me like that. I ters’ social positions. A medieval knight insult to this chief represents an insult to nearly ran you through.” would normally resist taking orders from the entire party. This commander puts the Despite the shadows, Borov thought he a common-born sorceress, not merely out brand of his personality upon every deed could see Katerina’s face crinkle in a smile. of arrogance but because the situation the party attempts. “I wanted to talk to you about the battle. would not seem natural to him. This The role of the heroic leader comes We were very lucky.” could lead to insubordination. However, naturally to a warrior. Such a character Borov grunted. “We won. I suppose imaginative role-players can develop more may model himself upon some dashing, that’s what matters.” interesting solutions. First of all, the sor- decisive officer of the army. Wizards or “Mm-hmm.” Katerina’s voice was almost ceress could act behind the scenes, per- priests may also assume this position, too soft to hear. “But if we continue to haps allowing the knight to pretend that using the power of their magic to compel behave like decapitated chickens, it is he is in charge while in fact he is taking respect or the blessing of the gods to jus- unlikely that we will win again. I want to orders from her. The knight might also tify their role of command. These classes talk to you, Borov, because this group find magic so awe-inspiring that he does also make the best followers for a power- needs someone to guide it, someone to not think of the sorceress as a commoner, ful commander, because they know the make its decisions—a leader.” a woman, or even a human being. importance of discipline and respect a “The gods’ truth!” The large warrior dominant leader who will listen to their coughed and spat. The breakfast fire burned low. Ironham- advice but leave them free to pursue the “Borov, I think our leader should be you.” mer chewed on a greasy bit of sausage. business of magic. “Me?” Borov looked at Katerina with sur- Krumble sat a few yards from the others, An authoritarian leader works well if he prise and pleasure. munching handfuls of parched corn from a can support the role. The party’s chief “You, Borov. You seem to have a grasp of stained gray pouch. Finishing his own meal, must possess a firm voice, a commanding strategy. And you seem to understand that Borov stood up and kicked dirt over the gaze, a decisive mind, and a sterling repu- a simple plan is best.” glowing coals. The others glanced at him. tation. This figure should also exercise Borov chuckled with satisfaction for a “‘Let’s go.” Borov looked at each of the power with moderation to avoid stirring up moment. Then he stroked his jaw. “But they others in turn. “We’ve destroyed Kru Gar’s resentment. One must remember that aren’t going to listen to me.” fort, and now it’s high time we left this everybody in the game deserves a chance “I will support you.” Katerina’s voice was wilderness.” to be a hero. Rivalries within the party cre- nearly a whisper. “If they quibble, the two of Ironhammer pulled his whiskers with a ate exactly the sort of chaos a leader is sup- us will act. And I think they will follow us.” sneer. “Leave, say you? After but one battle? posed to prevent. Some people have a Borov nodded. “Very well, let us do so. Till booty we’ve found I’ll not be leaving.” natural air of command, but those who do But why did you choose me to lead? Why “I could help hunt for it. I can help.” Krum- not should use other methods of leader- not you?” ble spoke through a mouthful of kernels. ship. Katerina grinned. "If I have a good idea, I Borov sighed. “Now listen to me—” Another form of leader is the benevo- think you will listen to me, won’t you?” “The king’s bounty for this is what, one lent patron. A druid or priest often uses

