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Issue #221 Vol. XX, No. 4 1995

Publisher SPECIAL ATTRACTIONS TSR, Inc. In Dreams-Dave Gross Associate Publisher 10 Venture beyond the walls of sleep, into the land of the dream . Editor Magic of Kings, Magic of the Land-Kevin Melka 16 Potent magic comes from a mage-king’s connection to the Associate editor land he rules. Dave Gross 20 The Little Wish-Jon Winter Fiction editor Is a magical garbage or an overlooked treasure? Uses for Barbara Young the ’s favorite (and only) spell. Ley of the Land-, Anne Brown, and Art director 24 Larry Smith To master the greatest magic, a wizard regent needs conduits of magical power. Editorial assistant Michelle Vuckovich

Production Staff REVIEWS Tracey Isler Role-playing Reviews-Rick Swan Subscriptions 42 Ricks wades in to do battle with a horde of new combat rulebooks, Janet L. Winters including the AD&D® game’s new optional Combat & Tactics volume. U.S. advertising Eye of the Monitor-Jay and Dee and JB Cindy Rick 115 The scoop on High Seas Trader, Hammer of the Gods, U.K. correspondent and Toh Shin Den. and U.K. advertising The Role of Books-John Bunnell Carolyn Wildman 49 New novels, Star Trek, and the Magic: The Gathering anthology.

DRAGON® Magazine (ISSN 0279-6848) is published kingdom is by Comag Magazine Marketing, Tavistock monthly by TSR, Inc., 201 Sheridan Springs Road, Road, West Drayton, Middlesex, UB7 7QE, United Lake Geneva, WI 53147, of America. Kingdom; telephone: 0895-444055. The postal address for all materials from the United Subscription: Subscription rates via second-class States of America and Canada except subscription mail are as follows: $30 in U.S. funds for 12 issues orders is: DRAGON® agazine, 201 Sheridan sent to an address in the U.S.; $36 in U.S. funds for Springs Road, Lake Geneva, WI 53147, U.S.A.; tele- 12 issues sent to an address in Canada; £21 for 12 phone (414) 248-3625; fax (414) 248-0389. The issues sent to an address within the United Kingdom postal address for all materials from Europe is: £30 for 12 issues sent to an address in Europe; $50 DRAGON Magazine, TSR Ltd., 120 Church End, in U.S. funds for 12 issues sent by surface mail to Cherry Hinton, Cambridge CB1 3LB, United any other address, or $90 in U.S. funds for 12 issues Kingdom; telephone: (0223) 212517 (U.K.), 44-223- sent air mail to any other address. Payment in full 21 2517 (international); telex: 818761; fax (0223) must accompany all subscription orders. Methods of 248066 (U.K.), 414-223-238066 (international). payment include checks or money orders made Distribution: DRAGON Magazine is available from payable to TSR, In., or charges to valid MasterCard game and hobby shops throughout the United States, or VISA credit cards; send subscription orders with Canada, the United Kingdom, and through a limited payments to TSR, Inc., P.O. Box 5695, Boston MA number of other overseas outlets. Distribution to the 02206, U.S.A. In the United Kingdom, methods of book trade in the United States is by Random House, payment include cheques or money orders made Inc., and in Canada by Random House of Canada, payable to TSR Ltd., or charges to a valid ACCESS Ltd. Distribution to the book trade in the United or VISA credit card; send subscription orders with Kingdom is by TSR Ltd. Send orders to: Random payments to TSR Ltd., as per that address above. House, Inc., Order Entry Department, Westminster Prices are subject to change without prior notice. The MD 21157, U.S.A.; telephone: (800) 733-3000. issue expiration of each subscription is printed on the Newsstand distribution throughout the United mailing label of each subscriber's copy of the

2 SEPTEMBER 1995 FEATURES

First Quest-Mike Stackpole 8 Canada to Vermont, via Arizona, tunnels, and trolls, Arcane Lore: Zala’s Book of Barriers-John W. Baichtal 32 Away with ye! Making abjuration fun. Eight Ways to Tame the Dark Overlord-Peter Zelinski 36 Helping PCs survive and flourish against archvillains. Dragon’s Bestiary: Lords of Chaos-Edward Bonny 72 The frog-men are coming! The frog-men are coming! Rumblings-Michelle Vuckovich 54 All the latest news, gossip, and a few items that might be a little of both. Bazaar of the Bizarre: Magical Items for Familiars- 83 James R. Collier Helpful features for helpful creatures. Ecology of the Crystal Spider-Rudy Thauberger 87 A web of sunlight, a shell of steel, and a mind the size of a walnut. 101 Uses for a Portable -Kevin N. Haw COVER 90 Would you believe that six canoes fit in one of these babies? After a wait that was far too long, veteran Sage Advice- illustrator presents the 100 third in a seasonal series that began on This month, the sage tackles questions about rogues, magic, and the the cover of issue #163 and continued mysterious samovar. with #188. The first represented Autumn, followed by Winter. This one, entitled The Game Wizards-Steve Schend “Appeasing Karita?“, represents Summer. 112 The BLOOD WARS™ checklist for the Powers & Proxies expansion set, plus variant rules for the planar card game. DEPARTMENTS

4 Letters 103 Libram X 6 Editorial 106 Dragonmirth 65 Forum 109 Garners Guide 96 Convention 120 TSR Previews

magazine. Changes of address for the delivery of the above address; include sufficient American part without first obtaining permission in writing from subscription copies must be received at least six postage or Internation Reply Coupons with the return the publisher. Material published in DRAGON® weeks prior to the effective date of the change in envelope. In Europe, write to: Writers’ Guidelines, c/o Magazine does not necessarily reflect the opinions of order to assure uninterrupted delivery. DRAGON Magazine, TSR Ltd., include sufficient TSR, Inc. Therefore, TSR will not be held accountable Back issues: A limited quantity of back issues is International Reply Coupons with your SASE. for opinions or mis-information contained in such available from either the TSR Mail Order Hobby Shop Advertising: For information on placing advertise- material. (201 Sheridan Springs Road, Lake Geneva, WI ments in DRAGON Magazine, ask for our rate card. ® designated registered trademarks owned by 53147 U.S.A.) or from TSR Ltd. For a free copy of the All ads are subject to approval by TSR, Inc. TSR TSR, Inc. ™ designates trademarks owned by TSR, current catalog that lists available back issues, write reserves the right to reject any ad for any reason. In Inc. Most other products names are trademarks owned to either of the above addresses. the United States and Canada, contact: Advertising by the companies publishing those products. Use of Submissions: All material published in DRAGON Coordinator, TSR, Inc., 201 Sheridan Springs Road, the name of any product without mention of trade- Magazine becomes the exclusive property of the Lake Geneva WI 53147, U.S.A. In Europe, contact: mark status should not be construed as a challenge publisher, unless special arrangements to the con- Advertising Coordinators, TSR Ltd. to such status. trary are made prior to publication. DRAGON Advertisers and/or agencies of advertisers agree ©1995 TSR, Inc. All Rights Reserved. All TSR Magazine welcomes unsolicited submissions of writ- to hold TSR, Inc. harmless from and against any loss characters, character names, and the distinctive like- ten material and artwork; however, no responsibility or expense from any alleged wrongdoing that may nesses thereof are trademarks owned by TSR, Inc. for such submissions can be assumed by the publish- arise out of the publication of such advertisements. ORIGINS is a trademark owned by the Games er in any event. Any submission accompanied by a TSR, Inc. has the right to reject or cancel any adver- Manufacturers Association. self-addressed, stamped envelope of sufficient size tising contract for which the advertiser and/or agency Second-class postage paid at Lake Geneva, Wis., will be returned if it cannot be published. We strongly of advertiser fails to comply with the business ethics U.S.A., and additional mailing offices. Postmaster: recommend that prospective authors write for our set forth in such contract. Send address changes to DRAGON Magazine, TSR, writers’ guidelines before sending an article to us. In DRAGON is a registered trademark of TSR, Inc. Inc., 201 Sheridan Springs Road, Lake Geneva WI the United States and Canada, send a self- Registration applied for in the United Kingdom. All 53147, U.S.A. USPS 318-790, ISSN 1062-2102. addressed, stamped envelope (9½” long preferred) to rights to the contents of this publication are reserved, Writers’ Guidelines, c/o DRAGON Magazine, as per and nothing may be reproduced from it in whole or in

DRAGON 3 What did you think of this issue? Do you this. As I live in Canada, this means that have a question about an article or have the price for this issue would he nearly Computer an idea for a new feature you’d like to eight dollars Canadian. Because I sub- see? In the United States and Canada, scribe, I didn’t pay this, but if I bought my Credibility write to: Letters, DRAGON® Magazine, 201 magazine at the newstand, I would be Dear Dragon, Sheridan Springs Rd., Lake Geneva WI unwilling to pay more for a CD. A brief word about your regular reviewers, 53147, U.S.A. In Europe, write to: Letters, I have listened to the CD; of four tracks, Jay and Dee: Comments like, “We couldn’t DRAGON Magazine, TSR Ltd., 120 Church two simply talk about the CD project in understand it, even after playing it for four End, Cherry Hinton, Cambridge CB1 3LB, general. I am quite disappointed in DRAGON hours, so we gave up” are extremely United Kingdom. If you want your letter to Magazine—certainly you can find a better worrying. Paul Murphy’s comment— be published, you must sign it. We will not way to introduce us to your CD line than to “Remembering that you’re on deadline with publish anonymous letters. We will with- force us to pay extra for our magazine. this stupid review, you go outside, brush off hold your name if you request it. Now, after all my criticism, I must say the CD, and restart”—is more like it. I’d think that the issue itself (excluding the CD) was that you weren’t paying Dee and Jay enough, very good. I especially enjoyed the article but a number of magazines that I read, some “Pirate Crews and Retinues” by James R. of which don’t pay their authors, have com- Fiction Fan Collier. Keep up the good work, hut mented that their reviewers spend at least 20 Dear Dragon, please, no more CDs. I can see where this hours on a product. Okay, so DRAGON As a Rafael Sabatini and Alexandre would lead (“BONUS: Entire ® Magazine isn’t a computer magazine, but if Dumas fan, I loved your swashbuckling Campaign Set with this issue! $80 Extra!”). it’s going to do computer game reviews, they section. I’m glad someone remembers Alan Harum should he done properly there’s more to fantasy RPGs than just Toronto, Canada Andrew Garrard hack-and-slash. Suffolk, England However, I shared Sylvia Drake’s and While we have no current plans to Len Mackey’s concern about Libram X include any more CDs with issues, This month’s “Eye of the Monitor” by Jay and the fiction being missing. Frankly, I’d we will continue to send subscribers all and Dee is their last column; however, like Barbara Young to print two or three bonus materials at no additional cost. “Eye” will continue as a regular monthly stories a month, instead of just one. (Of feature. Zeb Cook, Paul Murphy, Ken course, I’m biased. Ms. Young gave me the Rolston, and a reviewer to be named later best rejection slip of my writing career— will use, abuse, and rate computer games as well as two or three form-letter rejec- Index at Last!! of interest to gamers. tion slips-and I’m hoping eventually to Dear Dragon, sell her a story or two.) I know that an index of articles was Finally, I’d like to applaud Heather published in issue #112. I also remember Darling and Denyse Zane for their letters. reading about plans for another index. Art Updates Well said, sisters. What is the status of a second index? It Dear Dragon, Susan M. Macdonald would really be helpful, as I have perhaps I just picked up the new Player’s Chula Vista, CA 13 years of DRAGON Magazines now—give Handbook and ® PS. I was surprised when Chris or take a couple of issues. Guide. They look great. To me, the coolest Williams mentioned Rupert of Hentzau. Steven Murfee thing about the hooks is the old 1st I’ve never met anyone else who’s read it via email Edition artwork that’s been updated. So before. A beautifully written book, though far my friends and I have found nine I hated the ending. Several readers have written asking different updated pictures: about the status of the index; the good Unfortunately, we don’t have a short news is that an index, compiled by a loyal PHB: Grell (from the old tome), story to publish this month; however, we reader, is available for all issues up to the page 14 expect that this is just a temporary lull and present. The bad news is that the index is Emirikol the Chaotic (a personal we’ll have more fine fiction for you next so big (at about 60 full pages) that we can’t favorite), page 138 month. hope to print it and cover anything else in a Magic mouth, page 211 single issue. However, the index is available Skeleton rising from water, page 297 for anyone to download from the America DMG: Paladin in Hell, page 91 Online TSR site (check in the Library area Looting of statue, page 125 Quite Disappointed under “Errata” as “TXT: DRAGON Mag on horseback on cliff at night, Dear Dragon, Article Index”). The upload date was June page 165 As a subscriber, I am always pleased 12. The index is also available to any Net rolling up string, page 171 when I find the latest issue has arrived. user through anonymous ftp to the Temple of the Rat God, page 181 With issue #219, I was especially pleased, ftp.mpgn.com site, in the Gaming\ADND\ Are there any that I’ve missed? Kudos to due to the inclusion of the bonus CD. Dragon Articles\directory. whomever thought this up! Then, when I looked at the cover, I discov- Tim Wadzinski ered that you had raised the newstand Arlington Heights, IL price by two dollars simply because of Continued on page 40

4 SEPTEMBER 1995

Making it Up

Role-playing is a weird concept. and the arguments of the Certainly, outsiders don’t always players, everyone was catch on right away; I had trou- inventing worlds, charac- ble wrapping my brain around it ters, and stories. It was cer- when I was one of the unitiated, tainly the most potent col- reading the basic rules. I sort of lection of imagination and got the idea, but it seemed to sheer inventiveness that be more than the sum of its Philly’s seen in years. parts: sitting around the table But strolling through the rolling dice doesn’t really halls of the Pennsylvania describe what’s going on. In Convention Center was bitter- fact, I sometimes have trou- sweet. This is my last issue as ble explaining it to those DRAGON® Magazine’s editor. who don’t already know For several years now, I’ve been about it. In the past, when designing sourcebooks, adven- someone asked me to tures, and games as a sideline to explain my hobby (OK, my obses- my “day job,” fitting in the writing sion), I gave them a definition explaining during evenings and weekends. that RPGs include elements of storytelling, make-believe- At last I’ll have the opportunity to wargaming, puzzle-solving, and even wild world. Of course, no one sees practice the art of creating some- swashbuckling action. This won me some the imaginations at work, minds furiously thing from nothing full time. I’ll strange looks but not a lot of new players. creating all around the table. All that a new miss the day-to-day contact with fellow One fine day at Cornell University, I players sees is people around a table, writers and gamers, reviewing the constant revised my definition of role-playing games. rolling dice. stream of original, inventive submissions In addition to the usual group of hardened Maybe the miniatures and the board had and proposals, and the chance to work veteran players, our group was preparing put Karen on the wrong track—after all, with talented columnists, authors, and to launch a new campaign with some new role-playing has deep roots in tabletop artists. I’ll miss the wonderful staff at TSR players. As the DM, I was swamped with wargames, but it has left those roots so far Periodicals, but I hope to keep in touch at questions (“What optional rules are we behind that many players don’t even use a conventions and on the Net. I hope to meet using?” and “Can I be a bladesinger?” and “I board or miniatures at all. But Karen wasn’t you at ORIGINS, next year; look for the guy want to be a minotaur” — the usual). One of wrong to point out what the rest of us took playing cards with the minotaur. the novices, Karen, wasn’t convinced that for granted, and in doing so, she provided the ADVANCED DUNGEON & ® me with a new answer for people who want campaign that we were beginning was real- to know what role-playing is. Now, when ly a proper game, and she levelled her people ask me to explain my hobby, I tell accusation in one simple sentence: “You’re them that it’s a somewhat complicated making it all up!” game where the players create the adven- At the time, I wasn’t exactly sure how to ture as they go along. I tell them that role- answer her, so I stumbled and said some- playing is the fine art of lying convincingly thing about how the rules provide a frame- and entertainingly. I still get strange looks, work for the game, and the adventure was but I get more new players. sketched out in notes beforehand, and One of the places where gamers meet some other ways of putting off the thrust of yearly to practice making universes, heroes, her question. It was a smokescreen, and and epics is at the ORIGINS™ Convention. she saw right through it. When I encounter This year it was held in Philadelphia, and ORIGINS is a trademark owned by the that question today, I have a different there was plenty to see and do. I played Games Manufacturers Association. answer. cards with a Hurloon minotaur, I watched Karen was absolutely right; we were mak- the national MAGIC: THE GATHERING* * indicates a product produced by a company other ing it all up—the players were creating card championships, I wandered in the than TSR, Inc. imaginary characters, I had designed a Maze of Games sponsored by GAMES* world, and the game revolved around the Magazine, and I strolled the dealer area. exploits of the imaginary characters in the Behind the glitz and bustle of the dealers

6 SEPTEMBER 1995

Special Effects

by Michael A. Stackpole

My introduction to games was peculiar what it was to provide a true roleplaying None of them expected it, and they were enough that I don’t really have a pure, first experience. entertained. Moreover, that bit of enter- game experience. I started with chess and Here I was, a kid from Vermont, run- tainment didn’t involve dice or math or hit my peak at age 14, when I beat my ning a game for the luminaries of the T&T anything: it was just special effects, and father. He’d taught me the game and was world. They all trotted out fairly formida- the effect it had was very special. king of the hill in our house. Once I’d won, ble characters, and I hauled forth this In the next round of combat, Gil dodged the game’s luster dimmed for me. massive dungeon I had. Looking at their past the point of the lance and came for- I moved up to games that same year numbers, I could tell the 5th level was the ward in a somersault. He stabbed both of (1972) and was a hex-gridder well before place to start. The dungeon itself had sev- his little daggers into the lancer’s stom- this roleplaying stuff ever showed up. I eral levels designed on a Tarot card ach. The damage they did was insignifi- grew up in Vermont, and if there were theme, and we stared off in the room cor- cant, really, and Bear noted that Gil left other gamers in the state, I didn’t know responding to the card called “The them behind as he rolled back out of how to reach them. My solution for finding World”: a giant arena. range. I figured, having seen how little the competition outside my family was to play Jim “Bear” Peters played Gil the Mad lancer was hurt, he’d just dodge and toss by mail, so I started playing STARWEB* , a character who was notorious as a knives, rocks, and anything else that with Flying Buffalo in 1976. Buffalo offered premiere member of a delving band called wasn’t fastened down. That was fine an RPG called TUNNELS & TROLLS* in its Horrors. Dealing with Bear and with me. catalog, and it looked perfect to me Gil was like being a rookie pitcher on the Bear then said, “Look, Gil has this because 1) it was cheap ($3 for rules, $1 for mound against Mickey Mantle. My nervous- amulet that allows him to grow up to six the supplement) and 2) it had a solitaire ness increased because the mounted lancer times his size.” adventure for $3. This gave me the whole I’d randomly rolled to act as Gil’s foe was “Okay,” I said. package for $7, which beat the D&D® pretty tough. In fact, doing some quick math “Usually his weapons and stuff grow up game’s $10 price tag and included an in my head, I knew Gil had three combat to the same size,” Bear noted. adventure I could play by myself. rounds before his head appeared on a lance Uh-oh, I thought. My copy of T&T arrived right after and was paraded around the arena. “Usually he has to be in contact with Christmas, 1976. It was completely unlike But Bear had a few tricks up his sleeve. them, but that’s never been clear.” Bear any game I had ever seen. In this age of As a rookie gamemaster, I had to make kind of shrugged. “What do you think?” desktop publishing, that edition of T&T some quick decisions. As my lancer came With that simple question, I was thrust wouldn’t pass for a bad fanzine, but it was in, Gil dexterously executed a diving roll on the horns of a dilemma. As a GM, I was close to state of the art for the time. The beneath the horse and slit the cinch strap. within my rights to say it didn’t work. It illustrations were crude, but the writing Horseman and saddle parted company was a nice try, but if I gave him that little was clear and humorous. I generated a with horse. When the lancer hit the thing, the logical outcome would be the character, stuffed him into BUFFALO ground, I described him as hitting hard death of an opponent he couldn’t normal- CASTLE, rolled dice until he died, and and having lost his grip on the lance. ly beat. What kind of a GM would I be if I started over again. While things were a bit Bear said, “Gil goes and stands between let that happen? frustrating, I got the hang of it and rejoiced the lancer and the lance”—clearly assum- I also had to ask myself, what kind of a when new solo adventures came out. ing the lancer would draw his sword and GM would I be if I forced that to happen. I decided very early on that I could write fight on more even terms with the dagger- Bear had taken a chance. He’d tried some- a solo adventure and, on my third try, sold bearing hobbit. I countered with the lancer thing that was clever and inventive. What “City of Terrors” to Flying Buffalo in 1977. In holding his right hand out, at which point he tried made for a good story. With that 1978 I learned that Ken St. Andre, Liz the lance teleported back into his grip. I’d realization, I graduated from the ranks of Danforth, Rick Loomis, and Dan “Ugly John” never intended for the lancer to disarm GMs who judge dice rolls and hand out Carver were going to be at a game conven- himself, so I thought it was only fair that I math assignments. I realized the heart of tion in Ottawa, Canada. All of 20 years old, I find a flashy way to rearm him. being a gamemaster is recognizing that headed out on an international adventure The look on Bear’s face at that bit of entertaining the group is far more impor- to meet all these folks. Moreover, at the end magic was wonderful. His jaw dropped tant than the dice. Dice are the safety net, of the convention, they asked if I wanted to and he suddenly realized the guy he was the least common denominator, the court travel back with them. (I recall telling my facing had some magic at his command. of last resort. father on the phone “I’ve got a ride home, The battle took on new depth at that As Bear is fond of noting these days, “If but it’s via Arizona.“) point. What was important for me right we have to roll dice, we know we’ve done The trip to Phoenix with everyone in the then was that good old B.F. Skinner something wrong.” Buffalo van was great. Once we got to action-and-reinforcement thing. I’d made I looked up from my dungeon and said, Phoenix, the others made me run a game up something that was cool, and I’d gotten “What happens is this: Gil grows, the that I consider my . The reason a good reaction from my audience for it. is simple: it was the first time I learned Bear hadn’t expected what happened. continued on page 18

8 SEPTEMBER 1995

by Dave Gross

Artwork by John Stanko

Submitted to His August Eminence, Summation of Khandive’s Helioph XXVI, Emperor of Divven, Essays on Dream Magic in the Month of the Golden Sun, These ancient practitioners of dream magic in the Fourteenth Year, did not divide themselves into schools, as of His Glorious Reign do contemporary spellcasters, nor were they a race of wizards, dabbling in all If it please Your Eminence to observe the schools equally. Rather, they left the mean- collected efforts of your devoted histori- er applications of evocation, alteration, and ans, the following summations and the like to their war wizards. excerpts are gleaned by my staff from the among them practiced dream magic, an recently recovered library of Sajii in Ool. aesthetic art which drew mainly from the Among the letters recovered from the schools of enchantment and conjuration, excavation of the Tower of Sajii, we find a with some relevance to divination as well. singularly interesting epistle, nearly 1,800 The basic premise of the dream wizards years old. Comparison of the missive’s is a simple one: while the waking mind handwriting with the tutorial matter col- perceives, the dreaming mind imagines. lected in Manuscripts of the Oolati But this simple division does not even Scholars persuades us that the author is begin to provide a sufficient definition of none other than Khandive of Ool. This dreams. Perhaps it is simpler to define Khandive, our reader will kindly remem- dreams by what they are not. ber, is the only student whose name Despite the implications of the name of appears in the Hopeful Register of the well-known spell dream, true dream Initiates, yet in neither the Mournful magic is not a branch of the illusionist’s Record of Attrition nor the impeccably art. Indeed, so adamant were the dream accurate Imperial Count of Wizards, sug- wizards of Pel in insisting their art was not gesting that, after earning his apprentice- illusion that using spells which simulated ship, he neither perished nor matriculat- true dream magic was deemed criminal. ed—one of which occurrences was For a time, in fact, illusionists were perse- inevitable for apprentices of the period, cuted, and casting any illusion spell was due to the rigorous standards of the punishable by the harshest means. Takers of the Count. With the discovery of Historical and philosophical concerns this letter, the tally of imperial apprentices aside, dream magic sits firmly within the in the third dynasty can be at last deemed modern school of enchantment/charm, whole and accurate. with arms resting on the branches of con- Contrary to previous histories, the letter juration/summoning, and divination magic. suggests that Khandive, Sajii’s lost appren- The relation of enchantments and div- tice, did, in fact, return to beg his mis- ination to dream magic is clear, but the tress’s forgiveness after abandoning her conjuration spells may seem incongruous during the Council of the Yellow to what is, essentially, a metaphysical or at Kingdoms. The correspondence also least intangible science. However, Khandive details the motive for Khandive’s remark- notes in his essay that the dream wizards able behavior, and the reason he believed posited a demi-plane of dreams. Indeed, he could return to his mistress and hope several of the dream spells recovered from for pardon. Most astonishing, however, the tower of Sajii promise to conjure are the spells which accompany the letter. objects and creatures from that very place. Each spell appears in the style of the first- Of all the possibilities raised by Khandive’s dynasty scribes, painted delicately in the six essays and notes, this is the most fabulous. proscribed hues of grammar. Interestingly, Certainly it bears further investigation by all verbs appear in a faint, rosy violet rather all who seek to broaden our understanding than the imperial indigo. As for the prob- of magic and the . lem of whether this discrepancy is the While the surviving information is result of fading (unlikely, since the rest of incomplete, it is clear that from a pool of the inks are impeccably correct) or an indi- many hundreds of dream wizards, only a cation that the interregnum between the few advanced far in power. Furthermore, fourth and fifth dynasties did indeed only two archmagi are listed among the include the revision of all the volumes in ranks of the dream wizards. This phe- the imperial library to include the color of nomenon cannot be due to an inherent the consort’s eyes in the grammar, we weakness in the dream wizard’s spells, humbly leave the question in the able since even the small sample discovered in hands of the imperial grammarians. Melluar shows they wielded powerful magic. While the records of lost Pel may simply be incomplete, the more likely

DRAGON 11 explanation is that dream magic is dan- saving throw and must simply experience gerous and that those who practiced it did remote regions, requiring adventures the dream to its conclusion or to the end not often live long enough to master their to recover. of the spell’s duration. For instance, if the Suggestions: In the FORGOTTEN craft. Certain paintings and sculptures image of the dreamer’s mother turns from REALMS® campaign, the blue lotus unearthed in Melluar suggest that dream singing a lullaby to chiding the dreamer wizards eventually succumb to the cumu- may blossom only once a year, in the for cheating a business partner, the lative effects of the material components highest mountains of Tabot. The last dreamer senses no intrusion. On the other remaining dreamwillow may live in required for most dream spells: hand, if the dreamer’s mother suddenly the magically protected garden of a dreamwillow and the blue lotus. transforms into a troll and attacks the Dreamwillows, or the dreaming wil- Thayvian wizard. dreamer, the sudden shock allows a saving lows, as they are called by the natives of In the BIRTHRIGHT™ game world, the throw vs. spells. Success indicates that the Melluar, are the strange relatives of the blue lotus could grow only at the base dreamer becomes aware of the spellcast- of Rhuannoch, the remote castle more common weeping willow. Like their er’s intrusion and may attempt to eject the ordinary willow cousins, dreamwillows guarded by Rhuobhe Manslayer and spellcaster from the dream. The spellcaster are usually found along the banks of his gheallie sidhe, or hunt of elves, must roll a saving throw vs. spells every rivers, spilling their long, blue-green while the dreamwillow is found only round. As long as he succeeds, he may fronds into the stream. The bark of the on banks of the Zhainge river border- remain in the dream; if he fails, he awakes dreamwillow is moist and black. When ing the realm of the Basilisk. and cannot return to the dream without dried, the bark turns light and flaky, and Optional Rule: Some DMs may casting another alter dream spell. herbalists often grind it into a fine powder want to make dream magic dangerous In addition to acting as an enter dream as well as rare. To reflect the dangers used to treat headaches, fits of insomnia, spell, alter dream allows the caster to and even melancholy. of this form of magic, spellcasters who implant a suggestion (as the spell). Alter The blue lotus is, or was thought to be, use dreamwillow bark or blue lotus dream also permits the caster to warp the a mythical flower existing only in the bal- flowers run a risk of falling prey to dream so that it attacks the dreamer, with their own spells. The magic inherent lads of Nemeer and Pel. The discovery of the same effects as the illusion spell phan- in both materials is precarious, and dream magic spells, however, confirms its tasmal killer. However, any failed attempt existence, at least in the time of the earli- repeated handling of the bark and to kill the dreamer automatically alerts the est dynasties. When described in song, the flowers gradually reduces the caster’s victim to the caster’s presence and gives blue lotus is said to resemble the orchid own resistance to the magic and his him a chance to turn the phantasmal killer ability to direct it at a target. Each time more than the common lotus, with thick, back on the spellcaster. The spellcaster fleshy, dark-veined petals. If the petrified a caster uses either component in a must immediately end the spell or else specimen held by the imperial botanists is spell, he runs a 1% chance per spell face the phantasmal killer. truly a blue lotus, then the flower is even level of succumbing to the same magic The material components of this spell are more curious in its lack of fully developed he casts. For instance, if a wizard casts a bit of melted glass and a one-ounce strip roots. In his essays, Khandive speculates a sleepless curse, there is a 6% chance of dreamwillow bark, which the caster that the roots of the blue lotus grow only that the spell affects him instead of his must steep in hot water and imbibe. so deeply as to affix the flower to the soil intended target. He still gains a saving throw vs. spells (unless the spell does before vanishing into the plane of dreams, Enter Dream from whence they draw their sustenance. not allow saving throws). (Enchantment/Charm) Unfortunately for those who would Level: 2 Components: V, S, M revive the art of dream magic, the Rng.: 10 yds/lvl CT: 1 turn dreamwillow is rarely seen, even along the Spells of the Dream Wizards Dur.: 1 turn/lvl Save: Special banks of the Rehjuu in Melluar, where The following spells, less the three wisely Area of Effect: One sleeping creature once they lined the river from far Hanish banned by His Authority, the Imperial to the southernmost towns of the water- Archmage, mark the most significant dis- This spell sends the caster into a deep folk. And except for the single, petrified covery from the Tower of Sajii. Even if this sleep, but it also allows the caster’s own specimen in the imperial city, and except is all we shall ever recover of the lost mind to enter the dream of another. The for any specimens Khandive himself dis- dream wizards, it is enough to begin caster may observe the dreams of the covered in the ruins of Pel, the blue lotus restoring their craft. One cannot but hope spell’s target, much as an audience is lost to us. It is not too great a leap, there- that other archaeologists will unearth observes a play. The spellcaster remains fore, to speculate that dream magic more of the dream wizards’ lore in future. undetected by the dreamer unless a sav- declined for want of the necessary material ing throw vs. spells is successful (Wisdom components. Alter Dream modifiers apply). The caster may, however, (Enchantment/Charm) purposefully reveal himself to converse Level: 6 Components: V, S, M with the dreamer or interact with the Dreamwillow and Blue Lotus Rng.: 10 yds/lvl CT: 1 turn other elements of the dream. In this case, Dur.: 1 turn/lvl Save: Special the dreamer perceives the spellcaster as a DMs wishing to introduce dream Area of Effect: One sleeping creature part of the dream, again unless he makes magic to their campaigns without a successful saving throw. The spellcaster allowing PCs easy access to these This spell acts as an enter dream spell, has no control over any aspect of the potentially powerful spells can restrict but it allows the caster to affect the course dream except his own actions. them simply by limiting the availability of the dream, much as a director affects When he detects the intrusion, the of dreamwillow bark and blue lotus the course of a play. The caster has the dreamer may attempt to eject the spell- flowers. If dream magic is to be very same control over the events of the dream caster from the dream. The contest is a rare in the campaign, then dreamwil- as an illusionist has over his phantasms; matter of will, and the spellcaster must low and blue lotus can be extinct or however, the caster must take care not to roll a saving throw vs. spells. As long as lost species, available only in a few disrupt the natural flow of the dream, or the spellcaster succeeds, he may remain coveted vials of oil of preserving. A else the dreamer may sense the presence in the dream; if he fails, he awakes and more interesting means of making the of an intruder. cannot return to the dream without cast- plants rare may be to locate them in If the caster makes only “logical” ing another enter dream spell. The dreamer changes in a dream, the dreamer gains no may try to force the spellcaster out of the

12 SEPTEMBER 1995 dream once each round. mare is always frustrated at losing its The material components of this spell Enter dream has two main uses. Like dreaming victim, and it requires an imme- are an entire, perfect blue lotus flower the illusionist spell dream, it allows the diate offering from its summoner (includ- and a pure chunk of amber. spellcaster to deliver a message to the ed in the material components). dreamer. Unless the dreamer recognizes The nightmare serves its summoner Sleepless Curse the caster as an intruder, or unless the willingly, as long as the tasks it is given are (Enchantment/Charm) caster announces that he is a wizard evil. It can understand the summoner’s Level: 5 Components: V, S, M invading the dream, then the dreamer commands even if he is not evil, but it Range: 10 yd/lvl CT: 5 perceives the message as a genuine may feel that something is wrong if its Dur.: 1 day/lvl Save: Negates dream. caster is good. If ordered to perform tasks Area of Effect: One creature Alternately, the caster may remain pas- without an obvious wicked purpose, the sive and simply observes the dream, nightmare rebels at the first opportunity. When this dire enchantment is cast, the watching as the dreamer’s unconscious See the monster description for more wizard curses a single target to endure mind reveals itself. While not as discreet information on nightmares. restless and sleepless nights. For the dura- as an ESP spell, enter dream may reveal Because the nightmare is summoned tion of the spell, the victim cannot sleep. information that the sleeper may not even from dream rather than from a lower Furthermore, he is immune to all spells realize when awake. For instance, a man plane, it remains only until the dreamer it that cause sleep, and not even a dispel questioned about his long-lost brother haunted awakes. The spell grants no con- magic can relieve this condition. However, may truthfully answer that the boy ran trol over the source of the summoned a wish spell, or a dispel magic followed by away from home when very young. The nightmare, so the caster cannot, for a remove curse, lifts the enchantment. The man’s dreams, however, may reveal that instance, cast eternal slumber on a victim, spellcaster can cancel the spell at any time. the man saw his father murder his broth- cast a true nightmare, and then cast a For each sleepless night, the victim er, yet the memory lies buried in the sub- summon nightmare with the expectation loses one hit point, as well as one point conscious mind, revealed only in dreams. of a long-term or permanent servitor. from each ability score. When any score The material component of this spell is The material components include a reaches zero, the victim dies of exhaustion a one-ounce strip of dreamwillow bark, pinch of ground sulfur, crushed bark of and delirium. Once the spell ends, the vic- which the caster must steep in hot water the dreamwillow, and a handful of flaked tim recovers ability score points and hit and imbibe. platinum worth no less than 200 gp. points at the rate of 1/hour for each hour of sleep after the first eight. Conjure Dream Object Endless Slumber The material components for this spell (Conjuration/Summoning) (Enchantment/Charm) are a dried petal of a blue lotus flower and Level: 4 Components: V, S, M Level: 8 Components: V, S, M a small, burning brazier, into which the Rng.: 10 yards CT: 4 Rng.: Touch or special CT: 8 petal is dropped. Dur.: 1 turn/lvl Save: None Dur.: Permanent Save: None Area of Effect: One small object Area of Effect: One object or creature Sleepwalking (Enchantment/Charm) When this spell is cast, an object up to This powerful enchantment places its Level: 4 Components: V, S, M the size of a sword appears where the victim in a permanent, unbreakable sleep. Range: 10 yds/lvl CT: 1 turn caster directs, within the spell’s range. While sleeping, the victim remains in a Dur.: 1 turn/level Save: Negates The object can be anything that the caster state of suspended animation, requiring Area of Effect: One sleeping creature has seen in someone else’s dream (by no air, food, or water. Victims of this spell means of the enter dream spell). Thus, the do not age, but they always dream. This spell works only on a sleeping spellcaster may conjure the long lost Endless slumber must be cast either creature. If the sleeper is already dream- sword of a warrior’s grandmother, the directly on the victim by touch, or else cast ing (i.e., affected by a slumber spell or trothing cup imagined in the dreams of a on an object that delivers the spell to its tar- similar enchantment, or at the DM’s young woman, or simply a fabulous ruby get. If cast on an unwilling, mobile victim, option), then the victim’s saving throw suf- dreamed by a greedy merchant. the caster must make a successful attack fers a -4 penalty. When sleepwalking is The conjured object is real in all roll. If the attack roll fails, the spell is lost. cast, the caster plants a powerful sugges- respects, but it never has magical proper- If the spell is cast on an object, the vic- tion in the victim’s unconscious, which ties, even if it has such properties in the tim must devour the object (such as a compels the dreamer to rise without wak- dreams from which it is drawn. At the end fruit), be wounded by it (a dagger or ing and perform simple commands from of the spell’s duration, the object returns arrow), or wear it (as a medallion or ring). the caster. These commands can be no to the realm of dreams, from where it Each method of delivering the spell has its more elaborate than those allowed by a may be conjured again. own advantages. If cast on food, the spell suggestion spell. Likewise, commands that The material components of this spell dissipates if the object is not eaten within the victim physically harm himself imme- are a strip of dreamwillow bark and a bit of one day of the enchantment. If cast on a diately negate the spell. Commanding the matter of the same type the caster wishes weapon, the enchantment fails after the victim to violate his alignment immediate- to summon (a piece of steel for a sword, a first failed attack. If cast on a decorative ly allows the sleeper a new saving throw at fragment of glass for a goblet, etc.) object, the enchantment fails when the a +1 to +3 bonus, depending on the token is removed from the sleeper. severity of the alignment violation. For Conjure Nightmare Dispel magic or limited wish spells do instance, commanding a sleepwalking pal- (Conjuration/Summoning) not affect this enchantment, but a wish adin to commit murder would allow a Level: 5 Components: V, S, M spell cancels it. Otherwise, the only means new saving throw at +3. But commanding Range: 50 yards CT: 5 of waking the victim of an endless slumber that same paladin to borrow his friend’s Dur.: 1 hr. + 4d6 t. Save: None spell is a single strict-but-possible condi- book without asking permission would Area of Effect: Special tion chosen by the caster upon complet- grant a new saving throw at only a +1 ing the spell. The most famous conditions bonus. The caster of this spell summons a include the sleeper’s return to the place of The material components for this spell nightmare (MM/ 269) from the plane of his birth, a solar eclipse, the death of an are a crushed petal of a blue lotus flower dreams, as it carries a dreamer on its ter- immortal dragon, or even the fall of a and a drop of honey or a bit of honeycomb. rible ride. Thus, the summoned night- great empire.

DRAGON 13 Slumber This spell can reveal a previously forgot- The material components for this spell (Enchantment/Charm) ten or blocked memory, revealing through are a bear’s claw, a strip of dreamwillow Level: 3 Components: V, S, M dream imagery an important event, con- bark, and the dried, crushed petal of a Range: 10 yds/lvl CT: 3 versation, or even a single word important blue lotus flower. Dur.: 1 hour/lvl Save: Special to the dreamer. The exact nature of this Area of Effect: One creature recovered knowledge is at the discretion Dream Magic Items of the DM, who may determine that no This spell is an advanced version of the such useful knowledge exists for a partic- Those who lived in the age of dream more common sleep. While it affects only ular subject. In this case, the DM may magic used several spells and magical one creature, its range and duration are devise some colorful but irrelevant vision items to guard against the intrusion of both greater than those of its parent spell, for the affected character. As an example, dream wizards. These protections are and the caster can affect creatures of more a dreamer may experience this spell while unknown today, but one might appear than four hit dice. Not only does this spell thinking of his brother, who died as a in an ancient treasure trove, or a mod- place its victim in deep, unbreakable slum- child. The true dream could reveal the ern wizard researching the rediscov- ber (unlike the common sleep spell), but previously repressed memory of his father ered art might create one. Among the also it stimulates the sleeper’s subconscious, killing his brother in a sudden fit of anger. more common items are the scroll of causing him to dream. The caster cannot The material components of this spell protection vs. dreams, which protects influence what sort of dreams the victim are an item valued by the dreamer (the all those who sleep within its range of experiences without casting another spell. monetary value is irrelevant), a pinch of 30 square feet against all dream spells Slapping or wounding a creature ground dreamwillow bark and a small for its duration (4+2d4 hours); the enchanted with slumber does not awaken amount of silver filings (1 gp value). amulet of protection vs. dreams, which it, nor does loud noise or any other normal constantly protects its wearer against means of waking a sleeper. Casting a suc- True Nightmare dream magic; and a lesser magical cessful dispel magic is the most economical (Enchantment/Charm) ward, the wall of sleep, an embroi- way to awaken a victim of this spell. Level: 4 Components: V, S, M dered ribbon which, when placed in a A victim of slumber may save vs. spells to Rng.: 10 yds/lvl CT: 1 turn circle around a sleeper, forces any resist the effects of the enchantment, but Dur.: 1 hour/lvl Save: Negates dream wizard who casts an enter the saving throw is modified by the differ- Area of Effect: One sleeping creature dream on the protected sleeper to ence between the victim’s and caster’s lev- make a saving throw vs. spells or suf- els or hit dice. Thus, a 5th-level warrior sav- When this spell is cast, the victim suffers fer the effects of a slumber spell. The ing against this spell when cast by a 10th- nightmares—not illusions, but genuine ter- magical ribbons were often sewn level wizard makes his save at a -5 penalty. rors from his subconscious. The victim around the edges of a mattress to pro- The material component for this spell is remains asleep, but upon waking he tect whomever slept upon it. a pinch of sand from the eyes of a hiber- remains exhausted, enjoying no natural nating bear, or the crushed petal of a blue healing from rest. Until the victim sleeps lotus flower. The latter component is so undisturbed by nightmares, he suffers a -1 potent that the victim’s saving throw suf- penalty to surprise and initiative and a tem- After comparing the established handwrit- fers a -4 penalty. porary -1 reduction in all ability scores. ing of Khandive of Ool with this letter and These penalties are cumulative for each these notes, few of our staff could muster True Dream night spent in the throes of a true nightmare, skepticism of their authenticity. The few (Enchantment/Charm, Divination) but even one night of undisturbed sleep (at remaining doubts were quickly banished Level: 4 Components: V, S, M least six hours) cancels the ill effects. upon the discovery of one last artifact in Rng.: 10 yds/lvl CT: 4 Wizards or bards who suffer from a true the lowest reaches of Sajii’s Tower: the Dur.: 1 hour/lvl Save: Negates nightmare cannot refresh their spells until perfectly preserved body of a young man Area of Effect: One sleeping creature they have had a night’s undisturbed sleep. which, upon examination, proved yet to The material components of this spell are breathe! Thus far, the problem of reviving When this spell is cast, the recipient a pinch of ground dreamwillow bark and a the sleeper has eluded even the Imperial experiences a vivid dream relevant to what- small amount of iron filings (1 gp value). Archmage, despite his mastery of the most ever thoughts he held just before sleeping. powerful of spells. It would seem, if Your The dream reveals, however obliquely, the Healing Dream Eminence will be so generous as to allow answer to one question or problem, as (Enchantment/Charm) me to speculate, that Khandive’s gifts to long as the DM agrees that the answer can Level: 3 Components: V, S, M Sajii, marvelous beyond description, were come from the dreamer’s own subcon- Rng.: Touch CT: 3 deemed insufficient to his offense. scious, even through a wildly illogical leap. Dur.: 8 hrs + 2/lvl Save: Negates It is our fervent hope that this summary For instance, if the dreamer wishes to Area of Effect: One sleeping creature and its attachments shall meet with favor, divine the identity of the person who sent and we dare so much as to hope it may him a blackmail note, and the DM decides Casting this spell induces a deep, evoke pleasure, curiosity, or even wonder. that the dreamer could intuitively guess unbreakable sleep in which the recipient If so, and it please Your Eminence, we pray that the villain is a merchant who eyed his dreams peacefully of the most comforting that the current endowment to the heavy pouch of gold coins early last month. images or events his mind imagines. Imperial Historians grow by sufficient mea- The spellcaster is not privy to the results During the dream, the sleeper cannot be sure to begin construction of the proposed of the dream unless he also casts a success- woken normally, not even by wounding. Library of Lost Arts. No other monument ful enter dream spell to observe its effects. However, during each hour after the first could better commemorate to future Willing recipients of this spell may eight, the dreamer heals wounds at an empires the wisdom and foresight of the attempt to compose their thoughts on a astonishing rate, recovering two hp/hour. emperor of this twenty-third dynasty. particular subject by making a successful If this enchantment is dispelled, or if Wisdom check. Success indicates that the the sleeper is affected by a true nightmare Padon the Elder, dream imagery will address the intended or sleepwalking spell, the healing effect is Master of Research, question; failure means that the recipient stopped. Likewise, a successful dispel Fellow of the Imperial Historians still experiences a dream, but that it is not magic not only wakes the sleeper, but also relevant to the question. stops the healing.