100 JULY 1993 this style of leadership, but wise old hands conversation or changing the pace of an The real leader in any character class can assume this adventure can often defuse a personal No matter who leads the party, the GM role. This sort of leader remains aloof feud before it starts. Preventing such fric- should be the real leader of the game. from many discussions, giving the party tion is one of a leader’s most important Game moderators must always keep their the freedom to do as they choose. When duties. If a player can do this while acting roles as NPCs distinct from their role as the party needs guidance, the patron in character, she gives the game another referees. An NPC may become embroiled offers a short, quiet suggestion. Such lead- dramatic touch. in party disputes, but no GM can run a ers often speak in riddles. Rather than giv- fair game without remaining aloof. One ing direct instructions, they encourage Leadership and the NPC must also make sure that NPCs act others to think for themselves. The game Leadership techniques work for NPCs according to their character, not accord- master (GM) may wish to introduce a fig- as well as PCs. Game referees can exploit ing to what the GM already knows about ure like this as an nonplayer character this fact in two ways. First, the ambitions the situation (which is almost everything). (NPC), more of a guide than a leader. of NPCs make for exciting role-playing. When henchmen or outsiders have advice Some adventurers may wish to govern Second, charismatic figures offer the GM for the party, it must be based on informa- the party as a democracy in which the PCs a tool for controlling the game. Third, tion that those figures might logically vote on important issues. This system NPCs who attempt to play an active role in know—and it might not be very good works most efficiently if someone acts as a group politics seem far more like real advice at all. Adventurers deserve a moderator, hastening ideas to a vote to pre- people than those who simply react to the chance to make their own decisions. vent endless debates before every election. heroes’ suggestions. The GM must also keep an eye on the The mechanics of elections may prove too If the GM wants intrigue, backstabbing, social environment. If the party cannot formal for many parties, because many and power plays within the party, would- make decisions, the GM may wish to culti- teams of adventurers can make decisions be NPC “leaders” can provide it. It would vate a PC leader. If, on the other hand, one more smoothly by consensus. ruin the game for PCs to betray and PC dominates the game, the GM must give Most role-playing adventure parties undercut one another, but NPC villains other characters a place in the story. Adven- have no formal leader. Instead, the adven- can freely engage in such nefarious behav- tures should call for a variety of talents, giv- turers follow whoever has the best idea at ior. Adventurers may kill or otherwise ing everyone a chance to save the day. any particular moment. Among friendly, incapacitate the more blatant power-grab- On some occasions, the GM must cooperative people, this system works bers. However, a clever NPC makes friends restrain a player who confuses decisive well. It avoids resentment and insures that as well as enemies, and takes care that his leadership with being a loudmouth. Never the party always follows the person most propositions always sound worthwhile. A allow forceful gamers to dictate a quiet competent for a given job. This system, seditious NPC should usually give good player’s actions. No matter how loudly like all others, has its role-playing conse- advice. He should always take care to culti- party members shout what they want a quences. Do the characters really see vate PC allies for his plans. However, this certain character to do, only that charac- each other as equals? Does everybody character’s suggestions should often ter’s player can make the final decision. always agree on whose idea to follow? include some stratagem to embarrass rival Furthermore, when characters have no How does each party member go about leaders and further his own influence. way to talk to one another, the GM should making himself heard, and how effective The GM may also use charismatic NPCs firmly forbid players from giving one is this tactic? to correct problems in the party. A coura- another advice. The most effective leaders often act geous warrior might teach the heroes the The GM must also resist the temptation behind the scenes. They neither hold nor virtues of working together in battle. If a to “teach the party lessons.” The GM need want titles. Instead, these adventurers have new PC is at risk of being ignored, a wise not feel responsible for everything that ideas, act on them, and inspire their old sorceress might speak up on his happens in the party, and he must not friends to do the same. These quiet leaders behalf. Any henchman traveling with the interject themselves into the action. The are often delightful to role-play. They may party can serve as the GM’s agent in the party’s fate should be the logical conse- be minstrels, sly rogues, clever youths, game, to disrupt intraparty friction or veto quence of its decisions, no matter what eccentric magicians, or old priests with far a truly stupid plan. the GM originally had in mind. An too much experience to waste time The referee must avoid the trap of let- encounter with a visible moral turns the attempting to gain political recognition. ting characters become mere mouth- game into a sermon that everyone will Less savory sorts of organization exist. pieces. NPCs should always behave resent. One can have a dictatorial commander according to their own personalities and who forces the adventurers to obey desires, regardless of the messages a GM Final notes through terror. One can also have a wants to impart. As mentioned above, a This article’s advice should improve manipulative leader, who holds power by warrior might give the party useful advice both game-playing and role-playing. keeping the rest of the adventurers fight- on teamwork. However, a free-thinking Games run more smoothly and the PCs ing with one another, or a leader who burglar might not. The burglar might, win more battles when the party has arranges the death or humiliation of all however, provide a negative example, dis- cohesive plan. Furthermore, the appear- potential rivals, or rival cliques struggling rupting party harmony so severely that ance of a leader instantly creates a struc- for influence. Players should normally some PC steps in and imposes order. ture of social and political relationships avoid these styles of leadership, as they Once the GM establishes the NPCs as between the characters. Any discussion of seldom result in a fun game, but NPCs distinct personalities, he opens a variety of plans provides a focus for role-playing. A assuming these roles might prove inter- story opportunities. Each character social pecking order gives characters a esting in a PC group (see examples later in should have individual virtues and flaws. myriad of different ways to interact with this article). An NPC may give good advice in some sit- one another. Roguish types may rebel, When choosing a style of leadership, uations and bad advice in others. A brave youthful adventurers may become shame- one should keep the following fact in henchman might rally the party from less hero-worshipers, leaders may grow mind. Conflict between characters is fun. despair. However, a few weeks later, he weary of their roles. All these things lead Conflict between players is not. If two may urge the party to do something per- to an intriguing tale. gamers have a real-life rivalry, try to keep ilously rash. Both cases can lead to excit- them from using the game as a vehicle for ing adventures. Both also force the party their dispute. Changing the subject in a to treat NPCs like human beings.