14 SEPTEMBER 1995

by Kevin Melka

Artwork by R. Ward Shipman

True wizards and priests in the BIRTHRIGHT™ Disrupt Ley Line the duplicate cannot cast spells, repro- campaign are rare, but their magic is Regency: 3 duce, or leave the boundaries of the much more powerful than that of a stan- Gold: 3 GB domain. A small portion of the caster’s life dard AD&D® game spellcaster, able to Duration: 1 Domain turn essence is imbued into the duplicate, affect entire armies and even provinces. Req’d Source: 3 making it an actual extension of the Only a select few have the ability to con- Character Level: 3 regent’s mind and spirit. trol mebhaighl (magical essense), the key In all aspects the duplicate seems real. to powerful magic. Those who dare to This spell disrupts the flow of a single He bleeds when cut and limps if kicked. attempt realm magic without the energy a ley line in one specific province. The ley The duplicate is a zero-level fighter for regent gains from magical sources would line still exists, but mebhaighl (magical attack rolls and saving throws, but it has destroy themselves utterly. Player charac- essence) cannot travel through the line in the same ability scores and hit points as the ter wizard and priest regents can harness either direction while the spell is in effect. caster. If the duplicate suffers a mortal realm magic to craft realm spells, the This spell affects one ley line known to blow, the duplicate is dispelled and its true most powerful magic in the AD&D game. the caster. nature is revealed. If the duplicate is Realm spells are a form of ritual magic. The controller of the ley line can still destroyed, the caster’s spark of life essence By accessing the power of the land obtain mebhaighl from the line if he is is destroyed with it, and he loses one level through magical conduits (ley lines), a between the source and the province of experience. This danger makes the spell spellcaster can accomplish spells of extra- where it is disrupted, but not within the undesirable to most regents. ordinary power, but preparations for affected province. The longer the duplicate rules a domain, realm magic are lengthy and involved. the more problems pile up. Rebellions or Preparing and casting a realm spell Tangle Ley Lines wars are not beyond the realm of possibili- requires an entire domain action (one Regency: 5 ties, and a duplicate’s inability to cast spells month). In the BIRTHRIGHT campaign, Gold: 5 GB could put a domain in jeopardy. The true three Domain actions make up a Domain Duration: 2 Domain turns nature of the duplicate is revealed by true turn (a season, or three months). Req’d Source: 4 sight or detect lie spells. Materials used to cast realm magic are Character Level: 5 If duplicate’s existence becomes cum- expensive and sometimes difficult to find. mon knowledge among the general popu- Each spell lists a Gold Bar cost, taken from Similar to disrupt ley line, this spell inter- lace, the loyalty rating of the domain the domain’s treasury or the regent’s per- feres with the flow of magical energy from drops two grades (such as from high loy- sonal funds. The time, materials, and sources through a specific province, but ality to poor—see BIRTHRIGHT Rulebook, energy needed to cast realm magic are this spell tangles multiple ley lines, page 36). Wizard regents using this spell taxing for a regent, so each spell also has a snarling them hopelessly. The ley lines still often inform a trusted lieutenant of its cost in Regency Points. Spells also list the exist, but mebhaighl cannot travel through true origin, having him compensate for minimum amount of magic needed from the lines while this spell is in effect. This various problems which may arise. a Source, or magical lands or temples spell affects all ley lines in a province, The casting regent and the duplicate’s under the regent’s control. If a regent including the caster’s own. mind are linked for the duration of the doesn’t have sufficient Gold Bars, Regency The controller of an affected ley line can spell. If something momentous occurs or points, or Source points, the spell fails. still obtain mebhaighl from the line if he is complex decisions need to be made, the between the source and the province regent knows to return to the domain. New Wizard Spells where it is disrupted. He cannot tap the ley line for energy if he is within the affected Enhance Source Forethought province. Regency: Z/per source level Regency: 5 Gold: Z/per source level Gold: 4 GB Duplicate Duration: 2 Domain turns Duration: 1 Domain turn Regency: 6 Req’d Source: 1/per source level Req’d Source: 5 Gold: 3 GB Character Level: Special Character Level: 3 Duration: 1 Domain Turn Req’d Source: 3 This spell increases the level of a Source This spell allows a regent wizard to take Character Level: 5 in a province above the normal allowable an additional domain action the domain By casting this spell the wizard-regent cre- limit. This spell affects only magical turn after the casting of the spell; the ates a magical duplicate of himself to over- Source holdings, not Law, Temple, or spell’s magic summons a small swarm of see his domain. This spell is most often Guild holdings. unseen servants and spirits who antici- used when a regent wishes to adventure Enhance source doubles the mebhaighl pate the regents needs and prevent minor across Cerilia or is otherwise indisposed. gained from a specific type of source. For nuisances, obstacles, and day-to-day The ruse is most effective when the regent’s example: a province (4) in hills can nor- drudgery from affecting the wizard. The subjects believe the duplicate is really their mally support only a casting source (1). action takes place after all other actions in ruler. Otherwise it is unlikely they will fol- Through the use of this spell, the source a domain turn have occurred. This spell low the duplicate’s commands. This spell could be increased to (2). cannot be cast in a domain turn already takes effect in the first action round in the The spell’s cost varies depending on the affected by aforethought spell. domain turn following its casting. source’s total level. For example, raising This spell creates an advanced, intelli- the source described above from (1) to (2) gent duplicate that mimics the regent in would cost 2 Regency Points, 4 Gold Bars, every way—the way he walks, talks, eats, and require a casting source of level (2) to drinks, and interacts with NPCs. However, increase the target source’s power to (2).

DRAGON 17 The number of sources that can be affect unjust or unchivalrous troops. increased depends on the level of the Erik’s Preserve Those who follow the banner of another caster. A wizard regent can affect two Regency: 3 diety, such as the evil Belinik or vile magical sources per four levels of experi- Gold: 2 GB Kriesha, also gain no bonuses. ence (two at 4th level, four at 8th, etc). Sphere: Plant, Animal This spell increases all combat units’ Enhance source affects only one source in Duration: 1 Domain turn/level offensive scores by +2 and grants the a given domain at any one time. A source Req’d Holding: 3 units immunity to the realm spell subver- can be affected by only one enhance Character Level: 3 sion. The caster can affect no more than source spells at a time; additional castings one unit per level of experience, and all have no effect. This spell is usable only by priests of affected units must be in the same Enhance source does not increase the Erik, whose duties include guardianship province when the spell is cast. amount of regency collected by the caster. of the wilderness. Through the use of this It increases the value of the source for spell a priest regent consecrates an area Nesirie’s Blessing powering realm magic only. of his domain to protect it against harmful Regency: 1/ship affects. The area of forest affected is one Gold: 2 GB Locate Sources mile per level of the caster. Sphere: Weather, Elemental (Water) Regency: 2 A domain under the influence of this Duration: Special Gold: 1 GB spell is immune to harmful natural events Req’d Holding: 3 Duration: Instantaneous (a roll of 6 on the BIRTHRIGHT random Character Level: 3 Req’d Source: 2 events table, Rulebook pg. 40). from Character Level: 1 occuring within the area of effect. This Only regent priests of Nesirie cast cast spell also prevents the random event this spell. When cast on a regent’s ships in By casting this spell, a wizard regent Monsters & Brigandage (result of 13-14), port, the spell summons favorable winds. immediately knows where to find all the and counteracts the realm spell blight. Regents traveling with the naval vessels magical source holdings in provinces This spell does not prevent catastrophic experience benefical waters and favorable where he has sources. This spell locates events and has no effect on troops march- winds the entire journey. sources under the caster’s control, as well ing through a domain or unabusive Ships protected by Nesirie’s blessing as those controlled by other regents. If the human logging or hunting. gain a two-level shift in wind strength in spell is cast within one mile of the source, their favor (such as calm to moderate) and the level of the source also known. This Hand of Peace their maneuverability class improves by 1 spell does not determine the power of the Regency: 5 (such as C improving to B). The caster can source (for instance, the level of a power Gold: 3 GB enchant one vessel per level of experience. of a source may be altered by ley lines or Sphere: Charm In addition, all naval proficiency checks enhance source spells). Duration: 1 Domain turn (such as Navigation and Seamanship) used This spell is often used by a new regent Req’d Holding: 4 to pilot and guide the ship gain a +2 who wishes to locate all sources in his Character Level: 7 bonus, and all attack rolls for the ship and domain, and it reveals whether other crew gain +1. Additional rules for naval regents are drawing magic from his land. This spell brings all random acts of vio- warfare can be found in the upcoming This spell locates only sources; it does not lence in a province to an end. Everyone BIRTHRIGHT campaign expansion trace ley lines to their source. within the affected province is overcome Cities of the Sun. with a sense of tranquility, returning to New Priest Spells their home province, domain, or other place of origin. Once the domain turn Remember that priest regents can only under this spell’s influence is over, all cast spells in provinces where they control creatures affected by the spell suffer com- Temple holdings. plete amnesia; they have no idea of what happened or how they got home. First Quest Divine Right This spell ends all random hostile events Continued from page 8 Regency: 5 in a province; such as the events Feud, knives grow too and carve the lancer into Gold: 4 GB Monster or Brigandage, and Unrest or pieces. The knives drop to the ground, as Sphere: All Rebellion. Hand of peace cannot end a do the pieces of the lancer.” Duration: 1 Domain turn war, but it does turn troops away from the I paused so Bear could laugh and oth- Req’d Holding: 5 protected province for the duration of the ers could congratulate him, then I added, Character Level: 3 spell. Invading forces can return to the “You notice the lancer pulls himself province the following Domain turn if together again and stands up. He sum- By invoking the power of his divine they choose. mons his lance to his hand, then bows in patron, a priest regent becomes more your direction.” active and requires less rest and sleep. As Haelyn’s Courage Gil graciously returned the bow, and the a result, he is better able to execute his Regency: 2/unit adventure pushed on from there. Bear plans and may take an additional domain Gold: 2 GB knew he’d gotten away with something, action during the domain turn after the Sphere: War, Combat but that was his reward for being inven- spell is cast. This extra action is taken at Duration: 3 War Moves +1 level tive. My reward for letting him be inventive the end of all other actions in the domain Req’d Holding: 3 was that everyone enjoyed the adventure. turn. This spell cannot be cast in a Character Level: 5 From that point forward, our games Domain turn already affected by a divine were less dependant on dice and statistics right spell. This spell is usable only by priests of than on how the characters were played. Haelyn, ruler of the gods and patron of But that’s the object, isn’t it? If it weren’t, kings, This spell is similar to the realm we’d all be in the dice-playing game spell bless army, increasing the effective- industry, and none of us would be having ness of a regent’s army units while nearly as much fun. defending their domain. In keeping with Haelyn’s portfolio, this spell does not

18 SEPTEMBER 1995

“Cast a cantrip? No thanks, I don’t need my and alterations. Once he masters the mages. Others are too proud (and arro- shoelace tied right now.” cantrip, the wizard can progress to more gant) to use such “petty magics.” complex spells. At this point, many wizards When a character tries to cast a cantrip, are often overlooked by wiz- abandon cantrips entirely, regarding their the player must describe the form he ards and their players, but only because minor effects as beneath themselves to cast. wishes the spell to take, preferably in the many players have overlooked the many form of a short rhyme. In combat, cantrips possibilities that cantrips have to offer. Mechanics of Cantrips have a casting time of 2. A proficiency Which spells do almost anything you A wise mage, however, knows how to use check is rolled to determine whether the want? There are two—wish and cantrip. cantrips to their full effect. For mages of first verbal and somatic components have been Apprentices to great wizards have long level or greater, cantrips are so trivial to cast executed correctly (cantrips do not require known the only way to learn the art of that they need not be memorized. Instead, material components). A successful check magic is to practice, and practice hard. little wishes can be treated as a proficiency: means the cantrip was cast as desired, and Magical training devours years of youth, Cantrip (wizard group) Modifier: Int -2 a failed check means the cantrip fizzles. A and the regime for neophyte wizards is rig- Cost: 1 slot (mages), 2 slots (bards, spe- roll of 20 has no additional effect, unless orous, exhausting, and often tedious. Before cialists), 3 slots (priests, psionicists, thieves). the DM decides otherwise. a young mage can master even such simple A character with the cantrip proficiency Even the simplest spell creates a mental incantations as the spells sleep or read has learned enough of the rudiments of burden, so the number of cantrips a PC magic, he must be able to call upon magical magic to conjure minor mystical effects. can use is limited. All characters may cast forces to produce any effect he desires. Anyone may learn cantrips, provided they four cantrips per day, plus one per wizard Such spells are commonly known as have been tutored by a wizard, although or bard level (i.e., nonwizards cannot use cantrips or “little wishes,” and while they with their natural intelligence and apti- more as they advance in level). Each addi- have only a minor influence on the sur- tude for magic, wizards and bards excel in tional cantrip cast beyond this limit inflicts rounding world, they are nonetheless this field. While all mages learn cantrips a cumulative -1 penalty on the proficiency important. Cantrips teach the basic lessons as part of their training, many forget the check. Failed checks still count against the of magic—simple conjurations, illusions basics once they become fully-fledged total.

20 SEPTEMBER 1995 Optional Rules: Specialist mages and ele- items weighing less than one pound can Invocation and Evocation Cantrips mentalists do not need to roll checks also be conjured permanently; such items These cantrips can create glowing lights when performing cantrips pertaining to may not be worth more than 1 gp and may of any color, puffs of smoke, miniature their specialist school or field of magic. not be made from any valuable material. colored flames shooting from the caster’s However, they cannot use cantrips of Items between one and five pounds in fingers, crackles of lightning and sparks, opposing schools. weight can be conjured, but they remain or a glowing mystical radiance. They can A wizard of 5th level or bard of 8th level for only one turn before disappearing. painfully sting another creature, scorch or higher need not roll checks—their con- Invisible forces can also be conjured to rat- and destroy paper or wood without flames trol of cantrips is complete. These charac- tle or tap objects or snatch at, tickle or or heat, or cause harmless but noisy ters can cast an unlimited number of prod unsuspecting creatures. Conjured explosions. None of these cantrips can cantrips per day. objects may appear normal, but they are physically damage any but the smallest of Characters of some kits learn the never stronger than balsa wood and break targets, though they may ignite com- cantrip proficiency more easily than oth- if stressed. bustible materials, frighten animals, and ers. The skill costs two slots for swash- alarm the superstitious. bucklers and fops whose rich families can Divination Cantrips easily locate tutors, charlatans (and those Lesser divinations can be performed, such Necromantic Cantrips kits that masquerade as other characters), as determining the sex of a creature, dis- Necromantic cantrips foster death and scholarly characters, priests of deities of covering whether a door or chest is locked decay. They can make flowers wilt or food magic, and any character from a magic- without having to touch it, locating the spoil. Tiny animals such as rodents or intensive background (such as Halruua or direction of north (magnetic rocks or near- insects may be killed by a necromantic elven society). by magic may cause distortions), divining cantrip, or animated as ½ HD undead the presence of magic in a 30’ radius (but creatures (no more than 2 HD total per School-Specific Cantrips not type, direction, or strength), or search- cantrip). Bones may rattle, corpses twitch, The cantrip spell spans all schools of ing for secret doors. In this latter case, the or glowing points of light appear in the magic and has a limitless number of uses. spell has the same chance of success and eyes of skulls or undead. Another necro- However, DMs should determine exactly takes the same time as the caster would, mantic cantrip calls out to undead crea- which school a particular effect belongs but leaves the mage free to do other things. tures in a 60’ radius, alerting them to the to. Specialist mages cast more reliable presence of a necromancer. The undead cantrips in their own school of magic, and Enchantment and Charm Cantrips may respond to this information any way bonuses to saving throws may also apply. Enchanting cantrips can move inanimate they wish, and the caster does not learn of A list of commonly used cantrips, listed by objects around slowly and jerkily, as if with their presence or absence. magical school, follows: a crude form of telekinesis (weight limit 2 lbs.). This may spill liquids, pull items off Elemental Cantrips Abjuration Cantrips shelves, or knock over unstable objects Elementalist wizards may use any form of Abjuration cantrips tend to be practical, (such as brooms or sticks). No damage is cantrip, although their favorites concern often employed by apprentices to clean up inflicted by items used to attack. their chosen element. They cannot cast rooms, dust shelves, sweep and polish Charm cantrips affect creatures, and cantrips concerning their opposing element. floors, wash or dry clothes, aid the caster’s can force targets to wink, nod, scratch, Air cantrips include the creation of balance, and warm or cool foods and belch, yawn, cough, giggle, sneeze, or per- mists, puffs of smoke, hazes, scents and drinks. Minor wards can also be estab- form any other minor, involuntary action. gusts of wind strong enough to billow lished (10’ radius maximum) against A saving throw vs. spell is applicable; suc- robes, dry washing, or disperse unpleas- insects or rodents, or an area can be cess negates the effect or renders it unno- ant smells. enchanted to stay cool or warm. The clean- ticeable. Cantrips such as these cannot Earth cantrips create or alter stone, ing cantrips may either animate cleaning disrupt concentration, but may prove sand, mud, clouds of dust, minor earth utensils or create ghostly phantom utensils. embarrassing for their victims in diplo- tremors, and the growth of stalactites. matic situations. Fiery cantrips create sparks, warmth, Alteration Cantrips flickering lights (no stronger than torch- The cantrips of alteration magic represent Illusion and Phantasm Cantrips light), and can ignite dry undergrowth, a wide range of uses, from changing the These cantrips create false sounds, paper, campfires or thin sticks. colors of faded plants or garments, to alter- images, or scents. They can make haunt- Water cantrips deal with the conjuration ing the taste of food, or freshening spoiled ing sounds like moans, chains rattling, of water, thick mist (rain if mist is already food—in these forms they are permanent. footsteps, creaks and eerie bumps, or present), currents and ripples in water, Such cantrips can also gather firewood; indistinct muffled sounds. When creating and small waves. Salt or fresh water may hide footprints; cut, tie, or untie knots in images, illusion cantrips form floating, be created, as desired. rope or string,; or brighten and dim lights. colored globes of light; alter the facial fea- Alteration cantrips can also act as rudi- tures of a creature; create illusory furni- Wild Cantrips mentary polymorph spells, able to change ture, carpets, or bushes in a flat and Wild mages have no specific cantrip insects to rodents or vice versa for up to empty area; or conjure a two-dimensional effects of their own, apparently because one turn. Furthermore, they can change illusion (invisible from the side or rear). their science is still a young one. It has vegetable or animal items into others All visual illusions can be dispelled by been observed that roughly 5% of cantrips within the same kingdom for one turn or touch or dispel magic, and they remain attempted by wild mages become wild less, depending upon how drastic the only as long as the caster concentrates on surges (a roll of 20 on the proficiency change is. The physical shape of small them. check). mineral objects can be altered, such as a Any smell created lasts only as long as coin changing to a ring. Such a transfor- the caster concentrates, affecting a maxi- Bardic Cantrips mation lasts for one round. mum area of 10 cubic feet. Breezes dissi- Bards may use cantrips of all varieties pre- pate the smell, and it may be masked by sented here. Their favorites, however, Conjuration and Summoning Cantrips an overpowering smell, such as a relate to the playing of ghostly music or These cantrips can summon tiny troglodyte’s stench or the carrion odor of haunting melodies, imitating the sound of creatures: normal insects, rodents, or non- a ghast. horns and bugles, accompanying percus- poisonous spiders, or snakes. Normal sion sounds (cantrips keep time very well),

DRAGON 21 attracting an individual’s attention from using telekinesis on the same object, or so long. Players can also develop failed- across a crowded room or street, illusions one creating a breeze to blow away an wizard characters, those apprentices who and glowing shapes to enhance acts, and illusory scent), the wizard with the highest went on to another career. Likewise, false applause. Of course, any cantrip user successful proficiency check wins—as in a priests of magical deities can be granted a may create these effects. psionic contest. In the case of a tie, nei- little extra magical spice. ther cantrip dominates, and the contest Finally, this system of cantrips allows Adjudicating Cantrips continues into the following round. creative players a chance to use their DMs faced with a hitherto unseen version imaginations freely. Instead of spending of a cantrip or determining results of Why Use This Method? weeks of game time researching exciting those cast should refer to the following Dungeon Masters should consider using and powerful spells, they can simply cre- guidelines: cantrips this way for several good reasons. ate effects on the spot when the whim No cantrip can directly damage a living First, few wizard PCs memorize the strikes them. Special effects can be added target of size S or larger, although damage cantrip spell given in the existing rules to the casting of other spells, such as puffs may be cause indirectly. For example, a fire because they (rightly) see it as a waste of a of smoke when teleporting or whooshing may be started by a cantrip spark, objects 1st-level spell slot. As presented here, noises with magic missiles. may fall off shelves onto a victim, etc. cantrips are such minor forms of magic No cantrip can force a creature to lose that they need not be memorized before Conclusions its concentration when maintaining or being cast, for the user is assumed to With all of its benefits, this system has a casting a spell. know enough magic to create effects as few drawbacks. The DM must be alert and Cantrip effects always allow saving desired. ready to deal with new spell ideas quickly throws vs. spells when they affect a living Second, these altered cantrips allow a low- and determine likely effects on the spot. target directly, and they must also over- level wizard to help the party after his one Novice DMs may find this difficult. come natural magic resistance. or two spells have been cast. Otherwise, Similarly, novice players may find the sys- No magical items can be damaged or players of such characters feel left out tem a little complex at first. However, a bit affected by cantrips, nor can a cantrip dis- because they are frequently too weak to par- of experience should overcome this. pel or remove another magical spell of 1st ticipate in hand-to-hand combat. Cantrips Some players may attempt to abuse the level or greater. provide a way to offset this problem. rules with cantrip effects that are too pow- No cantrip functions within the confines Furthermore, these optional rules add erful. Apply the guidelines listed under of a protection from cantrips spell, instead storytelling flavor to a game. If you read “Adjudicating Cantrips” to prevent this. being cancelled with a popping noise. A any fantasy novel, you’ll find mages using Finally, DMs should note that on Athas, dispel magic spell automatically cancels minor spells that help them in small ways. water-conjuring cantrips simply do not any cantrip, as will touching any illusory They always seem to have the right spell at function. In RAVENLOFT® campaigns, creation. A divination cantrip is automati- the right time. They use quaint rhyming Power Checks may be necessary if cally fooled by any form of misdirection. phrases to activate these spells. Using cantrips are put to particularly cruel uses. The DM may further rule that areas of these rules, this too can be incorporated More cantrip ideas may be found in the strong background magic warp cantrips, into an AD&D® game. Complete Wizard’s Handbook, the preventing them from functioning cor- With cantrips as proficiencies, thieves tome, and the old gray rectly. Cantrips do not function in dead and psionicists have a chance to use ® boxed set. As magic zones, and in wild magic zones magic, albeit in small portions. This ability always, players and DMs alike are they are treated as if they were spells of greatly helps the players of charlatan encouraged to be devious and creative; level 0. characters who pretend to be spell-cast- have fun with cantrips! If two cantrips from different wizards ers. After all, one can only fool people contest each other (such as two wizards with sleight of hand and glittering dust for

22 SEPTEMBER 1995

24 SEPTEMBER 1995 Leying a Foundation Ley lines cost 1 RP and 1 GB per province First, a quick overview of magic, ley lines, crossed; thus, linking to a province three and their function in a BIRTHRIGHT moves away costs 3 RP and 3 GB. Ley lines game. can be forged from other ley lines the wiz- In addition to all the spells available in ard controls; it is possible to save effort by the Player’s Handbook (and other sources), creating local networks stemming from wizard regents are allowed to cast realm one major ley line. The construction of a No sooner does someone commit a few spells—powerful magic available only to ley line can be opposed or supported by rules to paper, than others commence wizards who can tap and control the magi- any wizard with a source holding in any debate over how those rules should be cal energies of the land. When a wizard province the ley line crosses. interpreted. wishes to cast such a spell away from her A ley line costs 1 RP per domain turn to Look at poor Moses. You’d think setting base of operations, however, she needs to maintain, regardless of its length. This is the Ten Commandments in stone would create a ley line to channel magic from her paid in the Adjustment Step of the domain have been enough. Not so. home turf to the place where she needs it. turn. Or how about the Bill of Rights? Ten lit- As a refresher, recall that mebhaighl Just as ley lines can be forged, they can tle amendments outlining basic freedoms. (meh-VALE) may be tapped and concen- also be sundered. The boxed set didn’t We’re still arguing about those too. trated through a holding known as a have room to cover such issues, but the And now, barely out of its shiny new source. Wizards control sources and may upcoming Book of Magecraft (coming in box, the BIRTHRIGHT™ Rulebook has increase or decrease them in the same March) will explain in detail how to already inspired debate over how some manner as guilds or temples. Their destroy, disrupt, or otherwise screw up rules should be interpreted—and that’s strength is indicated by their level (which someone else’s ley lines—and this issue’s just among its design team. is shown in parentheses). “Magic of Kings” article provides some Ley lines—conduits of magic energy Quoting from the BIRTHRIGHT examples of such realm spells. For now, (mebhaighl) that wizards use in casting Rulebook: it’s important to know only that ley lines powerful spells—seem to be a primary Wizards may use a “forge ley line” action can be tampered with, and interference subject of debate right now. Who would to create a magical link between two from rivals is a possibility your wizard PC have thought the deceptively simple words provinces. Many realm spells require a should consider when forging ley lines. “between two provinces” and "1 GB per ley minimum source level in the province to To illustrate the ley line rules, we’ve cre- line” could inspire so much dissent over be affected, but a ley line acts as a magical ated three kingdoms: Aldiss, Boran, and their meaning? conduit, allowing the wizard to treat the Castledowns (see diagram #1). Three wiz- Yet they have. You know from experi- weaker province as if it had the Source ards—Artorus, Briana, and Clio—control ence that the best way to handle rules level of a higher connected province for the magical sources of these domains. questions is to decide on a house inter- purposes of casting realm spells. Artorus, the court wizard of Aldiss, con- pretation that seems reasonable to the DM For example, consider a wizard who con- trols sources in Aeluin, Armor, Abbot Hill, and players in your individual campaign. trols a source (7) in one province, and a Brost, Bender’s Ford, and Corina—note But if you’d like a little guidance from the source (1) in another. The source (1) is too that the later three sources lie in BIRTHRIGHT team, the three of us have weak for most realm spells, but by forging a provinces of rival kingdoms. Briana, the ironed out a favorite system for forging ley line between the two, he can cast any Mage-Queen of Boran, controls sources in and maintaining ley lines in Cerilia. realm spell in the province with the source (1). Brost, Bender’s Ford, and Connor (a