DRAGON 101 102 JULY 1993 DRAGON 103 104 July 1993 DRAGON 105 106 JULY 1993

108 JULY 1993 DRAGON 109 110 JULY 1993

©1993 by Robert Bigelow

Photographs by Mike Bethke

operating costs, new stock items, and the rest is used to feed his family, after paying taxes of course Now when product prices rise, a whole new situation arises If the shop owner chooses to increase his price as well, the consumer (you) pays more. If he chooses not to increase his price, he makes less money on each sale The choice the shop owner makes can affect your shopping in many ways. Your favorite store may run out of items more often as they are forced to decrease the number of each type of figure kept on hand They also may have to cut down on the number of types and poses of figures that they carry, leaving you unable to find the one figure that you need. Others may drop some entire lines to avoid duplica- tion, leaving you with a smaller selection to choose from, or may be forced to drop miniatures from his stock completely so he can stock new, less expensive selec- tions Al least five stores that I know of in three states are pursuing that course, as they simply cannot afford the $15,000 needed to convert their stores’ inventory This situation is not all the fault of the miniatures companies but rather the cul- mination of the process started by the fed- eral government several years ago The Lead dragons and steel legions industry has fought hard to protect our hobby, but the financial cost was tremen- As of my writing this in May, the lead Most hobby shops are owned by fami- dous and may have resulted in a Pyrrhic ban continues to be on hold in most lies and provide one-half or more of the victory We need to remember that every- one is hurting financially, and it may not states, The setback from the faulty data family’s income. These family stores feel that New York state used, and the bill that the same concerns that the consumers be the shop-owners’ fault that your shop- they created, has become a mold for feel with the rising costs. The average ping is not quite as enjoyable as it once other states Studies will have to be done store owner makes between 35 to 40 cents was If he has cut back, ask him if he can in a careful scientific manner to produce per dollar. This money usually goes to pay order product for you, and be patient as it a valid conclusion on which to base a bill may take them some time to get enough to This will take time and gives the minia- Miniatures’ product ratings place a minimum order Try to find out tures industry a bit of breathing room what is coming out and order ahead so The downside of this that some compa- * Poor they can cut costs by ordering what you nies have raised their prices, in some ** Below average want. With a little bit of work and under- cases significantly. These price increases *** Average standing, all of us will make it through affect not only the consumers, but they **** Above average is time also hit the hobby shop owners. ***** Excellent I want to thank the following people for

112 JULY 1993 their help in providing you with colorful long cape falls from his shoulders and fans work to fill our belated anniversary piece. out across his horse, while the wrinkles They are: Eric Petersen—Lance and Laser show extra attempts at producing a Knights, Thunderbolt Mountain’s King “relaxed” look. The cape is secured by a Arthur, Gigantic Green; Keith Piske— chain stretched between two gold studs. Durin’s Doom, Base and Dragon, The knight’s hair falls to mid-neck and is Grenadier Wyverns (both large and small); gathered by a thong headband. Facial fea- and Bryant Berggan who headed our tures are clear, even if he is a bit bug-eyed, group of playtesters, which included Ron and there is a look of concentration on his Walton, Steve Casperson, and others. Now face. A hunting horn is held in his left on with the reviews! hand and is raised to his lips. A bracer and gloves complete his dress. This figure is Reviews also slightly shorter than 25 mm. The horse is 28 mm high and 33 mm Lance & Laser Models Inc. long and is mounted to an undetailed oval P.O. Box 14491 base. This horse has its head tucked down Columbus OH 43214 with its right leg raised. The stranded tail hangs straight down, and the mane falls The figures in the PENDRAGON* line all thickly to either side from its center part. have the dubious distinction of simply The eyes appear to be almost closed. A being labeled as Mounted Knights, with very simple saddle or blanket and mini- the only difference in their description mal tack adorn the horse. The one detrac- being the numbers. These figures also can tion is the horse’s almost slablike muscle be used as units in a command group. structure. This figure appears more at home with P-005 Mounted Knight ****½ the woods and suggests a number of sce- This is a three-piece casting consisting narios, or could act as the trumpeter or of a horse and rider on an oval base. The signaller for a unit, and is recommended horse is of medium size, with a simple at $3.50 per pack. unpadded saddle and full tack. The wide straps are joined by studs and are raised Thunderbolt Mountain far enough off the horse to allow easy Miniatures painting. The horse is just over 20 mm 656 East McMillan from nose to rump and 27 mm tall. The Cincinnati OH 45206 horse appears to be stepping back sharply from some object, with head slightly #1018 Gigantic Green Dragon ***** down, ears up, and tail straight down. The This dragon consists of 12 different lead front left leg is raised while the back is pieces that, when joined, form a dragon bent. The horse’s nostrils and eyes are that stands at 103 mm tall by 230 mm long very good, and the mane is clearly seen as from the tip of the nose to the bent and being combed to the right. hooked tail. The miniature is free standing The rider sits astride the horse with his with no base included. The parts include right hand holding the reins and the left two paws, two arms, two legs, a tail, a providing a perch for a falcon or a hawk, body, two wings, a neck, and a head. Each He is 24 mm in height from feet to eyes wing is over 100 mm in length! and is slightly short. He is dressed in a This is a craft kit that will need some long surcoat that stretches over his knees, experience and patience to assemble. The Low boots and tights cover his legs; a long tail and neck assembly fit together exactly cape covers his back and is fastened by a and require only minor fill. The head clasp. His hair is curled at the ends with slipped on easily, and the spines were easy strands visible; the center of his head is to work around. Tooth detail was excel- covered by a cap. Facial detail is present lent, with individual needlelike teeth but must be carefully painted, and the clearly evident with spacing to paint them knight does not appear to be happy. His easily. The plate detail was excellent and right hand is bare and his left is covered the scales were deep. The head is oddly by a thick glove. The bird has very shallow shaped, and after due consideration, we detail and could be painted to represent have decided that it resembled that of a your taste in hunters. rattlesnake, including the closely pro- This is an excellent figure to have for a tected and slightly hidden eyes. hunt diorama or as a messenger for a Ownership of a pin vise and knowledge combat group. The figures seat well and of its use is a definite plus if you intend to are worth the $3.50 price tag for the pack. build this kit. The wings are impressive, but our miniature had insufficient slots in P-006 Mounted Knight ****½ the body in which to insert the wings. The This unarmored knight is dressed in a wings and body needed to be pinned (drill button-down leather tunic or coat of plates a small hole in the body and wings and complete with saw-toothed fringes at neck then insert a metal rod—this adds sup- and hips, encircled by a link belt. His legs port and strength) and braced to dry cor- are covered by tights, and his feet are cov- rectly. The left arm mounting nub was ered in low boots with long pointed toes. A missing but was repaired by filling the separate casting. His hand is weaponless, and I suggest the use of a pin vise to allow it to accept a mace, as Excalibur is sheathed. His cape drapes realistically over the horse, and the figure is identically dressed to the standing version below. The standing version requires no base and is molded striding ahead with the right foot forward. He is dressed in a creased white gown cinched at the waist by a wide-linked belt and hemmed at the bottom with a wide studded band. Excal- ibur’s sheath shows beneath the dragon- embossed shield on his left arm. His body is clothed in chain mail, visible at the arms and neck, and his right hand is open to accept a weapon. A metal shoulder guard supports a long cape, and a neck- lace with a symbol of office is on his chest. He stares out passionately and with great detail from a finely chiseled face. The set also comes with several differ- ent weapons made of a nonbending mate- rial. You will need a cutter to remove these from the sprue. The set is a bit expensive, but the excellent detail makes it worth $6.98.