DRAGON 25 26 SEPTEMBER 1995 province of Castledowns). Clio, the court more expensive to draw a straight line The network runs from Corina to wizard of Castledowns, controls sources from center to center—not to mention Broken Stand, then extends to Absal and in Carp, Connor, and Cardian. more dangerous, if the line passes on to Apex. Artorus forged another ley line Notice that while Artorus has lots of through enemy territory. from Abbot Hill to Apex and then extend- mebhaighl at his disposal, it’s all spread If a wizard regent wants to bend his ley ed it to Aeluin. While this looks rather out and not very useful to him as it stands lines—whether for strategic, economic, or complex, it was for a good reason: now. He can cast realm spells requiring a aesthetic reasons—he can. But the extra Because all the ley lines converge in Apex, source (1) in Aeluin and Armor, and spells concentration and materials involved cost they share several sources. Anywhere requiring up to a source (4) in Abbot Hill, him an additional 1 RP and 1 GB for the along this network, Artorus can draw on but he has to travel onto foreign soil to tap ley line’s forging. That’s not 1 RP and 1 GB the magical power of his sources in his source (5) or even his source (2). per bend, just per ley line. Corina, Abbot Hill, Aeluin, Armor, or So what can Artorus do? Well, he can In diagram 1, Artorus sees the wisdom in Bender’s Ford. The Brost source is not forge a couple of ley lines. He can use his this course of action. He wants to tap his connected to any ley line, so realm spells spread-out sources to create a network of big source (5) in Corina while sightseeing in cast in that province by Artorus must energy throughout the land, drawing his Broken Stand. If he forges a straight ley line require no higher than a source (1). influence closer to home and tighter between Corina and Broken Stand, it passes around the three domains in the region. through Connor, where both his enemies Severing Ley Lines Of course, Briana and Clio will try to hold sources. Chances are, that ley line Even though details about severing ley stop him—but what would life be without won’t last long. So he forges a bent ley line lines will be discussed in the Book of a few challenges? through Cold Fell instead (diagram 1, green Magecraft, results of that contingency line). He spends just 1 RP and 1 GB more should be addressed here. If a ley line is The Core System (for a total of 3 RP and 3 GB), and creates a severed, the break continues in both This rule follows the strictest interpreta- much more secure line in the process. directions until it reaches a terminus (the tion of the “Forge Ley Line” domain point where a line originally began or action. As a result, players of wizard Connecting Ley Lines ended), where the break ends. regents might find this method too strict Under the basic ley line rules, realm spells For example, let’s say Briana severs (two optional rules are provided for play- can be cast only in provinces where a Artorus’s ley line in Bookley. Artorus suf- ers who want a looser system). However, source of the required strength exists or fers a setback—Briana has sundered his this system has the advantages of simple where a ley line from that source termi- most critical ley line (the orange one, bookkeeping and clear guidelines. nates. Therefore, wizards cannot cast which connects his highest source to the “Wizards may use this action [forge ley realm spells in provinces through which a Aldiss provinces). The whole ley line, from line] to create a magical link between two ley line merely passes. In diagram 1, terminus to terminus (Broken Stand to provinces.” That’s what the rules say, and Artorus can cast source (5) spells in Corina Absal), evaporates. Any ley lines not con- that’s what you can do using this method. and Broken Stand using the green ley line, nected to sources but connected to the A ley line links one higher-level source to but not in Cold Fell. Why? Because the ley severed ley line are also cut. So the entire one province with a lower-level source or line is a magical conduit—like a power orange section of the network, including to a province with no source at all. As a line. In order for it to be tapped, there the tap, disappears. result, the wizard can cast realm spells must be a terminus or a branch-off. Note that the ley line between Absal and that require the higher-level source in two Of course, ley lines can be drawn from a Apex still holds, even though neither provinces: the province in which the province to an existing ley line. For exam- province has a source. Since Artorus set up source is located, and the province where ple, Artorus can forge a separate ley line a ley line from Abbot Hill (and one from the ley line terminates. from Cold Fell to the ley line passing Aeluin) where there is a source into Apex, through Cold Fell (see diagram 1, blue the Absal/Apex/Abbot Hill/Aeluin mini-net- Drawing the Ley Line line). The ley line is a minor “tap” and work remains. Likewise, the connection Forging a ley line costs the wizard 1 allows the casting of realm spells in the between Armor, Carp, and Bender’s Ford Regency Point and 1 Gold Bar per additional province. still remains, because those lines were not province crossed, not including the Likewise, if Artorus wanted to extend his dependent on the Corina source. province in which the source is located. Corina/Broken Stand ley line to Bulle, he On the other side of the map, the Corina Therefore, a ley line between neighboring could do so by forging a ley line from the network is much smaller. The ley line still provinces, such as Abbot Hill and Absal, original (green) ley line to Bulle. runs through Cold Fell and terminates in costs Artorus 1 RP and 1 GB; a line Broken Stand (where there is an extension between Aeluin and Abbot Hill (crossing Ley Line Networks to Bulle), but the ley line in Bookley is Apex) costs 2 RP and 2 GB. Ley lines cost quite a bit (for a regency- gone. Artorus must re-forge a connection This cost, however, leads to a problem: and gold-poor wizard) to set up. They if he wants to restore the power of his Players may try to optimize their ley lines don’t cost quite as much to maintain, but Corina source to the western network. by manipulating the number of provinces the price can add up quickly if the regent they pass through. For example, if Clio has lots of ley lines. Under the core Option 1: Power-Up wanted to forge a ley line between Carp system, ley line networks are strategically Extending ley lines and creating lots of and Cardian, the line could pass through efficient, but maybe not very cost efficient. terminal points is a very good idea. as many as five provinces (see diagram 1, A ley line network is a series of ley lines Artorus was wise—when he lost the pink line) or three (purple line), depend- set up in successive domain turns that Corina/Absal connection, he still had his ing on how she draws it. To minimize this allows a wizard regent to tap sources in source (4) in Abbot Hill connected to all of problem, ley lines must be drawn from many different provinces. Viewed as a his western holdings. If he runs a ley line the approximate center of the source whole, diagram 1 illustrates a ley line net- between Bender’s Ford and neighboring province straight to the approximate cen- work set up by Artorus (all but the pink Broken Stand, or restores the sundered ter of the destination province. In Clio’s and purple lines— those belong to Clio). section, he will be all linked up again. case, the purple line is the correct one. The network consists of 11 ley lines, But while it is harder to cripple a net- In this example, drawing from center to including the short “taps.” It was set up worked wizard by cutting just one ley line, center saves Clio 2 RP and 2 GB. However, over many domain turns (a minimum of lots of short ley lines add to the cost of a straight line won’t always work to the 11, unless Artorus had a wizard lieutenant maintenance. All ley lines, no matter how wizard’s advantage. Sometimes it may be helping him) and is quite extensive. long or short, cost 1 RP to maintain, so

DRAGON 27 Artorus was paying 11 RP per domain turn energy to survive the turn. It simply dissi- water or go for a swim at any point along for his network; now he’s paying 9 RP. pates. This loss affects the network just as a river, wizards can access the magical The optional power-up rule allows DMs severing a line would. So if Artorus did energy flowing through a ley line from any to make life easier on the poor, deprived not maintain the entire western network, province through which the line passes. wizard. Since wizards don’t usually collect and the player rolled a 1 when checking For example, if our wizard Artorus as much RP or GB as other regents (empha- for the Apex/Absal line, that connection forged a ley line due north from Abbot Hill sis on the “usually”), the DM might want to would disappear, cutting Absal, Armor, to Aeluin, he could draw on the magical make maintaining ley lines optional— Carp, and Bender’s Ford off from the Abbot power of his level 4 source in both of depending on whether the wizard regent Hill source. They would still have access to those provinces and in Apex, which lies wants to use, or thinks he might want to the source (2) in Bender’s Ford, but Artorus between them. use—a ley line in a particular domain turn. would lose a lot of flexibility—and that’s “Cool!” Artorus says. “I’m going to forge Wizards pay their ley line maintenance assuming the player doesn’t roll a 1 for any one ley line from my level 5 source in costs when everyone else is paying their other lines on the western network. Corina through all the provinces of these GB for their provinces and courts. Since The second drawback affects domain three domains, so I can access its magic this stage of the domain turn arrives actions. An inactive ley line cannot have everywhere.” Can he do that? before the wizard regent casts spells, new lines connected to it. So, if Artorus Sure. Under this option, any line Artorus using the power-up option requires some left his western network inactive, he could can draw on the map without lifting his planning. The wizard regent decides dur- not forge a ley line from Absal to Bookley, pencil is considered one line, and it ing the maintenance phase what ley lines since Artorus does not have a source in doesn’t matter whether the line is straight he will activate for the entire three-month either province. However, Artorus could or curved or even circular—after all, turn. Then he pays the maintenance costs forge a ley line from Broken Stand, rivers wind and bend all over the place. for those ley lines and no others—but he through Bookley, and into Absal—and, More importantly, he can start with a can use only the ley lines that he has pow- next turn, he could reactivate his giant small line and add on to it later (like dig- ered up. network, connecting all his ley lines once ging a canal)—it’s still just one line. If With the orange section gone, Artorus’ again to the source (5) in Corina. Artorus wants to forge the whole line at network has been split in half. If Artorus is once, he may spend 16 GB and 16 RP in a spending all his time out east trying to Option 2: single action to forge a ley line that runs reunify his network, he might not want to Forging Lines of Power through every province (see diagram 2, dole out the full 9 RP it would take to The core system is a simple and straight- blue line). He spends just 1 RP per domain maintain (power-up) all his ley lines. Since forward interpretation of the rules, but it’s turn to maintain it. Artorus’s source (4) in Abbot Hill is con- also expensive: A comprehensive network Bargain shopping at its best? In the nected to Apex, Absal, Armor, Carp, and of ley lines and taps costs a mint to set up short term, yes, but the one-line-does-it-all Bender’s Ford, he might decide he doesn’t and sucks down a horde of RP for main- plan has serious strategic weaknesses. need the connection between Apex and tainance during a time of national emer- While this optional rule allows Artorus to Aeluin this turn. It isn’t likely, in his mind, gency. The forging lines option gives wiz- forge a powerful line quickly and with lit- that Briana or Clio will assault him magi- ards more freedom, but it might be sub- tle maintenance cost, it creates a very vul- cally in Aeluin, and he’s not going to tell ject to abuses by aggressive players. nerable ley line. Briana or Clio need to them he hasn’t powered that connection. In some cases, however, a wizard needs sunder the line in only one place—any- He saves 1 RP and temporarily excludes a break. For example, in our weekly where along the line—and the whole Aeluin from his network. He’d like to playtest sessions, Carrie is playing a wiz- thing collapses. exclude Apex as well (it isn’t a border ardess with lots of source holdings but no (I know what you might be thinking—if province and it doesn’t contribute a land and no patronage by another regent. you build a dam in a river, there’s still source to the network), but it is required As a result, the wizardess doesn’t collect water on one side of it. But mebhaighl as a connection to Absal and the east. taxes or a salary, and due to a low blood- flows so strongly that the “banks” of a sun- On the other side of the map, Artorus line score she doesn’t collect much dered ley line can’t hold it, and the line has only three remaining ley lines— regency, either. Basically, she’s broke. collapses in on itself.) Corina to Broken Stand, the tap to Cold Not only is she broke, but she’s also Sadder and wiser, our determined Fell and the extension to Bulle. Since both bored—it’s tedious to burn up domain Artorus decides to try again. But this time of these terminus points lie in enemy ter- turn after domain turn patiently forging ley he approaches his ley lines with caution ritory, Artorus spends the 2 RP to keep lines while everyone else around the table and deliberation. Artorus forges a network both lines active. So, Artorus saved only 1 raises armies, rouses rabble, and plots of three ley lines, all beginning in Corina RP this turn, reducing his maintenance assassinations. It seems that Carrie’s wiz- and terminating in his domain of Aldiss fee from 9 to 8 RP, but that’s one RP he ardess may never use the cool spells she’s (diagram 2, pink, purple, and green lines). might need later. spending so much time preparing for. This network requires a total of three Less-strict planners with Artorus’ net- To help strapped wizards out, consider actions, costing 19 RP and 19 GB to forge, works might save more RP if they desire. using the line forging option, which offers plus 3 RP per turn to maintain. However, For example, if the player knows all the the simplicity of bookkeeping that makes the the extra expense buys Artorus some secu- domain turn’s action will be in the east, core system appealing, while allowing poor rity: Briana and Clio must sunder three he could shut down the entire western wizards more bang for their buck. separate ley lines to keep Artorus from network and pay only 2 RP to keep the As already described, ley lines connect using his source (5) in Aldiss. Corina/Broken Stand/Bulle network alive. two provinces and any number of The line forging option offers players He can still cast realm spells in the west— provinces can lie between the source several advantages: easy bookkeeping, low as long as he is in the sources’ province and the destination province. maintenance costs, and magical access in provinces—but he can’t use the western However, ley lines are more malleable many provinces with minimal forging network. That would save him 6 RP. under the line forging option. Think of a time. But for these very reasons, some However, the power-up rule has two ley line as an open river of magical energy DMs (and players of nonwizard charac- inherent drawbacks that ensure game bal- instead of a closed pipeline. Rivers collect ters) might think it makes life—and access ance. First, at the end of every domain water at a “source” and channel it to a to power—too easy for wizards. The DM turn, the wizard regent must roll 1d10 for destination; ley lines channel mebhaighl will have to decide whether to use this every inactive ley line. On a roll of 1, the from the magical source to a destination optional rule based on his campaign. ley line did not receive enough residual province. And just as someone can draw

28 SEPTEMBER 1995

Option 3: Artesian Wells springs and places them in Aleuin, Absal, This option is based on three elements of Carp, Corina, and Cold Fell (see diagram the basic rules: First, maintenance costs 3, red line). The results are threefold: first, for all ley lines are the same regardless of he can cast spells in these five provinces; their length; second, although the rule second, the springs act as dams to limit says a ley line connects two provinces, it the damage if anyone cuts his ley lines (as doesn’t necessarily mean that the two are described earlier for extended ley lines), exclusive; and third, the rules state that a and he can now cast magic derived from wizard can tap the most powerful province his level 5 source in Corina (power from on the line. That said, let me explain the that source is now added to the line). Artesian Well option. Working from the extended ley line exam- The Artesian Well rule allows a wizard ple (the red line on the diagram), Artorus to wind a ley line around the countryside, can cast realm spells in eight provinces, spending as much gold and regency as he and he pays 2 RP per domain turn to cares to. However, allowing a wizard to maintain this system. cast realm magic in every province Furthermore, the damage from any cut crossed by his ley line may throw some in Artorus’s line dead-ends at the closest campaigns out of balance. Thus, Artorus taps or extensions on each side of the cut. could run a line beginning in Abbot Hill Thus, if the evil wizard Briana cut the line and wrapping through Apex, Aleuin, in Bender’s Ford, the line between Broken Armor, Absal, Carp, Caidiff, Cardian, Stand and Cold Fell would disappear, but Corina, Cold Fell, Connor, Bender’s Ford, the taps in those two provinces protect the Broken Stand, Boatswain, Bulle, Bookley, lines beyond those points. Artorus would and Brost (see diagram 3, green line). This then be forced to maintain two ley lines at ambitious action would cost 16 GB and 16 a cost of 1 RP each, plus an additional RP RP, and Artorus could tap the sources at for the 5 springs he still maintains (a total the beginning and end of the lines; his of 3 RP). Later, he could use the extend ley source (4) in Abbott Hill could be used to line option to reconnect the two lines. cast magic in Brost, a source (1). If the source in Abbot Hill were reduced to 0, he Ley Line Bookkeeping could tap the source in Brost to cast realm Any player with a wizard regent character magic in Abbot Hill. needs to track ley lines and taps carefully. With a ley line this long, Artorus would This is most easily accomplished by lami- suffer terribly if his line were cut; the nating a map or slipping it into a plastic whole thing would disappear. Because of sheet protector and using dry-erase or this risk, this option also allows a wizard water-erase markers. Different colors can to extend existing ley lines. This results in be used to designate separate ley lines or a new domain action: extend ley line. The extensions; springs and endpoints likewise cost is 1 RP and 1 GB per province by different colors or symbols (remember, crossed, just like forging. The wizard can under the Artesian option, you pay main- add provinces to one end of a ley line, but tenance costs for springs, but not end- will pay no additional maintenance costs points!). In any case, ley lines change dur- for them; they become part of a single ing any campaign, so choose a method line, and the wizard can cast realm spells that allows for flexibility. from the line’s new endpoint. Let’s say that Artorus began his line in So What do You Think? Abbot Hill, but stopped in Broken Stand. By By now, you’ve got more options and, with extending his ley line to Brost (following any luck, a better understanding of the the path described earlier), he could now nature of realm magic and ley lines-give cast in a total of three provinces, but he’ll these rules a try and use the options you have to pay maintenance costs for only one like best. In fact, we’d love to hear from ley line. As a bonus, Broken Stand acts as a you to find out what worked best and what dam in the event the line is severed. If the failed miserably, because we may make line were cut, it would disappear only as some tweaks to the Book of Magecraft far as Broken Stand, regardless of which based on your comments. (We also have a side of the line were cut. lunch bet riding on what optional rules get So, how is all this like an Artesian well? the most positive responses!) Write to any Once the line is forged, Artorus can create of us—Carrie, Anne, or Ed. If we get magical taps—in effect, he sinks a well to enough feedback, we’ll let you know the tap into his ley line, allowing him to cast results in a future issue. realm spells in more provinces. This results in a new domain action: Establish Ley Spring. This action costs 1 GB plus 1 RP per spring, to a maximum of five springs per action. The springs may lie anywhere on an existing ley line. The wiz- ard-regent incurs a maintenance costs of 1 RP for every five ley springs. Artorus decides that he needs to cast spells in more provinces on his ley line. He uses a domain action to create ley

30 SEPTEMBER 1995

32 SEPTEMBER 1995 by John W. Baichtal

Artwork by David Day

The following spellbook can be intro- have it appraised, but he was apparently forcecage, spell turning; antipathy/sympa- duced to a campaign in a number of ways: unsatisfied with the price he was offered thy, mind blank, prismatic wall; prismatic it can be found in a treasure trove, it can and vanished (along with the book). The sphere, Tobian’s ultimate circle*. be purchased by a PC, the individual present location of both the apprentice Spells marked with an asterisk are new spells can be introduced separately, or a and the Book of Barriers is unknown. spells described below. villain may use the book’s power against Zala was fascinated with defensive the characters. The book contains 33 spells, not surprising for an abjurer spe- Zala's Icejacket common enchantments plus 10 new cialist wizard. History tells us Zala was (Abjuration/Conjuration) Abjuration spells; all 43 spells are related vain but brilliant, and she was extremely Level: 1 Components: V, S to defenses or barriers. concerned about keeping her fame alive Range: 0 CT: 1 after she was gone. Sages suggest that she Dur.: 5 rds + 1/lvl Save: Negates somehow found a way to cheat death, as Area of Effect: One person Lakharemtolma Zalarem the inscription found inside the book clearly shows she had foreknowledge of This spell coats one person in magical Appearance: The Book is a massive tome; her doom. ice and snow that provides excellent pro- its two heavy, metal-reinforced wooden The first page contains a brief note in tection from fire until it melts. The recipi- covers are bound over 44 pages of thick Seleggi, an ancient and obscure dialect of is totally protected against normal fire; vellum, for a total weight of about 30 lbs. common: “This is the Book of Barriers. It he could run into a burning house with- The book is invulnerable to fire, acid, contains my lifetime’s accumulation of out fear of being burned, though smoke moisture, and physical damage such as defensive magic. Now it is time for me to inhalation is another matter, of course. cutting and tearing. Despite this, a great step beyond the veil and leave this world Even damage from magical fire is black scorch mark mars the front cover, forever, but my art will remain for all reduced—the icejacket insulates against eating into the wood and destroying a time. Farewell. (signed) Zala.” The 43 sub- minor fire spells (level 1-4 wizard and runic message that was once inscribed pages contain wizard spells, priest spells), reducing damage by 2 hp there. The remaining marks reveal that including 10 heretofore unknown spells per die or 1d10 hp total, whichever is the runes spelled out the book’s title, or discovered by Zala. The pages greater. Against major magical fire attacks, Lakharemtolma— the Book of Barriers. hold alarm, armor, hold portal, protection such as red dragon breath or flame spells Sages speculate that a red dragon’s breath from evil, shield, wall of fog, Zala’s icejacket*; of levels 5 and over, damage is reduced by scorched the front cover; Zala is known to compose mind*, protection from cantrips, 1 hp per die. Any magical fire attack nulli- have fought more than one such wyrm. web, Zala’s lifeforce guardian*; blink, non- fies the icejacket on contact; the spell pro- History and contents: Sages agree that detection, protection from evil, 10’ radius, tects against only one such attack. the Book of Barriers is the work of Zala protection from normal missiles, wind The spell can be used offensively, the Sorceress, quite possibly the cleverest wall, Zala’s forcebuckler*; Zala’s amber- because the ice and snow is quite heavy (10 wizard of the Palurigan region. Though helm*, fire trap, illusionary wall, minor lbs.) and can freeze a victim to death in a her career was long and productive, Zala globe of invulnerability, repulse metal*, blizzard or sink a heavily-armored foe in a is said to have died in an earthquake more solid fog, wall of fire, wall of ice; avoidance, body of water; unwilling targets gain a sav- than four decades ago. The book was passwall, Thunguul’s preservation*, wall of ing throw. The icejacket can also be used found among her possessions after the force, wall of iron, wall of stone, Zala’s for camouflage in snowy conditions, or to quake and was later stolen by an appren- deception*; anti-magic shell, globe of invul- cool a person in the middle of a desert. tice. The lad took the book to a sage to nerability, repulsion, Zala’s disruption*;

DRAGON 33 Compose Mind The whole attack is not nullified, only Repulse Metal (Abjuration) the aspect which affects the soul. For (Abjuration) Level: 2 Components: V, M example, if a 9th-level wizard was struck Level: 4 Components: V, S, M Range: 0 CT: 2 by a vampire, he would still suffer 5-10 hp Range: 0 CT: 4 Dur.: 3 rds/lvl Save: None damage but would avoid the vampire’s Dur.: 7 rounds Save: None Area of Effect: Caster energy drain. Area of Effect: See below

Compose mind is a deceptively simple Zala‘s Forcebuckler By manipulating magnetic forces, the spell that allows the caster to imbue his or (Abjuration/Invocation) wizard creates a brief burst of magical her mind with a supernatural calm, allow- Level: 3 Components: V force that impels all metal within 100 ing the logical analysis of battle situations Range: 0 CT: 3 yards to fly away from the caster (except without fear of distraction from spells, Dur.: 1 turn/level Save: None any metal he is carrying) at a rate of 10 injuries, and other sources. When the Area of Effect: Caster yards per round, for seven rounds. Unlike spell is in effect, the caster is immune to mundane magnetic fields, this force the following distractions: The forcebuckler is a glowing golden disc affects even nonferrous metals like gold

l The pain from wounds and injuries. of magical energy that appears on the wiz- and lead. The force ceases 100 yards from

l Natural fears and phobias (fear of ard’s left forearm. The forcebuckler doesn’t the caster, so someone 99 yards away heights, etc.). hinder spellcasting and provides the follow- would be pushed just 3’.