Heartbreaker Miniatures P.O. Box 105 Folsom PA 19033

#6001 DRAGONFIRE* Introductory RPG ***½ The DRAGONFIRE* game is billed as an exciting introductory role-playing game that uses miniatures to spark interest. When I was given the game to review, I looked forward to an innovative system in the tradition of Heartbreaker Miniatures. Upon opening the game and examining the rules, I was disappointed. The first thing that grabbed my eye was a group of well-detailed room and hall markers on heavy cardboard. These tiles were detailed with cracks and different wall textures and could be used outside of the game. The next objects to grab me were four sets of four brightly colored plastic figures that represent the bad guys. The hard plastic allows you to put a finish on them that will stick and not chip. The figures are scaled to 28 mm and are cari- catures of creatures rather than accurate joint and filing. The major problem was ing is made of a nonlead-based metal that models. The Darklords wear robes cov- that the feet went on at strange angles and is more expensive but has good details. ered with skulls, and are bald and armed tended to be fragile during movement and The horse mounts to an undetailed rec- with big swords. The trolls are squat and display. We found that adding a slight tangular base that could be epoxied or armed with spiked clubs, and the orcs are bend to the back of the tail allowed the lightly treated for a stable base. The horse lightly armored and armed with swords. dragon to “stand up” to almost any party. is folly barded from neck to ground in Even the knights look more like Chaos The figure is excellent when finished, pleated cloth barding. Visible barding con- warriors. and the absence of a base contributes to sists of a girth strap, head harness, and You are one of four “Dragon Knights,” rather than detracts from the figure’s util- ornate reins. The horse is stepping with delving deep in a dungeon in search of the ity. Equally at home on the battlefield or as the left front leg and the action is good. evil Darklords. You must defeat these a diorama, it is well worth the $25.95 price The mane is thick and arches to either Darklords along with orcs, trolls, and vari- tag. side of the neck, and the tail hangs down. ous traps. Eyes, nose, and mouth are anatomically Appearances can be deceiving. Unfortu- #3000 Arthur, King of the Britons * * * * * correct, and the ears are up. The lower nately, this great-looking game proved to Few kings live on in legends as does half of the mounted Arthur figure is be monotonous and limited. With only King Arthur. This 25-mm multi-piece cast- molded onto the horse, and the upper is a three kinds of opponents and a weak

114 JULY 1993 combat system that leaves too much to Global Games Company chance, the game failed to hold our atten- 1666 St. Clare Ave. West tion. We had one player leave the table Toronto, Ontario after five minutes. CANADA M6N 1H8 I felt this game didn’t live up to its potential. If you’re looking for a good #1000 LEGIONS OF STEEL* game ***** introductory game, look elsewhere unless My initial exposure to this game was the you’re going to deal with young people. arrival of four SF figures wrapped in foam This is not recommended at $24.95. This and a note from RAFM announcing that game probably will be used to entertain these pieces were from a new game the very young visiting our club, and the designed by Global Games called cardstock floors will make good dungeons LEGIONS OF STEEL*. The figures are for our AD&D® campaign. scaled for the larger 25 mm scale and are made of lead. The originals for these FASA Corporation pieces were sculptured by Tom Meier and 1100 W. Cermak, B305 reflect a great deal of detail for a generic Chicago IL 60608 game piece. The Marines are dressed in suits of armor complete with teardrop #1675 BATTLETECH* Recognition streamlined helmets, instruments, wide Cards ***** visors, extra shoulder armor and joint While trading card-style products do protection, along with visible strength- not qualify as miniatures, these 2½“x3½” enhancing cables. The back is a much cards certainly qualify as miniatures more open armor, banded with the outer accessories. The 160 cards cover the con- shell joined by straps. Both units spout tents of the 3025 and 3050 Technical Read- virtually identical environmental and outs and give brief explanations about communication backpacks. The standard different houses and clans. The cards are trooper is molded looking to the left with color coded as to book and tonnage as his blaster pointed left, while the heavy- well as having stats and some variants on weapons trooper points his plasma pro- the back. The fronts of the cards have a jector straight ahead. There are two color illustration of the ‘Mech from a heavy-weapon figures and six trooper head on perspective. FASA has even miniatures. These troopers also have included combat-value costs to keep sides grenades magnetized to their shoulder balanced. armor. These cards can be used to help speed Their robot opponents resemble miniatures battles. Purchase several undead metallic skeletons and have just as sheets of the plastic trading-card holders, much independent thought. Bands of and place the cards representing mem- metal control the “muscles” that look like bers of a lance together in a row. By using bones and the head is a gleaming skull the pockets, you can store material about with electronic eyes. Each is armed with a each ‘Mech’s efficiency or problems weapon that looks similar to a compact encountered in the campaign games you assault rifle. They are also equipped with play. If you are a beginner, you can use Nachtmacher grenades that spread a zone the cards to identify enemy ‘Mechs and of complete blackness, their version of a pick weapons to use. Even the color smoke screen. There are ten of these fig- schemes on the front help, although a ures, and they are taller and more intimi- lighter background would have been nice. dating than the commandos. The Mark I These cards are well worth the $20.00 Assault Fiend is the closest a robot could price tag and easier to carry around than come to being a cyberdemon. The figure the books. is over 35 mm tall even crouched over.

DRAGON 115 game. It looks like Terminator, plays like the WARHAMMER 40K* game, and feels like a cross between Aliens and Full Metal Jacket. I learned the game in less than 20 min- utes which is a big help when game time is limited. The little storylines could easily become an interesting group of novels, and I could already suggest that the scope of the game could be increased by using Space Knight figures from Ral Partha. Weapons would have to be agreed upon, but the figures fit and the psionics could be machine crystal. In spite of the price tag, I highly recom- mend this game. The only failing of our set was the doubling of one piece and the absence of another that required some scenario adaptations. They are correcting the problem, and I feel that the game is worth the $59.95 price tag—especially the figures and heavy printed pieces that should last for a long period and can be used with other rule sets.