l Itching, irritation, dizziness, confu- ing benefits: The force that propels the metal sion, and disorientation, whether mun- l A bonus of +2 to the wizard’s armor increases as the quantity of metal present dane or magically induced. class and saving throws. increases. For example, a wizard carrying

l Any 1st or 2nd level spell that affects l Protection from spells equal to -1 to a pouch of 20 sp could prevent himself emotions, such as scare or Tasha’s uncon- every die of damage incurred by fire, acid, and his money from being dragged away, trollable hideous laughter. cold, electricity or raw magical energy but a warrior in full plate would be help- Additionally, the caster gains a +3 saving (e.g. magic missiles). less to save himself, and would be flung throw bonus versus following situations l May block spells with a percentage back. Anyone carrying more than one and spells are saved against at +3: chance equal to 5% per level of the wiz- pound of metal must make a Strength

l All emotion-affecting spells of 3rd ard. The only spells that can be deflected check (with a -1 penalty per pound of level and higher, such as symbol, emotion, are those that affect a single target, such metal carried) or be inexorably pushed and fear. as ray of enfeeblement, Melf's acid arrow, away from the caster. One check may be

l All 1st- to 3rd-level illusions, as well as or flame arrow. Successfully blocking such made per round, and a roll of 5 or more natural camouflage and chameleonlike a spell neutralizes the forcebuckler— the above what is needed indicates that the effects of monsters. spell’s energies are expended in defending person may move toward the spellcaster if

l The awe effects of ultra-powerful the wizard. he so wishes, Alternatively, the metal item creatures such as deities. The forcebuckler cannot be removed or or items (a sword, for instance) could be Compose mind lasts as listed or until the concealed in any way, except by nullifying dropped or detached and allowed to fly wizard fails to save against an emotion- the spell. It sheds as much light as a nor- away. affecting spell. The material component is mal candle. The material components are three a stick of incense, which is burned while small iron bars and a gold piece that has the spell is in effect. Zala’s Amberhelm been cut in half with a magical sword or (Abjuration) dagger. Zala’s Lifeforce Guardian Level: 4 Components: V, S, M (Abjuration/Conjuration) Range: 0 CT: 2 turns Thunguul's Preservation Level: 2 Components: V, S Dur.: 1 hour/level Save: None (Abjuration/Necromancy) Range: touch CT: 2 Area of Effect: Caster Level: 5 Components: V, M Dur.: 5 rounds/lvl Save: None Range: 0 CT: 5 Area of Effect: One person Zala invented this spell after a vicious bat- Dur.: 1d6 hours/level Save: None tle with a psionicist, to protect herself. Area of Effect: Caster This spell creates an invisible, intangible When this spell is cast, a 2’-diameter double of a person, which interposes itself amber-colored translucent sphere appears Zala’s uncle Thunguul was a powerful whenever the recipient’s lifeforce is in around the caster’s head, serving as a barri- mage, though nowhere near his niece in peril. Mere death does not qualify; the er against all mind-affecting spells and skill. In his long lifetime he created just threat must harm or alter the recipient’s psionic powers, but not illusions or phe- this one spell, an incantation designed to lifeforce (for example, animate dead spells, nomena. While the amberhelm is in effect, save the caster’s life. Thunguul’s preserva- any energy-draining spell or power, the no such spell works, nor does any psionic tion drains and stores a portion of the transformation into undeath after being power requiring Contact. Conversely the caster’s life energy, protecting it from slain by an undead creature, maze and wizard cannot affect anyone with his men- nearly any harm. This energy is equal to trap the soul spells, plus anything else the tal powers (if any) while the spell is in effect. 3d4 hp, but it can never exceed the cast- DM deems appropriate). When the spell or The amberhelm can be dispelled nor- er’s hit points at the time the spell is cast. power is about to take effect, the invisible mally, but the only way a psionicist can When the spell is cast, this energy is double interposes itself and nullifies the destroy it is to expend a number of PSPs marked off the character’s hit points; offending spell, but it is in turn dispelled. equal to half the wizard’s hit points plus these points cannot be recovered except The double is effective only against crea- 1d20 points, then make a power check vs. on the completion of the spell. If the char- tures with the same or fewer HD/levels Intelligence. If the check succeeds, the acter’s hit points drop below zero during than the caster. The guardian does provide amberhelm is destroyed but feeds back its the duration of the spell, he will seem to partial protection against stronger spells motive energies, zapping the psionicist for die, but when the spell expires, that life and powers, giving a saving throw bonus 3d10 hp damage, with no saving throw. energy returns to the caster, bringing him (where applicable) of +3 against beings 1-4 The material components are an amber back to life if he has fallen below zero hit levels higher than the caster, +2 against bead worth at least 200 gp, a silver piece, points. This infusion of life energy is not a those 5-8 levels higher than the caster, and and a parrot feather; the components are true resurrection because the character’s +1 against those 9 or more levels higher. consumed in the casting. life energy was never completely extin-

34 SEPTEMBER 1995 energy was safely hidden away. When the the first saving throw must roll again; fail— expires or the circle is broken. If set to energy returns, small (though possibly ure results in another 1d4 spells lost and protect against the outside, whatever is fatal) wounds vanish, but severed limbs do another saving throw until he has no within the lines is absolutely invulnerable not grow back and certain conditions, spells left or a saving throw is successful. to every conceivable attack. such as poisoning, disease, decapitation, The caster and any allies in the area of In all cases, any force or attack brought incineration, disintegration, and so on, are effect are likewise affected by the disrup- to bear against the invulnerable side of the not altered. If the PC’s body is in a life- tion, though the caster gains a +2 bonus circle is reflected back against the initiator threatening location, such as at the bot- to the saving throw (+3 if an Abjurer). The of the force. However, if a creature on the tom of a lake, then true death occurs disrupted magic takes the form of spectac- protected side moves or attacks through immediately unless the character can ular clouds of shimmering light that hover the barrier, willingly or not, the spell is reach safety. Only one Thunguul’s preser- in the area for hours after the spell takes broken. vation can be in effect at any one time. effect. The above rule has one exception: the The material component is a special The material component is a diamond caster of the circle can open the circle for candle that costs 1,000 gp to prepare. The worth no less than 5,000 gp. However, this an instant to or planar travel— candle must be lit when the spell is cast and gem is not expended in the casting of the just long enough to trap someone inside gradually burns down until the spell is com- spell. or bring someone across into the protect- pleted. If the candle is blown out or ed side. This is the only way a creature destroyed prematurely, the life energy is lost Tobian’s Ultimate Circle can pass through the wall without being and must be recovered in the normal way. (Abjuration) reflected back or breaking the spell. Level: 9 Components: V, S, M The caster can make the circle perma- Zala’s Deception Range: 0 CT: 9 rounds nent by casting a permanency spell, (Abjuration/Illusion) Dur.: 1 turn/lvl Save: None though it can still be broken by someone Level: 5 Components: V, S Area of Effect: 2’—diameter circle per level walking through the opposite side. Range: 0 CT: 5 Legends tell of an archmage who did just Dur.: 3 rds/lvl Save: None This spell is the final word in defensive this, and put a second circle around the Area of Effect: 50’ radius circle magic: completely invulnerable to those first, with the invulnerable side out, thus against whom it is cast, yet cannot be used trapping an enemy inside forever. This spell combines the wizard spells to protect an attacker. blink and mirror image. When cast, two or To set the spell, the caster makes a cir- more exact duplicates of the caster appear cle using gold dust—at least 500 gp worth within 50’ and their actions duplicate exact- per caster’s level. While being cast, the ly those of the wizard. In addition, the cast- wizard decides whether the circle protects er’s true location jumps around among the against the inside or the outside. If inside, images, as if he were affected by a blink nothing within the lines can escape or spell. Unlike the images of a mirror image attack through the barrier until the spell spell, this spell’s illusory duplicates do not vanish if struck. The spell creates 1d4 images plus 1 image for every five levels of the caster, so a 10th-level wizard creates 1d4+2 images and a 15th-level wizard creates 1d4+3, to a maximum of 1d4+5 at 25th level. The caster has considerable control over the images—they will not appear hovering in thin air unless the wizard wishes it, nor will they be facing walls or appear with their heads sticking into low ceilings. The caster also has some mea— sure of control over placement of the images: if he takes an additional segment per image during casting, the images can be precisely placed within the area of effect, and can be set to face a certain way. The images can be dispelled normally, and spells such as true sight can easily determine which are the images and which is the true wizard.

Zala’s Disruption (Abjuration) Level: 6 Components: V, S, M Range: 0 CT: 6 Dur.: Instantaneous Save: Negates Area of Effect: 5’ radius/level

When invoked, this powerful incanta- tion erases spells from the minds of wiz- ards and priests within the stated range. Anyone with memorized spells within the radius must make a saving throw vs. spells or lose 1d4 random spells. Anyone failing

DRAGON 35

Why PCs survive to face the powerful bad guys by Peter C. Zelinski

Artwork by Dan Burr

Experienced Dungeon Masters often struc- the PCs become a crack squad of 7th-level Enemy, but he can’t let the players know ture their campaigns around a “big story,” veterans, they’ll know they have their the villain is on a leash. an epic quest in which each adventure is a 11th-level opponent’s number. Listed below are eight ways to tame an chapter in an unfolding saga. In the big Instead, what a big story needs is a big evil overlord—eight devices the DM can story, the player characters are heroes villain. For the big story—or any impor- employ, all of which have been used with an important mission in life, and they tant, long-term villain role—the DM needs before in heroic stories of one form or work toward this goal level by level, across an Enemy. another. Just one of these devices may be months or years of regular gaming ses- ideal for the particular Enemy a DM has sions—though they’re not the only recur- Enter the Enemy in mind. However, a better strategy is to ring characters. Many big stories also have The Enemy is a villain who is both consider all eight as cards in hand, using a standing villain, a menace who terrifies immensely and consistently powerful—a two or more of them simultaneously, as the heroes from chapter to chapter, and Dark Overlord. The Enemy is bigger than warranted, and possibly switching opposes them in their quest at every the PCs at the outset of the story, and he between them as the campaign evolves. opportunity. The villain is part of the big will continue to be bigger throughout the Out of eight scenarios, the DM should be story, and his effectiveness and believa- campaign, to the final confrontation a able to find some combination even expe- bility are essential for the story to work. dozen or more adventures later. rienced players have never seen before, to Unfortunately, however, sustaining such a The PCs don’t immediately have to face create an Enemy who remains terrifying villain is extremely difficult—a result of the the Enemy. In fact, an Enemy who can all the way to the final chapter. nature of the AD&D® campaign. remain behind the scenes is more fear- The problem is the growth potential of some—e.g. in . 1. Ignorance the PCs. Heroes in AD&D games evolve Making the Enemy frightening and The Enemy simply doesn’t know the significantly in the course of the cam- keeping him that way is no problem, but heroes are out there. Though the heroes paign, much more than do their counter- his power leaves the DM with one impor- are working to defeat him, the Enemy’s parts in mythology or fantasy novels. This tant question: If the heroes are working attention is consumed by his scheming, so leaves the DM with the problem of creat- against the Enemy, and the heroes are so he is unaware that the PCs have him in ing a villain who will not squash novice much less powerful, why doesn’t the their sights. heroes, but who will also stay frightening Enemy destroy them the instant they This is the most straightforward device, many chapters later when the PCs have become annoying? but also the most fragile. If the villain is grown much more powerful. In the absence of a believable answer to truly worthy of Enemy status, then he will Indexing the villain’s level to the PCs’ is this question, the logic and credibility of discover the PCs and deduce their inten- an attractive solution, but this rarely the campaign could crumble. To make an tions well before they confront him—so works. First, it cheapens the players’ effective Enemy, and therefore an effective the DM should have another device ready accomplishments to have the villain big story, the DM must find a way to limit to use later in the campaign. When the advance in levels with the heroes, without the Enemy’s ability to destroy the PCs. heroes are found out, for example, the having to risk his life constantly as they do. However, it has to be subtle. If the PCs Enemy may decide they are beneath his Second, even when the villain does keep decide they’re in no danger from the concern (device #5), or he may force pace, power differences dwindle as levels Enemy, he’ll lose his power to strike ter- them to flee his wrath, to continue their grow. A 5th-level mage may be terrifying ror in their hearts. mission as best they can while they are to a group of 1st-level novices, but when In other words, the DM must “tame” his hiding (device #3).

Evening the Odds: Part One

DRAGON 37 2. Infamy 3. Covertness secret lives for years, until at last the The PCs aren’t the only ones fighting the This is similar to #1: the Enemy knows the Enemy is defeated. The DM, in torn, watches Enemy. In fact, the Enemy is widely PCs’ actions and goals, but he doesn’t know the actions of the PCs with the Enemy’s despised—by other adventurers who have where the heroes are and can only guess eyes, always alert to any trail that might launched their own crusades against him, where they will strike next. The PCs are allow the Enemy to find the heroes. and possibly by other villains, who enviously guerrillas, simultaneously aiming to defeat In an alternate version of this device, plot his downfall so they can take his place. the Enemy and to avoid his detection. the PCs use the town as their cover, This device makes the PCs part of the This device depends largely on the avail- blending in with the townspeople to crowd. For as the long as the heroes fail to ability of magical items in the campaign. remain inconspicuous. They pretend not distinguish themselves, the DM will have a While any scrying spell short of a wish is to know each other in their day-to-day ready excuse for their surviving to the risky—the Enemy may be loath to cast a lives, and they pretend to be less capable next adventure: The Enemy’s forces and vision spell, for example—a crystal ball in than they truly are. To preserve this attention can be spread only so thin, and the Enemy’s hands makes it effectively anonymity, they strike against the Enemy at the moment he has bigger fish to fry. impossible for the PCs to remain hidden under cover. They hide their identities The DM can reinforce this by letting the for long. However, if the Enemy has no behind disguises or costumes, and may players meet fellow adventurers who had means of obtaining a crystal ball or simi- even use noms de guerre that are spoken to face the Enemy or his henchmen, while lar item—or the PCs have a dependable in awed whispers throughout the land. the PCs were once again spared. way to frustrate scrying—then the Enemy Inevitably, however, as the protagonists must rely on spies and hearsay, and this 4. The Master Plan of the big story, the PCs must distinguish gives the PCs a fighting chance. Using this story device, the Enemy has a themselves—either by advancing to a A big story where covertness alone pro- quest of his own—as well as a broad and higher level than any of the other heroes, tects the heroes can be particularly exciting, far-reaching plan to finish it, which may or by making progress against the Enemy because the PCs must always remain hid- bring him godlike power, world domina- unmatched by their peers (e.g., obtaining den. Any journey home becomes too haz- tion, immortality, or what have you. Like the one weapon that can defeat him). ardous to risk, because the Enemy surely the PCs’ quest to defeat him, the Enemy’s When this happens, device #2 effectively has the families and friends of his adver- quest involves many sequential steps, each disappears, as the Enemy attempts to cor- saries closely watched. Similarly, the heroes of which brings him incrementally closer rect his oversight by making the destruc- may require disguises when they journey to his goal. tion of the PCs his top priority. Again, the into a town for supplies or healing, because Like #2, this device gives the DM a con- DM should have another device ready if the Enemy has spread their descriptions far venient excuse for the Enemy’s failure to this one fails. and wide, along with the promise of a gen- flatten the heroes: The master plan is erous reward for their capture. more important, and the Enemy can’t Under device #3, the PCs forsake any afford to waste valuable resources on his place in society for of their quest, leading adversaries right now.

38 SEPTEMBER 1995 However, the PCs must pay for this dangerously close to victory, and the inhuman intelligence over time. Similarly, reprieve by watching the Enemy advance Enemy will have sent even his high-level the Enemy could be an old and supremely toward his goal, growing more powerful minions against them to no avail. At this powerful living wall, who has his minions along the way. Whenever the PCs fail in point, even the most arrogant Enemy bring him powerful creatures to absorb, one of their missions, or are slow to move must see the truth. If he can, he may then thereby growing more powerful all the against the Enemy, the DM should let move against the PCs directly, but by then time (See MM, page 224). them learn of yet another of the Enemy’s it might be too late. l Curse. An ancient and powerful adver- victories—thereby making it clear to the sary—now departed from this world— heroes that they are in a race to finish 6. Limited Mobility trapped the Enemy long ago, using a pow- their quest before the Enemy finishes his. The Enemy simply can’t reach the PCs. In erful curse that forbids him from leaving To make this device even more believ- all likelihood, he is also unable to carry the Dungeon of Hopelessness, the Orcblood able, the DM should have the Enemy’s plan out his own schemes. Under this device, Mountains, etc. If the DM is also using mapped out in advance. If the plan is a log- the Enemy relies on minions who are free device #4, the Enemy may have discovered ical one, clever PCs may be able to predict to roam the world to be his “arms,” a way to free himself, which he is putting the Enemy’s next move and come up with putting his plans in effect and striking into effect via his master plan. a plan to frustrate the Enemy and buy against the heroes. The Enemy may also be trapped on themselves time. Conversely, the Enemy This weakness is the PCs’ salvation. another plane. This gives him access to may mask his intentions through diver- Because the minions are neither as pow- outer planar minions but it also con- sions, sending his minions on useless erful nor as cunning as the Enemy, the strains his ability to act on the Prime errands serving only to confuse the PCs. PCs can defeat them. In addition, because Material plane.

the Enemy is so dependent on them, he l Vulnerability. The Enemy refuses to 5. Overconfidence will be reluctant to send his trusted, most travel because he is vulnerable outside his This is the classic Enemy downfall: an ego powerful minions to face the PCs until lair. This explanation can be applied to so big that it gives him a blind spot that many others have failed before them. This nearly all undead—particularly those helps the PCs. Because the Enemy can’t delay gives the PCs a chance to advance in averse to sunlight—as well as enormous believe that a group of puny adventurers levels before facing their toughest foes. or extremely rare creatures that are inca- could ever be a threat to him, he misses There are many reasons why an pable of traveling inconspicuously, like important opportunities to destroy them, Enemy’s mobility might be constrained: any dragon older than two centuries. or he sends minions to dispose of them l No legs. The most obvious possibility. This explanation also applies to crea- instead of soiling his own hands. Here, the Enemy is not an ambulatory tures who are not adapted to the central Though effective, this device can render creature, but instead a stationary, sen- environment of the campaign. The Enemy the Enemy and the big story absurd if it is tient—and evil—being. Maybe the Enemy could be a creature of the far north or overused. Eventually, the heroes will is an ancient statue, tree, mountain, or deep seas, or a native of the very deepest advance far enough in their quest to be building, that has acquired some cruel, reaches of the .

DRAGON 39 7. Magical Protection would have it destroyed before the PCs overpower their guards. How well they Some powerful magic force—a blessing on found it. If he found out about it only fare after that is largely a matter of their the heroes and a curse on the Enemy— when he was forced to flee from invulner- own resourcefulness. They may try to prevents the Enemy from directly harming able PCs, he would send his most power- escape, or they may seek out the Enemy the PCs. Perhaps one of the PCs read an ful minions to squash the PCs before they then and there—in spite of their missing ancient and unique scroll granting perma- could find him again. equipment—out of fear that they may nent protection from the Enemy to every- The DM should employ such a device never again come so close to him. one present. Alternately, the party may by using it in a more understated way. Whatever the case, one thing should be own a magical item which provides the Perhaps the item is good for only one use, clear: Their actions will prove conclusively same defense. with a very short duration. Such an item that they are too dangerous to be kept as Though it is a tempting device, magical would be useless to the PCs throughout prisoners. This time, the heroes must suc- protection has many logical pitfalls which most of their quest, but it will serve them ceed, because the Enemy will never allow make it difficult to apply. For example, if well if they can hold on to it until the final them another chance. the protection is the result of a blessing or battle. scroll, what happens to PCs who come to the group later, arriving with new players 8. Capture or replacing heroes who are slain? Because This device offers a last chance to PCs the newcomers won’t share the protection, who are defeated prematurely by the they’ll be sitting ducks for the Enemy. Enemy or his forces. Instead of killing the On the other hand, if the protection PCs, the Enemy takes them prisoner. comes from a portable item—say, a staff of Perhaps he hopes to extract information Letters protection from the Dark Overlord, 15’ from them using divination, psionics, or Continued from page 4 radius— how do the PCs justify their own- torture, or maybe he simply admires their ership of this item in a world with more physical prowess and believes they will Glad you like ‘em; they’re some of our powerful heroes? If the heroes truly wish make useful slaves in his mines, or in the favorites, too, of course. The only ones you the Enemy defeated, they should give the construction of the latest addition to his missed in the PHB was the “Hero mobbed item to a band of 12th-level paladins who obsidian fortress. by kobolds” on page 100. In the DMG, the have a better chance of accomplishing this. If this device is used in conjunction adventurers and the chest (page 12), the More importantly, however, the exis- with #5, the Enemy may take the PCs smoking gnome (page 17), and the lurking tence of such a spell or item strains the back with him to his lair, believing they spider (page 77) are also updated versions credibility of the Enemy who allows it to cannot rise against him when placed of illustrations from the old rulebooks. exist. Even the most overconfident Enemy under guard and deprived of weapons, would see a threat in something that neu- armor, and spell books. tralizes his power. If he knew it existed, he Patient PCs will likely see a chance to

DRAGON 40

I like—make that adore—combat, for two reasons. The first is what I tell my col- leagues and fellow professionals, in order to justify my obsession with imaginary characters turning each other into dog meat. The second is the real reason, which I’m normally too embarrassed to admit, but I’ll share if you promise to keep it to yourself. The first reason: I came to role-playing by way of tactical military simulations, like the SQUAD LEADER* game. A good military game not only requires the mastery of an elaborate set of rules—hundreds and hundreds of pages worth, in the case of the SQUAD LEADER series—but also the ability to exe- cute complex operations while respond- ing to an ever-changing set of variables. At its best, war gaming is as stimulating as chess, and as satisfying as solving the New York Times crossword puzzle. Combat in Bash ‘em, punch ‘em, and crunch ‘em a role-playing game, when supported by elegant rules, provides the same kind of ©1995 by Rick Swan intellectual challenge. The real reason: I like to bash stuff—that is, I like the idea of bashing stuff. I am not, by any stretch of the imagina- tion, a tough guy—I’m more like Mr. Spaghetti, inclined to snap into several pieces if someone were roughing me up. But sometimes I like to pretend that I’m a tough guy, replete with rippling muscles, a bad attitude, and best of all, a license to smack anybody or anything that deserves to be smacked. I like to fantasize about ridding the neighborhood of brain-dead bullies, pounding sense into arrogant politicians, beating the crap out of creeps. What I don’t like are convoluted, chart- heavy game systems that get between me and my alter ego. If I wanted a lot of for- mulas, I’d still be playing SQUAD LEADER. Though the following supplements con- tain a fair amount of number-crunching, all of them stress drama over die-tosses. Better yet, each features a host of neat ways to make bad guys go splat. Take it from Mr. Spaghetti.

PLAYER’S OPTION™ Rulebook: Role-playing games' ratings Combat & Tactics AD&D® supplement 192-page hardcover Not recommended book TSR, Inc. Skip Williams and May be useful Design: L. Richard Baker III Fair Editing: Thomas M. Reid Illustrations: Kevin and Charles Frank, Good , Les Dorscheid, Alan Photography by Pollack, Doug Chaffee, and Erik Olson Charles Kohl Excellent Cover:

The BEST! I know what you’re thinking. You’re think- ing that AD&D games needs more rules like Michael Jackson needs more plastic surgery. The core system, as presented in the Player’s Handbook and DUNGEON MASTER® Guide, tops 500 pages. Add the

42 SEPTEMBER 1995 extras from the Complete Handbook rulers, and some, like me, just take a wild critical hits on rolls of 16 or higher), series, the world books, the expansion sets guess and hope the players don’t mutiny. expending five slots takes him to grand . . . well, any way you look at it, you’re talk- Combat & Tactics uses battle maps divided mastery (he can make one extra attack). ing a lot of material. into 1” square grids (you can manufacture Additionally, the book presents a new So maybe the AD&D game doesn’t need them yourself or borrow them from other take on the combat round, breaking it more rules. But it could stand a little clean- games; I fudged and used a checker down into several multi-step phases, each ing up. From its humble beginnings as a board). Generally speaking, one figure with a formidable menu of modifiers and Chainmail game supplement— Chainmail occupies one square; a huge creature (like special cases. Initiative involves weapon being a rather modest medieval military a hill giant) may occupy two to four. Ten speeds, movement rate adjustments, and simulation by and Jeff or more tiny creatures (like rats) can rolls on the Critical Event Table (which Perren—the AD&D game became sort of squeeze into the same square. While far can result in a lost shield or a fallen a Frankenstein’s monster, a behemoth from perfect—squares work well in rec- mount). Actions are resolved in five phas- cobbled together from two decades of tangular dungeons, not so well in circular es: very fast, fast, average, slow, and very design experiments. Pretty scary. towers—the grids make the DM’s life easi- slow. Actions also come in four flavors, Enter the PLAYER’S OPTION:™ Combat er by providing simple, intuitive answers linked to the character’s movement; & Tactics book, a compendium of to common questions. When are oppo- guarding and withdrawal are half-move upgrades and refinements for what is nents eligible to grapple? When they occu- actions, charging and sprinting are full- arguably AD&D’s most intimidating fea- py the same square. How far can a range 2 move actions. ture—combat. Combat & Tactics scrapes weapon reach? Two squares. Where is a Suffice to say, Combat & Tactics combat the mold off the core system, dresses it up character’s flank? Easy—the spaces on is so detailed, it’s a game in itself. But for- in a new suit, and teaches it to behave. If either side. tunately, it’s a pretty good one. Slicing the core system is Frankenstein’s monster, Movement Scales. The Combat & Tactics combat into tiny pieces requires players to Combat & Tactics is Miss Manners. rules alternate between two movement make more decisions; consequently, Presentation: A caveat: this review is scales, depending on the scope of a partic- they’re more vulnerable to missteps but based on a pre-publication copy, devoid of ular engagement. In melee scale, the less dependent on the outcome of any illustrations, graphics, and index; the default scale for close range encounters, given die-roll. The system rewards compe- book may also undergo a few editorial one square represents an area 5’ per side. tence and punishes stupidity—just like a nips and tucks before it hits the stores. In missile scale, suitable for outdoor and real battlefield. That said, PLAYER’S OPTION: Combat & long-distance settings, one square equals More Neat Stuff: Where to begin? Tactics stands as a model of organization, an area 5 yards per side. The DM shifts Advanced students can pummel their with clear explanations, logical argu- between scales as the circumstances of an opponents with shield punches, trample ments, and a generous number of exam- encounter change. For example, if two them with horses, and demolish their cas- ples (a blow-by-blow account of a bugbear opponents spot each other at a distance of tles with bombardment engines and siege skirmish fills almost four pages). Where 150 yards, the DM tells them they’re in towers. The comprehensive equipment the designers deem it necessary to rehash missile scale, 30 squares apart. As they list describes weapons from the Stone Age old information, they go out of their way close, say, to a distance of 90’, the DM through the Renaissance; it even includes to improve the language. For instance, the shifts to melee scale; they’re now 18 firearms, like matchlocks and axe-pistols DUNGEON MASTER® Guide explains the squares apart. Switching back and forth (which use regular gunpowder or magical parrying bonus like this:” . . . all charac- isn’t confusing in the least; it’s like using smoke powder). And at long last, the ters but warriors gain an AC bonus equal the zoom lens on a camera. Statistics are AD&D game has a real live critical hit sys- to half their level . . . A 6th-level wizard easy to convert (characters move 1/3 of tem to counter the wimpy dismissal in the would have a +3 bonus to his AC (lower- their normal rate in missile scale); com- DUNGEON MASTER Guide (“[Critical hit ing his AC by 3).” Combat & Tactics untan- puting distances becomes second nature tables] do not fit well,” says the DMG“ . . gles the syntax and presents it so: (in melee scale, a target at a 5-square within the spirit of the game.” Oh yeah?) “Parrying reduces a nonwarrior charac- range is 25 feet away; in missile scale, he’s Combat & Tactics provides 54 (!) hit loca- ter’s Armor Class by one-half his level. A 25 yards away). With two scales, just about tion tables that allow bloodthirsty players 6th-level wizard with an AC of 5 who par- any encounter can be staged on a table to crush skulls, pierce torsos, and sever ries reduces his AC to 2.” The book also top. For indoor encounters, my checker tails to their heart’s delight. Whee-e-e! attempts to eradicate ambiguities specified board worked fine. Not-So-Neat-Stuff: When you start pil- or implied in the core system, providing Weapon Proficiency. The AD&D game’s ing modifiers on top of modifiers, some lucid definitions of called shots, grappling, rigid weapon restrictions have long been a rules become more trouble than they’re and “range only” weapons. sore point with nitpicky players. Why, for worth. Take the fatigue rules, for instance, Occasionally, the designers cram too example, can’t a wizard wield a long which use a point system to simulate the much information into the same sentence. sword? By fine-tuning the proficiency effects of exhaustion. In every phase a I’m not exactly sure, for instance, what rules, Combat & Tactics allows PCs to arm character moves or attacks, he expends a this means: “Warriors and monsters can themselves just about any way they please. fatigue point. When he reaches zero, he make three attacks of opportunity plus Rogues can learn weapons normally moves and fights as if he were encum- one per five levels or Hit Dice.” But overall, reserved for warriors by paying an extra bered one category more than normal, an it’s a first-class performance. slot; wizards can use long swords by pay- anticlimactic payoff for all that bookkeep- The Basics: Faced with so many choices, ing two extra slots. Further, a character ing. Another rule gives prone characters a you may feel like a chef with a box of new proficient with a particular weapon is -2 bonus against ranged attacks. That’s recipes—which ones do you try first? automatically familiar with all weapons of fine. But how necessary—and how use- Three concepts in particular stand out. the same group. A warrior proficient with ful—is it to go one step further and tack Because they address and—for the most a light crossbow is familiar with all cross- on modifiers for prone crossbows (half part—correct problematic areas in the bows, suffering half the standard nonpro- the normal rate of fire, melee attacks at core system, they seem strong candidates ficiency penalty when using a heavy or a -4 penalty)? for inclusion in the average campaign. hand crossbow. Spending additional slots Though the square grid facilitates Movement Grid. Dungeon Masters, at on a particular proficiency enables single- movement, it’s also easy to exploit. If you least the ones I know, have had a hard classed fighters to achieve various levels of move, say, 16 squares diagonally, you’re time agreeing on the best way to regulate mastery; a 5th-level fighter expending four actually moving the equivalent of 22.6 movement. Some use hex maps, some use slots becomes a high master (he scores squares (so says the Pythagorean

DRAGON 43 Theorem). The rules attempt to correct of the mail I’d get if I called this “The referee insist on logical rationales; a PC this by charging 3 movement points for Ultimate Review Column.“) Worse, The who wants to learn Korean hwarang-do every 2 units of diagonal movement. But Ultimate Martial Artist is a sequel of sorts might have to account for a decade of that cheats you the other way; it effectively to ’s Ninja Hero, a master- training with a Buddhist monk. A PC who costs 24 points to move 22.6 squares. The piece of rules writing and as close as Hero designs his own martial art might be designers admit that the rules don’t Games has ever come to an “ultimate” urged to set up a dojo (school); after all, always hold up to close scrutiny:“ . . supplement. So does Steve Long, who anyone who develops a brand new fight- applying physics properties to every situa- confesses his trepidation in the introduc- ing style is probably in demand as a tion (such as the fact that the wizard with tion, rise to the challenge? teacher. With the referee’s blessings, PCs feather fall is now plummeting to the Boy, does he ever. may organize themselves into secret soci- ground at a hasty 6.8 MPH rather than the Presentation: Anyone who tosses eties, seven of which are detailed here (I standard 1.4 MPH) may reveal lots of facts, around terms like naginatajutsu and like The Ones Who Pass Through The but it won’t make for a better game.” I vovinam-viet-vo-dao either knows his stuff Dragon’s Flame Unharmed, whose mem- agree. But sticklers for accuracy might or has access to one heck of a library. bers wield flaming hammers). The not. Long writes with the confidence of a sea- “Martial Arts and Other Genres” chapter Evaluation: I can’t imagine using all the soned designer (he’s a major contributor describes how martial arts can be incor- PLAYER’S OPTION: Combat & Tactics to the * game). He porated into , fantasy, and SF rules in every adventure. Except for fanat- defines key concepts with clarity and pre- settings, the latter utilizing ingenious rules ics, there’s too much to retain—I’m as cision, and peppers the text with numer- for zero-gravity combat. likely to remember the melee retreat ous examples of play. An index would’ve More Neat Stuff: The completeness of exemption as I am my grandfather’s Social been nice; it’s hard to find, say, the rules the weapon section rivals that of the Security number. And if you’re more for smashing through walls without pag- Combat & Tactics book, with nearly 30 interested in a PC’s personality than his ing through the entire book. And the so-so pages devoted to descriptions and statis- tactical skills, you probably won’t appreci- illustrations border on the generic tics. The “Building Characters” chapter ate the distinctions between half-move (though the eye gouging on page 27 got looks at dozens of skills, ranging from and full-move actions. my attention). acrobatics to Chinese healing, spelling out But if you consider combat a key ele- The Basics: The book opens with a dis- the implications for martial artists. In ment of the AD&D game—or, perhaps, its cussion of game mechanics, including high-level campaigns, players may experi- primary purpose—then Combat & Tactics maneuver descriptions and damage assess- ment with super-powers, such as invisibil- succeeds in two critical areas. First, it lets ment. It’s fairly technical, requiring a - ity and telekinesis. you tailor the combat system to the style ough understanding of the , Not-So-Neat-Stuff: Though Long furnish- of your campaign. If you prefer quick-and- evidenced by OCV and DCV ratings. Don’t es plenty of staging tips for referees, he isn’t dirty clashes between armies, use the know an OCV from a VCR? Not to worry. as attentive to players. A section on charac- mass combat rules; if you want to linger Flip to the appendix, which shows you how ter archetypes offers 23 examples over every scratch and scrape, use the to incorporate joint breaks, nerve strikes, (Philosopher, Super Solider, Vigilante), but critical hit tables. Second, and more and flying tackles into the GURPS*, SHAD- they’re too skimpy to be much use—few of importantly, Combat & Tactics captures OWRUN*, and VAMPIRE: THE MASQUER- them are longer than a couple of para- the visceral feel of combat: the blood and ADE* games with minimal effort. The graphs. Worse, the archetypes contain little the sweat, the sting of a sword, the heady appendix also has conversion notes for information about behavior, training, or jolt of victory. Despite all the numbers, I “level-based systems” (read: AD&D games) style preferences. Likewise, the style always felt like a warrior, never an that work surprisingly well. descriptions could have used a few role- accountant. The bulk of the book is a catalogue of playing notes, discussing the disposition Combat & Tactics makes combat more martial art styles, staggering in scope. and interests of the students. The text occa- flexible (with tactical maneuvers for every Each of the 100+ entries features a fact- sionally refers the reader to other HERO occasion), sensible (the improved profi- filled overview (capoeira is the national products; but instead of sending us to ciency rules) and chaotic (unlike standard martial art of Brazil, developed in 1530), a DARK CHAMPIONS for a description of AD&D, there’s a real danger from friendly list of associated maneuvers (the hsing-i Mind Control, why not just reprint it here? fire). And it’s all compatible with the core style encompasses tiger pushes and mon- More diagrams, illustrating specific stances system. Pick out what you like, drop it into key slaps), and optional rules (pakua mas- and maneuvers, would also have been nice. your current campaign, and ditch it if it ters can strike 10 times per second). The Evaluation: With its smorgasbord of doesn’t work. Go ahead—you won’t screw historical styles draw from an impressive character archetypes and skill variants, up anything. That doesn’t sound so scary, range of cultures: Korean hapkido, The Ultimate Martial Artist reads like a vol- does it? Burmese bando, Hawaiian lua. Fantasy ume in TSR’s Complete Handbook series— gamers should check out the butokumo- actually, considering the mountain of The Ultimate Martial Artist jutsu style, where practitioners scuttle material, more like two or three volumes. along the ground like spiders, or polu- It’s strong on ideas, a little weak on appli- HERO SYSTEM* game raathkaa, made-to-order for vulture-men cation; Long prefers to dump everything supplement and other airborne humanoids. You want in your lap and let you sort it out. But even 256-page softcover book kung fu? Long describes 18 different players with only a cursory interest in types. You want ninjas? Long’s ninjas have karate chops should be impressed by Design: Steven S. Long access to a bonanza of magical powers, Long’s meticulous research and keen eye Editing and development: Bruce Harlick such as bridge of the tide dragon and Soul for detail. “Ultimate” couldn’t be more Illustrations: Storn Cook, Greg Smith, Pat leeching. You waded through all the appropriate—this is the last word in Zircher, Dan Smith, Bryce Nakagawa, entries and still can’t find a style you like? martial arts. and Steve Peterson In one of the books best sections, Long Cover: Storn Cook provides step-by-step instructions for cre- ating new styles from scratch. When you label something “the ultimate,” Long also makes the referee’s job easier you’re asking for trouble. The term by including a surplus of staging tips. heightens expectations, invites cynicism, Rather than let players pick and choose and begs for ridicule. (I shudder to think the styles they like, Long suggests that the

44 SEPTEMBER 1995 Arms Law a bit on the bloody side, but overall, on friends complain about something as trivial * game par with those of similar games. as filling out tax forms, then ROLEMASTER supplement The appendix provides a set of stream- ought to be right up your alley. Arms Law 144-page softcover book lined combat rules, intended for players is as good a place as any to begin your Iron Crown Enterprises $16 without access to the entire ROLEMASTER investigation. Design: S. Coleman Charlton, Kurt H. extravaganza. Players roll percentile dice, Fischer, Peter C. Fenlon Jr., John W. matching offensive advantages (weapon Short and sweet Curtis III, Jason O. Hawkins, Terry K. choice, expertise, experience) against Amthor, Bruce R. Neidlinger, Bruce C. defensive capabilities (armor, shield, Houses of Hermes, by . Shelley, and Leonard Cook quickness), played out over an 11-step bat- , $17. Editing: John Curtis tle round. A round equals about 10 sec- A sourcebook for the ARS MAGICA* Illustrations: Chris Bailey, Jason O. onds of real time, which can be stretched game, this look at the powerful Order of Hawkins, Kamran Sedaghatkish, and by haste spells (to double the number of Hermes downplays dreary historical sum- Jeff Yette activities affected characters may execute). maries in favor of engaging profiles of Cover: Angus McBride Complex but well-written rules cover a master magicians. Martin, a brilliant theo- host of interesting options, such as oppor- retician of the House Bonisagus, can cast With its tidal wave of numbers, formulas, tunity actions (plotted a round in advance) spells that last a day and a night. Cygna, a and tables, the ROLEMASTER* game and orientation rolls (for measuring follower of the shapeshifting House always struck me as the kind of fantasy awareness and self-control). Even with all Bjornaer, can change into a swan. The RPG that calculus professors play on their the formulas, the system requires the ref- characters make great adversaries and day off. As one of the mathematically chal- eree to make quite a few judgment calls, advisors, the intriguing sidebars—check lenged—the Pythagorean Theorem refer- especially regarding the time it takes to page 24 for ten puzzles to stump the ence in the PLAYER’S OPTION review compete an action; each action requires a smarty-pants Bonisagus—supply referees above is an aberration, believe me— percentage of a round to complete, with a with adventure hooks galore. ROLEMASTER has never been my idea of physical attack considered “at least a 50% a good time. But since the release of War activity. . . and movement as a 0-100% ’s Ecologies Appendix 1, by Law, the complicated but clever minia- activity.” Experienced referees shouldn’t Scott Davis and Donald J. Bingle. TSR, tures supplement (reviewed in issue have any problems, but the book doesn’t Inc., $10. #178), my appreciation for the system has give much help to novices (though they This charming sequel to the Elminster’s grown. ROLEMASTER has been buffed really shouldn’t be fooling around with Ecologies box focuses on the flora and and polished now for a good decade and a ROLEMASTER in the first place). fauna of the Battle of Bones and Hill of half, and it shows. Most of the bugs seem More Neat Stuff: Along with the routine Lost Souls. The zombie ferret, lava ankheg, to be gone, and the internal logic remains tables are plenty of goofy ones, my favorites and dead grass snake all turn up, as do remarkably consistent. It’s still more than being the Brawling Critical Strike Table recipes for ruby blushrose potpourri and I can manage, so I don’t play it a lot. But I (“Blow to solar plexus causes foe to vomit”) firebush spice paste. Whimsical asides and admire those who do. and, for assaults from bunnies and mice, the grumpy narration (“Oh, I suppose you care Presentation: Arms Law is the combat Tiny Table (“Poor follow-through. You lose a about the weather. I don’t really see why.”) system for ROLEMASTER, though with claw.“). The Weapon Fumble Table describes makes this as fun as a fairy tale. They some work, it can adapted to other fantasy exactly what happens when you bungle an could have cut the S-page encounter book- RPGs as well. It’s mainly a book of attack (“Your ferocious scream is followed by let, though, which is long on pretty pic- tables—more than 100 pages worth—that silence as you hit yourself ”). Important tures but short on useful information. referees and players can use to adjudicate charts—Initiative Determination, Maneuver the results of armed and unarmed brawls Modifications, Weapon Statistic—are collect- Strange Eons, by Lucya Szachnowski, in exacting detail. While the revisions ed in the back of the book for easy reference. Gary O’Connell, Michael LaBossiere, and from previous editions may seem minor— Not-So-Neat-Stuff: Even stripped to the Justin Tynes. Chaosium, $15. reformatted Critical Strike Tables, new essentials, the ROLEMASTER system is a Chaosium twists the CALL OF CTHULHU* weapon breakage rules, replacing the brain-strainer. To compute the Offensive game in yet another direction with this Armored Fist Attack Table with the Bonus, for instance, add the Skill Bonus to collection of adventures set in unexpected Brawling Attack Table—they’re essential the Stat Bonus to the Level Bonus to the eras. The atmospheric “King of Shreds for keeping a ROLEMASTER campaign up Weapon Bonus to the Special Item Bonus and Patches” takes place in 17th-century to date. Veterans will have to whip out to the Position Bonus, plus or minus the London. “Blood Moon” sends the investi- their wallets one more time. Status Bonus, minus the Parrying Bonus gators to a U.N. moon base in the year The Basics: If a weapon commonly minus 20 (if the weapon is used in the 2015. “Garden of Earthly Delights,” the best appears in a fantasy game—whether it’s a nondominant hand) plus or minus the of the trio, plops alien lifeforms into the battle axe, broad sword, morning star, or Range Modification minus the Reloading Spanish Inquisition. This isn’t essential— whip— Arms Law gives it a two-page table. Penalty minus the Armor Missile Attack for purists like me, the further CTHULHU The first page details combat results; the Penalty. With three or four characters, drifts from the 1920s, the more flavor it battle axe table has close to 1,500 entries. combat is snail-slow, but manageable. loses—but it’s a nice change of pace. The second page handles critical hits, With a handful of characters, the snail has which include damage statistics along arthritis and drags a ball and chain. With When Black Roses Bloom, by Lisa with a line or two of narrative description. an army of characters, the snail’s nailed to Smedman. TSR, Inc., $10. Among the possibilities for the battle axe: the table. , the tormented and terrifying “Foe tries to disarm you and pays with a Evaluation: ROLEMASTER is the antit- death knight of Solamnia, crawls out of nasty cut to his forearm” and “Crush foe’s hesis of, say, VAMPIRE: THE MASQUERADE, the ® setting to guest star chest cavity. He grips your arm, looks into the latter stressing storytelling over die- in this engaging RAVENLOFT® adventure. your eyes, then drops and dies in 3 tossing, the former a glorified war game— Trapped in the Demiplane of Dread, the rounds.” With 180 different critical hits, think the AD&D game crossed with homesick Soth longs to return to Krynn, you can whack a bad guy with a battle axe SQUAD LEADER. No doubt about it: if you and has fashioned six memory mirrors to from now until the millennium and never read computer manuals for fun, if you get help him get there (sort of—I don’t want score the same way twice. The results I misty-eyed thinking about your high school to give too much away). The principal spot-checked seemed reasonable, perhaps algebra class, if you wonder why your encounters, which take place inside the

DRAGON 45 mirrors, not only challenge the party’s “Umberto Eco would have us believe that and cute little citizen icons), representing tactical skills, but also reveal tantalizing this nostalgic view of the unreal is bound city blocks, businesses, and landmarks. bits of the DRAGONLANCE mythos. up with a cultural awareness of the impor- Together, the players build a city by tance of the Medieval era in the formation arranging blocks on the table in compli- , by . of our modern world-view”) are usually ance with zoning regulations, indicated by TSR, Inc., $15. more interesting than the games them- the color of the cards (orange for residen- FORGOTTEN REALMS® godfather Ed selves. The less scholarly among us might tial, brown for industrial, blue for com- Greenwood hosts this study of the Witch- prefer Silver Griffin, with its fannish dis- mercial). The blocks must also be linked Queen of Aglarond and her silver-haired cussions of the DUNGEONS & DRAGONS® with roads and power lines, which run siblings, high-level mages who dabble in magic system and human/ relation- along the cards’ borders. immortality and troublemaking. The first ships. Interactive Fantasy is a vitamin pill, As the city gets bigger, so do the prob- section, rich in anecdotes, reads like Silver Griffin a candy bar. Wouldn’t hurt to lems: there’s no room for new power excerpts from a good fantasy novel. The try them both. (Interactive Fantasy infor- lines, the citizens need an expensive mass second half focuses on magic; ghostharp mation: Hogshead Publishing, 29a transit system, pollution threatens an and manyjaws are among the memorable Abbeville Road, London SW4 9LA, Great entire suburb. Players earn money points new spells. At 128 pages, the book may Britain. Silver Griffin Publishing, PO Box for deploying block cards and exploiting strike some as overkill. But if you make it 1751, St. Paul, MN 55101.) opportunities, requiring them to balance to the end, you’ll probably know more the welfare of the city with their own about the Sisters than you know about SIM CITY: THE CARD GAME*, by ambitions. In the game’s most entertain- your own relatives. Darwin Bromley, Louis Rexing, and Tom ing feature, players vote as members of Wham. Mayfair Games Inc., $8.50 (60-card the city council to change zoning regula- Interactive Fantasy, edited by Andrew starter deck), $2.50 (15-card booster pack). tions or adjust the value of properties. I’m Rilstone. Hogshead Publishing Ltd., $32 If I could get back all the time I’ve basing my enthusiasm on a preproduction for a five-issue subscription. invested in the SIM CITY computer game, set, so I can’t tell you about the booster Silver Griffin, edited by Devlin Janax. I could hand-deliver every subscription packs or the mysterious “long cards.” But Silver Griffin Publishing, $14 for a six- copy of this month’s DRAGON® Magazine. if first impressions count, SIM CITY looks issue subscription. While the card game doesn’t scale the like a winner. These magazines, both hopelessly infat- heights of the computer game, it comes uated with RPGs, target radically different close. And that’s a remarkable achieve- Rick Swan is the author of The Complete audiences. With articles such as “Foreign ment considering the intricacies of the Guide to Role-Playing Games (St. Martin’s Language Education and Role-Playing original and the seemingly insurmount- Press). You can write him at 2620 30th Games,” the high-gloss Interactive Fantasy able obstacle of simulating a developing Street, Des Moines, IA 50310. Enclose a self- aims for the eggheads. The lengthy city with nothing but cardboard slabs. addressed envelope if you’d like a reply. reviews, despite their verbosity (from the Players begin with hands of seven cards TALES OF GARGENTIHR* game review: (gorgeous, featuring lush photography * indicates a product produced by a company other than TSR, Inc.