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

Grenadier Models U.K. 25 Babbage Rd. Deeside Clwyd, Wales UNITED KINGDOM CH5 2QB

The next two miniatures share a com- mon lineage. Both miniature kits are of wyverns in various stages of life. These wyverns differ from standard wyverns in head shape and facial features. William Watt has designed his wyvern to resemble The head has six horns and a reptilelike book, easy to follow illustrations, and the the carving found on the west portal of face. The left arm ends in a molded-on slightly outlandish but impressive minia- Notre Dame, but evolved it into a tougher napalm thrower, while the right grasps a tures and this game means business. opponent. He has titled these “Greater disrupter trident, The feet consist of The game is fast and intense. A typical Wyverns.” three-toed armored talons that tightly grip scenario can run as short as 10 minutes, the ground, and legs that have two knee and it is an even fight. We did appreciate #3115 Young Wyvern ****½ joints. Armor plating covers the chest, the wealth of tactical options: rapid auto- The Young Wyvern is a member of the shoulders, and back leaving only the fire, cover fire, suppression fire, and the Fantasy Legends line. The kit is a two- abdomen and a ridged spine open to view. availability of three different types of piece lead casting of a forming wyvern. No flash was observable on any of the fig- grenades. The figure is 100 mm from end of beak to ures in the set. Now, let’s move onto the The mechanics are simple and the stinger, and has a wingspan of over 100 game itself. sequences logical, making the game move mm. Wings fit cleanly into slots in the In the distant future, Earth is forced to quickly. Leadership rules require constant body, and the wings’ leather webbing is accept the United Nations as a global gov- thought to maintain an edge. The game is visible between the bony framework. The ernment by the presence of a league of evenly balanced, with both sides taking stomach consists of typical reptile skin, aliens. This league and the entire galaxy heavy casualties in almost any scenario. and the back has overlapping plates pro- are threatened by robotic invaders who The robots outnumber the humans and tecting the spine. The horns are budding. entered via a rift and are known as the have the heavyweight: the Assault Fiend. The ears are small and cover only a small Legions of Steel, While the Legions’ facto- The commandoes have superior weapons section of the head, which has a combina- ries turn out more robots the alien league with better hitting ability and the leader- tion reptilian/avian look. The tail has not throws Commando Sections against the ship points allow for extra actions or yet formed its stinger. Even the taloned robotic centers. These Earth military men improvement of odds in a fire phase by feet are small on the oval base. At 50 mm are the league’s chief weapon and best increasing the chances to hit. Results tall, this figure is a danger to a party, but hope. come down to better strategy and luck. not a mortal threat. At $6.95, this figure is Visually, this game screams “Play Me!” I find the main problem with the game expensive albeit chunky, but could be from its darkly menacing box art and is its limited scope. I’d like to see more used as bait to catch the mother below. packaging graphics to the detailed inter- weapons, more grenades, more and var- locking puzzle pieces that map the ied units and a greater variety of scenar- #2902 Wyvern ****½ machine complex and tunnels. Throw in ios A supplement or several supplements This eight-piece lead casting is every- superior internal art in the instruction would greatly increase the value of the thing that the little wyvern can hope to

116 JULY 1993 grow into. The creature is 165 mm from tail to the point of its beak and has a leaner, angrier look. Legs fit into holes on the base (the feet) and must be lined up carefully with the body. There are small gaps that are easily filled here at the wings’ junction with the body. The wingspan has more than doubled and the wings filled out more in classical dragon style. The upper head contains fully extended adult horns and a lengthened and strengthened beak open partly in a scream of rage. A tongue tests the air while the long ears listen for threats. The faults of this model were: the tail section, and two holes about 3-5 mm in size in the ventral scales of the torso. The large dorsal scale at the joint of the torso and tail was disfigured and mostly missing, This miniature has good deep details and is easy to paint. Our tail section had in length through its curls and stands 135 excellent detail for the full length, includ- mm tall to the tip of its extended ears. The ing the stinger, but had shrunk slightly so figure uses a two-piece rock pile as a base. that the body and tail section were of dif- In a depression of this base is a golden ferent diameters. This can easily be fixed treasure and three dragon eggs molded by small amounts of putty, but you may in. The base has good separation and it is lose some detail. It is a hard choice to easy to see different objects. The spikes on make, and the miniature is well done. Its the tail and neck of the female dragon price is $16.50 and I feel it is worth it. were drilled shallow and had to be cleaned out to fit. This figure had some , Inc. serious shrinkage in spots including tail 5938 Carthage Court and neck. These spots can be cleaned up Cincinnati OH 45212-1197 with careful application of putty. We left these spots so you would see them. The Minifigs figure is poised with a scream coming 1/5 Grahm Road from its mouth and paws reaching for- South Hampton ward to claim an egg. The wings are ENLAND SO2 OAX almost straight up and should be pinned. Scale detail consists of smooth skin with a #10-420 Clutch of Fear ****½ pebble finish intermixed. Teeth, eyes and The miniature starts life as an 18-piece nose are all well formed. The back fins on lead kit. The figure is just shy of 280 mm the tail need some work, but this dragon

DRAGON 117 at the oncoming mother dragon. His light jerkin is partially open and his vest is bunching. He strides forward in knee waders and is in danger of tripping. This is one of those cute scenes that would make a good Mother’s Day gift next year, as you may need some time to com- plete it. This is recommended even at $20.95. Remember to check to see that your dragon is not side heavy, and that the base bottom is level. Be patient and enjoy.