46 SEPTEMBER 1995

ANGEL SOULS AND DEVIL HEARTS Christopher Golden Berkley 0-425-14831-9 $5.99 Vampires are everywhere these days, it seems. There are romantic vampires, dia- bolical vampires, accidental vampires, ele- gant vampires, punk vampires, et cetera ad infinitum. And then there are Christopher Golden’s vampires. Angel Souls and Devil Hearts is the second book in a series (the first is last year’s Of Saints and Shadows) that blows the lid off of everything you ever thought you knew about people with fangs and liquid diets. It’s hard to discuss the current volume’s premise and plot without giving too much away; this is one case where tracking down the first book is a good idea ©1995 by John C. Bunnell however, the cast list should give a few hints. The non-vampires include Allison Vigeant, CNN reporter and bestselling author, and George Marcopoulos, who begins the second book with an office at the United Nations. Among the vampires are Bill Cody, world traveler and some- time star of a legendary Wild West Show, and Meaghan Gallagher, who is one of the most powerful vampires “alive,” despite being one of the newest. There’s also Liam Mulkerrin, a former Catholic priest who is now an impossibly dangerous sor- cerer with a direct pipeline to Hell—and unless Meaghan and the mysterious Lazarus can quite literally break vampire detective Peter Octavian out of Hell, Mulkerrin may well end up taking over the world. As the foregoing suggests, Golden has tossed much of the conventional wisdom about vampires and vampire lore off the top of the Empire State Building,. But there’s justification for everything he does in the ingenious back story that explains the lore’s origins, and the resulting milieu is utterly fascinating. White Wolf’s World of Darkness this isn’t, but Golden’s setting nonetheless has the same or greater capacity for breakneck intrigue and roller- coaster pyrotechnics. Indeed, while Angel Souls and Devil Photography by Hearts is inarguably a vampire novel, it’s Charles Kohl structured and paced much more like an

DRAGON 49 action thriller than a traditional horror convincing if allowed sufficient space to chilling “Inheritance,” and a story of yarn. If you spliced together an Indiana develop, but Flinn is juggling too many Shanodin magic from Bruce Holland Jones film, a James Bond adventure, and plot elements to give it that space—and a Rogers. By contrast, Mark Shepherd’s some Ray Harryhausen creature footage, couple of those plot points tend to under- “Gathering the Taradomnu” features an you’d have something resembling a faith- cut the sincerity of the liaison. elven culture far too reminiscent of his ful movie adaptation. There are military Once Kirk and company reach the Beta own and Mercedes Lackey’s contempo- commandos, high-tech security systems, Prometheus system, where Excelsior’s rary SERRAted Edge novels. Shepherd’s major magical confrontations, and gor- Captain Sulu and members of his crew story is smoothly plotted and told, but the geous European scenery (much of the are being held captive, the story tightens naming conventions are all wrong for the book takes place in and around Salzburg, noticeably and the dialogue improves. But Dominian setting. Austria). Oh, yes, and there are vampires, the streamlining comes too late, the last- Of the remaining stories, two in particu- too. minute surprise is too familiar, and the lar are especially distinctive. Hanovi In just one respect, this second book rescue is over too quickly for readers to Braddock skillfully transplants the mode isn’t quite the equal of its predecessor: its truly enjoy the adventure. and manner of a Grimm-like fairy tale to final revelation is a touch less explosive. The Fearful Summons ultimately comes the MAGIC multiverse, and Cynthia Ward’s Alert readers will likely figure out a key across as a rather strange Star Trek novel “Wellspring” is a perceptively crafted bit of character’s identity and its repercussions that feels as if it began life as a screenplay. folklore that neatly explores both the uses long before the characters do. But that’s Such an origin would make the peculiar and the consequences of sorcery. forgivable; Golden has given his players a structure far more understandable; Although some of the contributions— heavy workload, and it’s perhaps not sur- there’s about enough plot here for a notably the Drake and Shepherd entries— prising that they don’t pick up on the movie, and a decidedly cinematic quality strike less than sonorous notes, there are clues more quickly. to many individual scenes. But if this is so, no true misfires in the anthology. If there’s The bottom line: Lestat is old news, and Flinn needs to learn a lesson from Star a serious weakness in Tapestries, it’s the the clans of the Kindred are passe. For Trek’s skilled movie novelizers, Vonda total absence of artwork. Quality visual cutting-edge, edge-of-the-seat vampire McIntyre and J. M. Dillard. Creating a imagery is one of MAGIC’s strengths, and adventure, Christopher Golden’s Defiant solid full-length novel from a typical script it’s disappointing that even the usual cover Ones are in the driver’s seat. requires adding and retuning material; illustration is pre-empted by plain typogra- you can’t simply stretch the screenplay phy. Fortunately, it’s a flaw that’s already THE FEARFUL SUMMONS like a literary rubber band. But even com- been recognized, as word is already out Denny Martin Flinn pressed into movie form, Flinn’s tale is that popular MAGIC artist has Pocket 0-671-89007-7 $5.50 marginal Star Trek; the props are all been commissioned to provide illustrations Although Denny Martin Flinn has a pair there, but the execution is caricature for a forthcoming second anthology. of mystery novels to his credit, Star Trek rather than characterization. This is one In the meantime, Tapestries has enough fans will know him best as co-scripter of Star Trek novel fans can safely pass over good storytelling within its pages to sur- the sixth big-screen adventure of the despite its author’s ties to the franchise. vive even without the pictures. And that’s U.S.S. Enterprise. It’s therefore odd that good news for fans of all things Dominian. The Fearful Summons seems largely influ- TAPESTRIES enced not by that movie, but by Star Trek Kathy Ice, ed. THE KEY OF THE KEPLIAN V—seen by many fans as the weakest film HarperPrism 0-06-105308-2 $12.00 & Lyn McConchie in the series. There are still a great many details to fill Warner Aspect 0-446-60220-5 $5.50 Like the fifth and sixth movies, this is an in, but by and large, this is the book MAGIC: From the back-cover copy, this new tale “Over-the-Hill Gang” adventure, wherein THE GATHERING* fans have been waiting of the Witch World gives every indication James Kirk must round up his old bridge for—-the one in which the realms of of borrowing its plot straight from crew for a desperate one-shot mission of Dominia finally begin to make storytellers Mercedes Lackey’s Valdemar novels: great strategic significance. The trouble is feel at home. Although the 17 stories in this “Running for their lives, psychic Eleeri that the rounding-up takes just about half anthology cover a wide range of tones and and telepathic Tharna bond. And in a hid- the book, so we get a number of one-on- styles, there’s still a sense of dimension in den canyon, they discover the awesome one character scenes and set pieces the collection as a whole that earlier novels truth: The Keplians were created to serve before the plot starts to move. And far too of Dominia simply didn’t convey. Light, and to ride with humans.” Rarely, often, Flinn’s dialogue or character devel- In particular, this volume’s storytellers however, has cover text been as mislead- opment is either off-key or too broadly finally have a chance to inject humor and ing. Though the night-black Keplians are comic for the printed page. wit into the milieu. Ben Ohlander’s ‘Smoke physical counterparts to Lackey’s snow- Examples are easy to find. One hardly and Mirrors” is a clever be-careful-what- white Companions, The Key of the Keplian expects to find off-duty Starfleet brass (and you-wish-for yarn, and Michael A. Stackpole is very much its own book. cadets!) lounging casually in a topless bar, provides a wry roller coaster of a treasure From internal evidence, one can deduce for instance. It’s just barely in character hunt well-stocked with his usual brand of that the writing here is primarily for Spock to play Polonius in a Vulcan- devious logic. “Airborne All The Way” is less McConchie’s—notably, the omniscient based Hamlet, but wildly unlikely to find sophisticated, as David Drake gives his gob- viewpoint sometimes wobbles and there’s a the hyperactive Montgomery Scott with a lin balloon brigade the approximate brain- distant, oddly un-polished quality to the severe beer belly, or Leonard McCoy in a power of the Three Stooges, but nonethe- prose one wouldn’t expect from a veteran gentrified private practice rather than a less prompts a chuckle. of Norton’s skill. But the atmosphere and research facility. (The Scott sequence is More balanced treatment of Dominia’s storyline follow the classic Norton mold, also odd when set against Scotty’s appear- goblin population comes from David and if the narrative lacks glitter, it’s ance in a ST: Next Generation episode.) Honigsberg, whose “Dochyel’s Ride” nonetheless readable and even compelling. And Kirk’s punchline in a scene with a involves a different military device—the We begin with Eleeri, a young woman chess-playing Chekov gets its cheap laugh rock sled—and successfully captures both raised in Native American surroundings at the expense of the Trek universe’s usual goblinish ruggedness and a sense of who is about to be forced into an unwanted healthy respect for ethical standards. impending history. Other effective evoca- foster family. Eluding helicopters and The same off-key quality marks Kirk’s tions of well-known entities from MAGIC’s bureaucrats alike, she escapes through a obligatory romantic interest. The May- cards include S. M. Stirling’s tale of a portal into the Witch World, where luck December relationship might be more doomed Hurloon minotaur, S. D. Perry’s and fate combine to cross her path with

DRAGON 51 that of a Keplian mare and her foal. In res- author and the strange seers of Larn seem novels, this one is livelier than a houseful of cuing Tharna and Hylan from deadly foes, to know just what that connection may ferrets in full cry. It’s also full of subtle she acquires companions and propels her- hold. But the overall design is elusive, and details that shift some of the context in the self into a new conflict. The resulting we’re left to suspect that a whole layer of other volumes, and readers who return to blend of mysticism from the Keplians’ past revelations has yet to be unveiled. the original trilogy after polishing off this and danger from more immediate ene- What helps make Jones’s narrative dis- new volume should find much to think mies unfolds with quiet urgency. tinctive is that, despite its epic sweep and about. In a way, The Key of the Keplian is a grand design, the style is direct and There’s also a new entry in David period piece, a throwback to the fantasy approachable. Where others write about Weber’s series about space warrior Honor novels of a prior generation. Like many of confrontations between shadowy, abstract Harrington. Flag in Exile (Baen, $5.99) Norton’s earlier works, this is a coming- powers of light and dark, Jones is chroni- finds Honor taking up life on the world of of-age tale rather than a wide-angle epic, cling encounters between very human Grayson, scene of a bitter conflict earlier focused on a protagonist drawn as large adversaries. And she retains a sense of in the series. Exiled by political necessity as life but no larger. And there’s an aura slightly earthy humor that also helps keep from her own navy, she is soon co-opted of mist and legend around the Witch the tale from getting too high-flown. into Grayson’s, and the new adventure World, a sense of things unseen, that con- The novel’s other great innovation is blends Weber’s crisply and carefully trasts sharply with more modern sagas both understated and striking. As noted developed brand of interstellar warfare packed full of exacting detail. earlier, there’s an ancient prophecy whose with a chilling assassination scheme That makes Norton’s and McConchie’s meaning cuts to the heart of Jones’s tale— fueled by the embers of religious hatred. novel a refreshing, low-key pleasure and a but unlike most verses in fantasy, which These novels remain some of the best welcome surprise. Marketing considera- are miraculously remembered verbatim military SF currently available. tions notwithstanding, whoever disguised for hundreds or thousands of years, this Heris Serrano is a spiritual cousin to this book as a Mercedes Lackey clone did one has suffered the ravages of real-world Honor Harrington, if not an out-and-out it a singular disservice. history. Very few people, according to the colleague—one occasionally wonders old sage Bevlin, remember the prophecy’s about prospects for a collaboration in THE BAKER’S BOY original text, and indeed, the version the which the two heroines meet. Meanwhile, J. V. Jones archbishop knows is clearly several trans- however, Elizabeth Moon’s Winning Warner Aspect 0-446-67097-9 $12.99 lations removed from authenticity. This is Colors (Baen $5.99) brings Heris, the crew It’s hard to know how to react when a clever, perceptive touch that shows of the luxury yacht Sweet Delight, and an authors ply reviewers with food, like the Jones to be far subtler and more devious assortment of adventurous space nobility shrink-wrapped slice of bread that arrived than the novel’s unaffected style might back for a third outing. This volume finds in the mail with The Baker’s Boy. When a otherwise suggest. Serrano forced willy-nilly into an impossi- fellow recipient reported having eaten her The Baker’s Boy has most of the qualities ble tactical situation, while her colleagues slice, another critic promptly remarked, of a highly successful popular fantasy chase down the roots of a complicated “Thus J. V. Jones’s murderous campaign epic—it’s a fat volume with a substantial smuggling plot. against reviewers claims another victim.” cast and a vivid, colorful landscape. But Turning back toward fantasy, Elvenblood At last report, however, all three of us between its sense of sly wit and its focus on (Tor, $22.95) marks the much-anticipated were alive and well, and in any event such character rather than concept, it’s a return of Andre Norton and Mercedes a campaign ought not to be necessary. remarkably readable epic that doesn’t need Lackey to the realms of The Elvenbane, Jones’s first novel in a planned trilogy is twenty-page appendixes and glossaries to where dragons, elves, and humans co-exist easily as quirky and intriguing as her pro- enable readers to keep up with the story. uneasily amid endless intrigues and motional material. counter-intrigues. While this volume is as For one thing, although Jones has sever- Recurring Roles briskly paced and magically charged as the al plots running at once, only about half of first, it’s very oddly structured for a fantasy them actually converge by volume’s end. There are not one but two new Tom adventure. Very nearly a true ensemble Among these threads are: title character Deitz novels on the shelf this month, both piece, it’s long on plot but short on deeply Jacks ongoing attempt to escape the well worth seeking out. Ghostcountry’s realized conflict—yet somehow still reads designs of Baralis, master poisoner and Wrath (AvoNova, $5.50) is the paperback, well despite resolutions that seem too easy would-be ruler of the Four Kingdoms; which continues the story of Calvin on close examination. young noblewoman Melliandra’s flight McIntosh, Cherokee shaman-in-training, The final volume in this month’s from an unwanted marriage to Kylock, heir begun in Stoneskin’s Revenge. As usual, roundup is House of secrets (White Wolf, to a throne and secretly Baralis son; wan- the Indian lore is insightful and the magical $5.99), into which James A. Moore and dering knight Tawl’s search for the key to pyrotechnics plentiful, and it now appears Kevin Andrew Murphy weave a truly an obscure, ill-remembered prophecy; and that there are connections between these astounding number of references to cards the wily archbishop of Rorn’s quiet bid to novels and the recent Above the Lower Sky from the former JYHAD* card game, now expand his own influence at the expense of after all. The hardcover, meanwhile, is renamed VAMPIRE: THE ETERNAL knights, heirs, and nobility alike. Dreamseeker’s Road (AvoNova/Morrow, STRUGGLE*. But despite all the card-trick- Jones’s narrative leaps from subplot to $20.00), which finds David Sullivan and his ery (some of it literal, as minor characters subplot with brisk efficiency, sometimes to friends coping with college life in Atlanta include magicians Harry Houdini and Dr. the point of seeming choppy. But it gradu- and yet another encounter with agents of John Dee), the book doesn’t read like a ally becomes clear that there’s a pattern the Sidhe. The walls between David’s world game translated to prose. Rather, it’s a story developing, although it’s far from clear and Faerie are unraveling, it seems, but a so Byzantine and convoluted that not even just what the pattern may be. Part of it is tragedy in David’s past may blind him to the most of the characters really know what’s political—Baralis’ grand plans for the key to restoring their strength. going on till very late in the action, and thus Four Kingdoms are at odds with what the Across the literary fence in the realm of a completely accurate representation of archbishop of distant Rorn hopes to , Debra Doyle and James Kindred politics. Moore and Murphy have accomplish, and his ruthless tactics are Macdonald present The Gathering Flame clearly had fun putting this volume together beginning to rebound against him. (Tor, $5.99), a prequel to their breakneck (look for the scene in which Dr. Dee turns Another part is mystical—Jack and Kylock, Mageworlds trilogy This is the story of Jos out to be a science-fiction fan), and devo- born at the same instant, have intertwined Metadi and Perada Rosselin, parents to the tees of the World of Darkness will definitely fates, but only the prophecy’s long-dead stars of the prior books, and like those want to check it out.

52 SEPTEMBER 1995

You can send us news, press releases, McConnohie, Robert Hanz, and Larry packs will introduce Lovecraftian elements announcements, and gossip using the Lesser. TSR’s says “Descent into that allow players to do things like tell an Internet at [email protected]. We Undermountain carries players into a new Innsmouth tale, or prevent Cthulhu from welcome your comments at Rumblings, graphic experience of sight and sound.” walking the earth again! The game will be DRAGON Magazine, 201 Sheridan Springs Look for it this winter. out in March. Rd., Lake Geneva WI, 53147, U.S.A. At Origins in July, d8 inc. launched their For history and war buffs comes THE After a failed attempt to poison the maga- new magazine, simply called d8, with a LAST CRUSADE* game, from Pinnacle. zine staff with turpentine-laced muffins, wild night of drinking and dancing at the Celebrating the 50th anniversary of the end DRAGON® editor, Wolfgang Baur, has Asylum nightclub in Philadelphia. Tagging of WWII, THE LAST CRUSADE is a col- decided to leave the ranks of TSR in hopes itself as the magazine of role-playing and lectible card wargame based on the of becoming the sixth member of Oasis. In culture, the premiere issue contains poetry, European campaign that ended the war. only four short years, Wolf went from assis- a fashion spread, and interviews with The cards feature infantry, armor, and air tant lackey of DUNGEON® Adventures to Elric author Michael Moorcock and units from German and American forces. All editor of DRAGON Magazine, inciting confi- artist Dave McKean (known for his work cards feature authentic, rare, and some dence in aspiring lackeys around the globe. on Arkham Asylum, , never-before-seen photographs that When he wasn’t marking misplaced modi- Cages, and many other comics). The mag- Pinnacle obtained from extensive work in fiers and dangling participles, Wolf complet- azine is produced quarterly. the National Archives. Look for it in October. ed extensive work on the ™ and AMAZING ENGINE® games. We will FPG released a new collectible card Also on the way this month is a col- miss him greatly, but we must caution future game called GUARDIANS*, where players lectible card game from employers to be wary of Wolf’s baked goods. assume the roles of powerful mystics who and Fleer Entertainment Group called control armies that conquer lands and OVER POWER*. The game features One of TSR’s creative directors, Tim fight battles. The game was playtested for favorite comic book heroes and villains. Brown, has left the company to become more than 16 months and introduces an Vice President of Product Development at original gaming system of fast-paced Guess what? There’s another new card Comico Gaming Inc. Tim started out as an action combined with the strategy of game out called HERESY: KINGDOM editor and designer, creating much of the chess. The 270-card set boasts new art COME*, from Last Unicorn Games. The ® world. At Tim’s farewell party from Brom, Don Maitz, and James game was created by Christian Moore, he sang the National Anthem at a Beloit Warhola, among others. Owen Seyler, and Matt Sturn, the team Snappers baseball game and drove a lawn In addition to releasing GUARDIANS, behind the roleplaying game ARIA* mower around the bases (unfortunately, his FPG unveils their new EVERWAY* (reviewed in issue #214). HERESY centers time didn’t qualify him to win the mower). Companion Collector Cards for WoTC’s around prophets and dreamwalkers, and At Comico, his first projects are the EVERWAY RPG this month. The cards players compete for spiritual and global Chrysalis: Borne of the Supernature* enhance the game’s existing Vision Cards, domination in a dark future. Rick Berry, card, computer, and role-playing games. and include art by Don Maitz, Rowena, who has done covers for William Gibson Veteran editor and designer David Wise David Cherry, and . novels, will oversee the design and pro- replaces Tim as creative director of the In addition, Wizards of the Coast will duction of the 370 Gameday-sized cards. games department. Good Luck Tim! publish Spherewalker Source Cards for the EVERWAY game. With these cards, Does Mars need women? Anders TSR’s new DRAGON DICE™ game pre- players can discover the secrets behind International, an independent film com- miered at the ORIGINS convention in July the unusual people and monsters that pany based in Virginia, sure thinks so, as and met with outstanding praise. This spherewalkers encounter in their travels. the company is developing a fantasy- month, the computer game company The SO-card set includes artwork by Rob adventure based on the GDW RPG SPACE Interplay will release an online version of Alexander, John Bolton, and Ian Miller. 1889*. This future-retro space flick com- the DRAGON DICE game. The multi-player bines the technology of Mars with a game is designed by Matt Norton, Rob Get out your straightjackets, because Victorian Earth where capitalistic Huebner, and Yuki Furumi. Chaosium is developing a collectible card Earthlings colonize the red planet, adding game based on the works of H.P. Lovecraft. to the political turmoil that already exists Also coming from the folks at Interplay is The MYTHOS* game will consist of 60- there. But on an archeological dig a team a CD-ROM game called Descent into card starter deck, each drawn from the of humans and martians uncover an Undermountain, based on the popular 300 or so cards that are planned as part of amazing artifact that will change Mars for- FORGOTTEN REALMS® Undermountain the set. Players begin the game as sane ever. Pre-production has begun on the Boxed Set. The CRPG uses the Descent human beings—until the minions of the film, but no release date is set. Engine from Interplay’s game Descent. Mythos drain their sanity and threaten to Continued on page 78 The game is designed by Michael destroy humankind. The first few booster

54 SEPTEMBER 1995

56 SEPTEMBER 1995 DRAGON 57 58 SEPTEMBER 1995 DRAGON 59

Announcing the

7. Best Role-Playing Rules 13. Best Fantasy or Science Castle Falkenstein Fiction Boardgame R. Talsorian Games RoboRally Designer: Wizards of the Coast Designers: & Mike Davis 8. Best Role-Playing Adventure 1. Best Historical Figure Series 14. Best Graphic Presentation , of a Boardgame Daimyo Samurai Figures Advanced Dungeons & Dragons Reaper Miniatures TSR Inc. RoboRally Sculptor: Bob Charrette Designer: Wizards of the Coast Graphics: Maria Cabardo, Daniel Gelon, 2. Best Fantasy or Science 9. Best Role-Playing Anson Maddocks, Tom Wanerstrand Fiction Figure Series Supplement

ADVANCED DUNGEONS & DRAGONS® The ENCYCLOPEDIA MAGICA™, Volume 1, 15. Best Card Game Personalities ADVANCED DUNGEONS & DRAGAONS TSR Inc. Illuminati: New World Order Sculptors: James Johnson, Dennis Mize, Designer: slade Steve Jackson Games Jeffrey Wilhelm Development: Doug Stewart Designer: Steve Jackson

3. Best Vehicular Series 10. Best Graphic Presentation 16. Best New Play-By-Mail Game of a Role-Playing Game, BattleTech: Vehicles & ’Mechs Adventure, or Supplement FORGOTTEN REALMS® Ral Partha Enterprises Reality Simulations, Inc. Sculptors: Chris Atkin, James Johnson, PLANESCAPE™ , Designer: Paul Brown Richard Kerr, David Summers, Jeffrey ADVANCED DUNGEONS & DRAGONS Wilhelm TSR, Inc. 17. Best Play-By-Mail Game Graphics Coordinator: Sarah Feggestad 4. Best Miniatures Accessory Graphic Design: Dee Barnett & Dawn Illuminati Series Murin Flying Buffalo, Inc. Art Coordinator: Peggy Cooper Designer: Draper Kauffman Mountainscape Cover Art: Geo-Hex Conceptual Art: 18. Best Fantasy or Science Designers: Kieran & Daniel Arteaga Interior Art: Tony DiTerlizzi Fiction Computer Game

5. Best Miniatures Rules 11. Best Pre-20th Century Doom II Boardgame id Software Blood Bowl 3rd Edition Games Workshop Roads to Gettysburg 19. Best Military or Strategy Designer: Jervis Johnson The Avalon Hill Game Company Computer Game Designers: Joseph M. Balkoski 6. Best Game Accessory Sim City 2000 12. Best Modern-Day Maxis Legends, Magic: The Gathering Boardgame Designers: Fred Haslam & Will Wright Wizards of the Coast Art Director: Jenny Martin Designers: Steve Conard & Robin Herbert Australian Rails Mayfair Games Designer: Peter Bromley

62 SEPTEMBER 1995 20. Best Game Related Fiction 21. Best Professional Gaming Magazine ® Cthulhu’s Heirs DRAGON Magazine Call of Cthulhu Anthology TSR, Inc. Wizards of the Coast Chaosium Inc. Publisher: Wendy Noritake Editor: Thomas M. K. Stratman Editor: Kathryn Haines Authors: Scott David Aniolowski, Brian Thomsen Art Director: Amy Weber Craig Anthony, Arthur William Editor In Chief: Lloyd Breach, Crispin Honorable Mention Burnham, Daniel M. Associate Editor: Shadis Magazine Burrello, Dale Donovan Alderac Entertainment Group Ramsey Assistant Editor: Publisher: John Zinser Campbell, Wolfgang Baur Editor: Hugh B. Cave, Fiction Editor: D. F. Lewis, Barbara Young 22. Best Amateur Adventure Gordon Linzner, Art Director: Gaming Magazine Victor Milon, Larry Smith Joe Murphy, 'Mech Gregory Nicoll, Editor: Jim Long/AWOL Productions Cary G. Osborne, Dan Perez, Robert M. Price, Marella Sands, Charles M. Saplak, Darrell Schweitzer, Jason 1995 Hall of Fame Inductees van Hollander, David Niall Wilson, Michael D. Winkle, Risk! T. Winter-Damon Parker Brothers

DRAGON Magazine TSR, Inc.