#10-465 Durin’s Doom ***** This is one of the first of Ral Partha’s large-area pieces to be cast in pewter alloy. The kit consists of 14 different cast- ings. The rock outcropping has to be care- fully cleaned and the opening slightly does give the impression she’s steamed. widened before it fits together. The rock The objects of her attention are two faces are pitted and worn as if water-worn male humans who are making off with over the years. This weathering extends to one of her eggs. The egg holder is a two- the 125 mm x 53 mm base and appears to pole stretcher supported by a tightly represent the floor of the cave or a large stretched but small blanket. Both egg ledge. This floor is covered in a huge thieves have highly landscaped bases. The amount of detail and treasure. Gold coins first thief has a look of concentration as he share space with swords, hammers, and runs forward. He is wearing knee-high helmets. Vases and caps are overflowing for-trimmed boots and a leather jerkin with jewelry, and a partially open chest with studded hem and pants. He is not vis- with clear hinges sits open revealing more ibly armed except for pouches on his riches. The sobering moment comes thick belt. There is a mustache but no when you notice the human skeleton beard. The second thief is panicking, and clutching a full sack in its bony hands. his bearded face peers over his shoulder Of the four adventurous dwarven

118 JULY 1993 thieves, only three of these are separate and each wing has a tattered, torn appear- castings. Dwarf #1 sits on a ledge with his ance. sword drawn, hoping to free a brother We did have problems during assembly. dwarf. A sword is clenched in his left There was excessive flash on the dorsal hand and a large sack hangs from his scales. The joints of the tail did not fit and right. Knee-high boots and pants cover his required excessive filing and filling. The lower torso, and a fur-lined hooded cape joint for the neck and torso required falls from wide shoulders, and a large drilling and pinning to sit correctly. The pouch hangs from his belt. A hat covers base has a deep mold line running his head and a look of stoic determination around it, and the legs did not fit properly is on his face. Even his beard swishes into the base. across his face. This is another “careful assembly Dwarf #2 is dressed in standard pants required” model with huge amounts of and shirt combination except for the fur- detail. Although the detail is there, this is trimmed pillbox hat, a medium coat, and more of a collector piece at $39.95 each. fur-trimmed boots. He is running quickly away from the scene, abandoning his Next month, I plan on having a special friends to the dragon while he escapes set of reviews on products from compa- with a large bag of loot slung over his nies attending the GEN CON® Game Fair. I shoulder, and his face reflects mortal fear. invite any comments or suggestions you Dwarf #3 is dressed in a long coat with may have. I prefer you to call me because boots and a fur-trimmed cone cap. A wide of time restraints, especially with the belt supports a small pouch on the right Game Fair fast approaching. You can call and a pair of sacks and a of bolts me at (708) 336-0790 MWThFr 2 P.M.-10 on the left. A backpack filled with loot sits P.M. or SaSu 10 A.M.-5 P.M., or write to the high on his back. He clutches a loaded following address: in both hands and is aiming at Robert Bigelow the dragon while fear and concentration c/o Friend’s Hobby Shop clash on his face. 1411 Washington Dwarf #4 is part of the dragon casting. Waukegan IL 60085 He is being crushed slowly between the left arm and chest of the dragon. Intense pain * indicates a product produced by a company other is etched on the dwarf’s face and he is than TSR, Inc. Most product names are trademarks struggling to break away. The dragon is owned by the companies producing those products. The use of the name of any product without mention over 240 mm long from nose to tail and 110 of its trademark status should not be construed as a mm tall to the horns. The spines and challenge to such status. horns are old and pitted as if this were an ancient wyrm. The skin is a mixture of pebbled and scale with huge plates pro- Here it comes! tecting the back. Individual teeth are clearly seen, and the slightly elongated Wondering what TSR is about to do head is also covered with small stubby next? Turn to “TSR Previews” in this horns. The wingspan is 90 mm per wing, issue and find out!

DRAGON 119