Nigel Findley Julie Guthrie Jordan Weisman

DRAGON 63

“Adults don’t need their imaginations programmed.”

“Forum” welcomes your comments and Regarding Leyshon Campbell’s letter in entire year. The addition of a year of age opinions on role-playing games. In the issue #219, I would like to say this: haste’s reflects the energies and system wear of United States and Canada, write to: Forum, aging, as I interpret it, is due to bodily stress, the magic involved (mostly centered on the DRAGON® Magazine, 201 Sheridan Springs not the literal passage of a year’s time. nervous system), and would be applied Rd., Lake Geneva WI 53147 U.S.A. In While metabolism may increase, the when using “Table 12: Aging Effects” from Europe, write to: Forum, DRAGON only effect on the body would be a case of the Player’s Handbook. This is my interpre- Magazine, TSR Ltd, 120 Church End, mild shock, perhaps exhaustion—in addi— tation based on the assumption that haste Cherry Hinton, Cambridge CB1 3LB, United tion to a doubling of the time spent under doesn’t speed up time, but rather aug- Kingdom. We ask that material submitted the effects of the spell. There are many ments a creature’s physical abilities and, to "Forum” be either neatly written by hand drugs and diets that alter metabolism, and perhaps, its perception of time. or typed with a fresh ribbon and clean keys they generally have few drastic side effects. Second, in the same issue, I would both so we can read and understand your com- Fatigue is almost indivisible from such agree with Christopher David’s letter and ments. You must give us your name and tampering, however. Thus, in four rounds respond to that of David Arenson. full mailing address if you expect your let- of hasted combat, the recipient would Rangers, as a class, are perfectly fine. ter to be printed (we will not consider a let- actually age only eight rounds, not an First of all, I don’t think that they were ter submitted anonymously), but we will withhold your name if you ask us to do so. We will print your complete address if you request it.

I am writing in response to Steve Shawler’s letter in issue #216. First, I at least partially agree with Steve’s viewpoint. TSR has been producing a large number of “storytelling” adventures, which are quite different from earlier “classic” adventures (such as and ). But I believe Mr. Shawler is missing the whole point here. In the years since the classic adventures were made, role-playing has grown and changed to such a degree that simple plot-based or unfocussed adven- tures just won’t do for players anymore. I agree that an adventure should not dictate what actions the players should take. However, adventures don’t have to be designed that way. One of the most valu- able DM tricks is getting players to do what he wants (as far as the story is con- cerned) while letting them believe that it is their chosen path. Thus the story is important to the whole. And if you should find yourself unable to lead players into such adventures, then change the adven- ture to reflect your style of play. If this is too difficult, then I suggest you take up a simpler hobby, such as checkers, and leave role-playing to the pros. Michael A. Fiorentino Summerfield, FL

DRAGON 65 intended to be used in large parties (one I have been a GM of various campaigns play my first game of TUNNELS AND whose collective abilities might make such for about three or four years, and now I’m TROLLS*, I have found that gamers judge a character obsolete). The ranger is a a player. A slight problem that I’ve run people on how they play, not on their sex or largely solitary character, whose abilities into (and that even I cause for the current the sex of their character. Granted, there are geared toward wilderness survival. GM) is cheapness. Any weapons, armor, or haven’t been many women involved in Their exclusive two-handed fighting style equipment store our adventuring party FRPGs, but those that did participate played necessarily takes more practice and expe- goes into, our characters end up robbing. just as hard as any man (or boy). Also, all rience to perfect, hence a higher experi- Bounty hunters and such have had no the DMs that have run dungeons I have ence point progression. They also gain progress, nor has anything I (or the other played in over those 18 years have always Tracking proficiency automatically—which GM) could think of. welcomed friends, girlfriends, wives, and increases automatically with level. Also, if No one plays “good” characters (they’re children—the more the merrier! your party has spent any time at all in the boring), and no one has any problem with I have only a single piece of advice for wilds and has not encountered an ani- a few extra XP for killing a shopkeep and those (men and women) who find this sex- mal—threatening or not—something is his help or the act of cutting down a few ism offensive: if you find that the group wrong. Even if the beast was hostile, a town guardsmen. Even “No Weapons in you are currently in is a Boyz Club, join ranger would not seek to do it harm, but City” laws are countered by a simple invis- another group or start your own. There would attempt to soothe it if at all possible. ibility spell. are usually several in progress that are Overall, the ranger class has no real I’m asking any GMs with any thoughts looking for players in your area (and not flaws. No, it is not the most powerful or ideas on helping me: Please help! one posting will state “Girls need not class—nor is it designed to be. It is, how- Hussain Adulhaqq apply”). If “Forum” is any indication, lots of ever, arguably the most diverse, and can No address given DMs out there are looking for a few good be rewarding if played well. players, not just men. Finally, as a male, I would like to say Very few things have caused me to write Steven A. Greenfield that I do not feel threatened by female letters in my life, but the latest “Forum” 5224 Bevans Drive players, or GMs, for that matter. In fact, I with its header “Why do most men feel San Jose, CA 95129-1803 wish I had the opportunity to play with threatened by women players?” (issue more female gamers. I encourage both #219, July 1995) was too much. I am writing because I have noticed a dis- those established players and those strug- I have always gamed with women (or turbing lack of quality in TSR products in gling with troublesome situations. One girls) in our groups and always found them the past few years. It seems that the main word of advice for Denyse Zane: Logic. If accepted and welcomed. Maybe it’s due to goal now is to make money rather than you have reasons for your rulings, explain how I was raised. Or maybe the groups I quality gaming products. In particular: them! Explaining how you came to a deci- gamed with over the years were more inter- there have been three printings of the sion can go a long way when faced with ested in friendships and sexism simply was FORGOTTEN REALMS® campaign setting arguments. Sometimes players need a not tolerated. I can’t really say. I know this, with basically the same information, pack- firm hand, but don’t get defensive about though: since 1977 when I was invited to ages are getting more complex (and expen- your decisions; stick with them when you feel you are right. Players who argue and get their way will be that much more prone to dissention the next time they get a bit of bad luck. At any rate, good luck. Jason Johnson New Hope, MN

How much does your character really weigh? The weight of a healthy human is the sum of bones, organs, muscle, and fat. For a 72” human in good health, the bones and organs weigh close to 100 lbs. with only minor variation. Since the body is three- dimensional, the bones-and-organs weight of a miniature human should vary with the cube of the height. However, since muscle mass is even easier to approximate, since it varies directly with the force the muscles can exert. This can be approximated by maxi- mum press (given on the Strength Table in the Players Handbook) divided by two. We may now suppose that additional body weight is palpable fat. The lean body weight of a character is given by the following for- mula: weight (in lbs.) = 1.35 x height (in inches) + maximum press/2. You’ll find that this works quite well for real-life teens and adults, whether this is a 240 lbs. steroid monster with Strength 18/50 or a gangly 125 lbs. teenaged champion run- ner. Contrary to myth, a man needs no pal- pable body fat, while most doctors seem to think that about 10 lbs. is best for a woman. Ed Friedlander, M.D. Kansas City, KS

DRAGON 67 sive) like Forest Maker— and are lacking perspective; so that the FORGOTTEN to set the tone rather than create conform- material illustrations are overtaking mater- REALMS would not be so Disneyfied, and ity. But authors are forgetting this is an ial (as in the PLANESCAPE™ MONSTROUS so one could escape the Companions of interactive game-they appear to be going COMPENDIUM® Appendix), traditional the Lance’s presence in DRAGONLANCE® on their own fantasy trips, never to return, campaign settings are being discontinued, Adventures-and you would not need to Children are not the only players. Adults adventure modules are being printed with read so many novels to understand the do not need their imaginations pro- a comically low level of quality (like Crystal setting. Different authors might also make grammed, and pretty pictures do not pro- Spheres for the ® setting), the campaign seem less des- vide an active and creative experience. I do and prices are generally going up ($30 for perate and unfriendly. not like to see the ADVANCED DUNGEONS the PLANESCAPE™ box!). The RAVENLOFT® setting is too mind- & DRAGONS® game become a fad, because Why did the hard- lessly horrific. I am sure most liberal- I know if TSR forgets the point of role-play- back“. . . slip into the abyss. . .” (issue#207, minded players would never want to go to ing games, dependable consumers will go page 51)? Although the illustrations were the RAVENLOFT demiplane in the first to other gaming companies, What will hap- fantastic, the PLANESCAPE setting con- place, and I know from experience most pen to TSR when it’s no longer cool? tained very little information that would players regard entering the mists a curse If this was merely all my opinion, I allow quick and easy play without reading by the DM-they quickly lose interest in would probably keep it to myself. I run a the whole boxed set. It is hard to impro- playing. A creative DM, however, could run role-playing club at Atlanta College of Art vise without deviating from the highly a campaign where the players never sus- here in Georgia, and the members here as detailed style presented. The PLANESCAPE pected they were in the vampire-filled well as the members in my hometown in campaign should have been a player’s realm of madness, where the chance to Florida express the same opinions. Since guide, and cheaper. A “general rules” edi- lose their hard-earned levels quadruples. they are consumers, and inspiration for tion could be released with or Unfortunately, in realms such as potential buyers in their hometown, I Carl Sargeant as author. That way it could RAVENLOFT, where the DM is encouraged believe they deserve to be heard. I have be played without having to buy each to run his campaign in a certain style, cre- been playing and DMing AD&D games accessory, but I am sure that ties into mak- ativity is not stressed—instead the DM since I was 5 (!) years old, and I dread the ing money as well. must fill in the common sense that is lack- day (if ever) my players suggest an alter- I believe the lack of sales in the discon- ing in the setting. What do the inhabitants nate gaming system from another compa- tinued settings could have been prevent- think of where they were as compared to ny to play on a full-time basis. Will the next ed. The WORLD OF GREYHAWK® cam- where they are now? What about their club president abandon the AD&D game? paign could have used Elminster-like sup- opinions of neighbors? Koby Bryan port from DRAGON Magazine, and I know the playing styles and settings Atlanta, GA SPELLJAMMER could have used better were initially meant to be used as tools, but adventure authors. In general, switching now they seem to be limitations. This sti- This letter is in response to issue #206. authors on projects would be healthy. It fling “packaged imagination” is present in Although I am only a mildly experienced would give each setting a different every new product. I believe it is intended AD&D player, having spent more time on Palladium than Toril, I too have suffered as a referee from power gaming, as is the case of a player whose gnome charged kami- kaze style at an , to have his late illusion- ist replaced by an ogre thief (which just had to be the same level as the rest of the PCs), I found the advice highly instructive. I decided that the local order of holy knights might just be genealogically chal- lenged homicidal maniacs, when it came to their dealings with humanoid law- breakers, and promptly set about strewing examples in the PCs’ path. The second method of curbing power play was to use the hints on a hoard being the start of an adventure, as described some issues back (“Something Completely Different" by Bruce Humphrey, issue #179). A much-lamented dragon failed to escape a lucky quarrel at extreme range, and his treasure included a large number of beau- tifully sculpted platinum figurines. These figurines were the heraldic “sweetheart brooches” of fallen knights, given away by the late heroes’ fiancees, as per national custom. All it took was one grieving contes- sa who saw a brooch in a pawn shop—by explaining how it got there after being refused by four reputable jewelers and the fence is telling the city guard what he thinks they would like to hear. Alternatively, try selling the heirlooms back to grieving families. To get two or three role-playing sessions out of an occasional gory hack- and-slash session, which everyone enjoys from time to time, either as a weapons and

68 SEPTEMBER 1995

tactics buff and a strategist or as a gore All players (young and old) of the fanatic or by innovative spell use, which DUNGEONS & DRAGONS® game in all its ever happens to be your preference. various forms have heard all the hoopla The next point I’d like to raise is about and excitement over intelligent, or at least dragons. Spell-using dragons make great sentient, weapons. As a matter of fact, hedge wizards or alchemists when poly- most of us probably have them in one morphed, allowing them to collect and another of our characters. What about dispense fortunes in magic and gold. sentient armor? I have a few ideas myself Using the idea of a powerful city magical and I’m sure others out there do too! guild, which has a great deal of political Come on people, let’s get cracking and get clout, as a leading tax contributor, major those ideas rolling in. Why have a sword defense contractor and employer in ser- that tells you where treasure is when you vice industries such as glassmaking, can have a set of chain mail that produces weaponsmithing, and jewelry manufac- a dragon’s roar three times per day? It ture. If the guild council has a dragon or would work great for those non-magic two on the board, when a PC discovers wielding warriors facing 100 hungry this and “blows the whistle,” the character ogres. (Just don’t let the command word could well find himself disbelieved: slip in a tavern full of hungry sailors!) “Obviously the strain of magic was too What about field plate with the ability to much for the poor fellow’s mind.” The warn of a creature with hostile intentions character might have to escape from the in a 10’ radius? The possibilities are end- local asylum for the criminally insane, less, and the armor doesn’t actually have might be imprisoned for slander, and to be sentient, just magical. It also elimi- being broken out with only one way to nates the problems players experience clear the characters’ names or dodging when (no offense) nasty DMs don’t want to dragon-financed assassination attempts to give players the advantage of sentient silence the character, all depending on the weapons in a room full of 100 ogres. dragons’ alignment and inclination. Steve Bitz J. B. Pollard San Jose, CA No address given

70 SEPTEMBER 1995

new level, Lords become the embod- iment of their own particular brand of chaos, and no two Slaad Lords share a similar expression of chaos. The lifespan of the slaadi varies. Inexplicably and quite mysteriously, when a slaad has reached a certain age, it instinctively travels deep into Limbo. A lucky few advance in status to a higher form of slaad, but the majority never return and presumably dissolve into their base essences to merge with the primal forces of the plane. Not so for the Slaad Lords, whose unique status also grants them immortality. They need never worry about being reduced to their base essence unless slain in combat. For this reason, Slaad Lords never fight to the death. In fact, it is believed that no Slaad Lord has been slain in mortal combat—yet. Whether or not a slain Slaad Lord’s essence can reform into its original death slaad self, or even return to any form at all, is debatable. Lesser and greater slaadi slain in combat are forever destroyed, but this may not be the case for the Slaad Lords. Perhaps nothing is impossible for the Lords of Chaos on the plane of ulti- mate possibility.

Ssendam, Slaad Lord of Insanity, is the old- est and most powerful Slaad Lord. She floats freely in the roiling chaos-stuff of Limbo, a huge golden amoeba devouring anything that comes too close. Her glisten- ing gelatinous shape supports four fully- developed pseudopods. Ssendam has never been known to leave Limbo, and it is said that she is forever contacting the minds of mortals on other planes to render them mad. She seems to have little concern for the slaadi race, or for anything else, for that matter. Ssendam has two other forms, but she rarely appears in them. She assumes the form of a huge golden slaad when near the Spawning Stone. Her other form is of a golden-skinned female war- rior. In game terms, Ssendam has Strength of 23, Dexterity of 16, Constitution 18, Intelligence and Wisdom of 0 (unratable), The closest things that the slaadi have to mightier green, gray, and death slaadi, who and a Charisma of 18. deities are the self-styled Slaad Lords. are better able to impose their will on the Combat: An incredibly vicious combat- These lords are neither deity nor demi- lesser slaadi precisely because of their ant, Ssendam is nearly unbeatable. Those god but are, however, powerful beings in enhanced abilities. When any slaad can who don’t flee have assuredly doomed their own right, much like the Abyssal more freely accomplish what it wishes and themselves. In her amoeba shape, Ssendam Lords and the Lords of the Nine. not what others wish of it, that slaad fights with her four pseudopods and may As the mirror image to the rigid order of defines itself as an individual to a greater target up to four opponents each round. Mechanus, Limbo is a plane of unre- degree. But no slaad could hope to become Any opponent hit by three pseudopods in a strained chaos. Here anarchy crushes law, a true individual if it is part of a rank. single round is held fast and drawn inside randomness replaces predictability, free- To escape this structure, some death Ssendam. A victim “eaten” this way suffers dom usurps enslavement to rules, and slaadi drive themselves to explore an 3d12 hp corrosive damage per round from individuality triumphs over conformity. As aspect of chaos that they hope will grant Ssendam’s digestive acids. Eaten characters natives of Limbo, the slaadi exemplify them a unique identity and endow them cannot take any physical action while inside chaotic neutral behavior in all its forms. with incredible abilities. During this time Ssendam. Any ingested character who is Inherently free, slaadi revel in unrestrained of investigation (a little understood and reduced to 0 hp is completely dissolved, chaos. Real freedom does not exist, how- extremely perilous process), a death slaad making resurrection impossible. When ever, for the weaker red and blue slaadi, may leave the ranks of slaad conformity to fighting in her slaad form, Ssendam’s pow- because they are constantly bullied and become a Slaad Lord—a unique being erful claws and bite bring down her oppo- dominated by the stronger slaadi. True infused with power and chaotic purpose. nents. In either form, a victim hit by more freedom exists solely for the ultimately To date, only four death slaadi have than one pseudopod or both claws powerful. This is more obvious with the achieved this status. By ascending to their (depending on Ssendam’s current form)

72 SEPTEMBER 1995 must make a successful saving throw vs. spells or suffer the effects of a mindshatter spell (from the Tome of Magic). Ssendam has the following abilities, usable at will: cloudkill, continual light, darkness 15’ radius, detect magic and invisibility, energy drain (3/day), ESP, flamestrike (double strength), know align- ment, locate object and person, any power word (3/day), shapechange to amoeba or elf form, symbol of insanity (3/day), tele- port without error, unholy word, and wind- walk. The Lord of Insanity can gate in 1 death slaad per turn with a 100% chance of success. Ssendam is immune to psion- ics and enchantment/charm spells that affect the mind. Followers & Resources: Ssendam has no followers, at least none that she cares for. All slaadi and other inhabitants of Limbo who know of her existence avoid Ssendam, lest they become her next meal. Visitors to Limbo are cautioned to avoid any large amorphous yellow goo. It is rumored that Ssendam grows strong by feeding on the psychic trauma of insane beings, especially those in whom she caused madness. Plots & Goals: When Ssendam was a green slaad, she saw insanity as the per- fect expression of chaos. Obsessed with madness, she imbued herself with its essence to become a Slaad Lord. In her own way, she contributes to chaos by introducing insanity to stable environ- ments. After all, crazies rarely do anything lawful. By introducing madness into an army, a family, or a village, she guarantees that chaos inevitably follows. Ssendam does not advance any goal except to ren- der the multiverse insane, one being at a time. For the most part, she remains an enigma, and her methods for reaching out across the planes to touch the minds of others from Limbo is unknown.

Ssendam Ygorl Chourst Rennbuu CLIMATE/TERRAIN: Limbo Limbo Limbo Limbo FREQUENCY: Unique Unique Unique Unique ORGANIZATION: Solitary Planar Ruler Solitary Solitary ACTIVITY CYCLE: Any Any Any Any DIET: Omnivorous Omnivorous Omnivorous Omnivorous INTELLIGENCE: Non (0) Supergenius (22) Genius (19) Supergenius (20) TREASURE: Nil V(x4) Nil Y,Z ALIGNMENT: Chaotic Neutral Chaotic Neutral Chaotic Neutral Chaotic Neutral NO. APPEARING: 111 1 ARMOR CLASS: —10 —9 —9 —7 MOVEMENT: 18 12 12 12 HIT DICE: 41,251 hp 35,220 hp 28, 188 hp 26,174 hp THAC0: 1 1 3 3 NO. OF ATTACKS: 3 or 4 3 or by weapon 3 3 DAMAGE/ATTACK: 3d10+11/3d10+11/2d20 3d8+9/3d8+9/2d12 3d8+8/3d8+8/2d12 3d6 + 7/3d6 + 7/2d10 or 2d12+11(x4) or 8d6 + 9 with scythe SPECIAL ATTACK: Spells Spells Spells, Instability Spells, Transmutation SPECIAL DEFENSE: Immunities, +4 or better Immunities, +3 or better Immunities, +3 or better Immunities, +2 or better weapon to hit weapon to hit weapon to hit weapon to hit MAGIC RESISTANCE: 90% 95% 80% 85% SIZE: H (20’ tall) H (15’ tall) H (22’ tall) L (12’ tall) MORALE: Fearless (20) Fearless (20) Fearless (19) Fearless (19) XP VALUE: 47,000 37,000 28,000 25,000

DRAGON 73

A final odd characteristic of Ssendam is other harmful necromantic magic. Shkiv so he created the Spawning Stone. Derived her apparent tie to the Spawning Stone. At is always at his master’s side and fights to from the purest essence of Limbo and times she is seen floating around the the death for Ygorl, using his abilities as a given shape and stability with powerful Stone in her slaad form. Based only on an great wyrm to full effect. enchantments, Ygorl designed the old legend, sages suspect that Ssendam is Followers & Resources: To Ygorl, all Spawning Stone to contain the essence of the self-appointed guardian of the slaadi are living tools under his dominion, the slaad race, binding all slaadi to it. The Spawning Stone. The legend tells of a meant to bring chaos and entropy to the existence of the Spawning Stone has pro- large pack of vrock who gathered at the multiverse. Ygorl has no true followers, vided a point of convergence for the slaadi, Spawning Stone to eradicate the death but most slaadi would rather obey Ygorl’s a gathering place for them to rally around slaad once and for all. The numerous orders than be swallowed whole for and greatly increase their numbers. vrock had overpowered and killed four of ignoring them. Ygorl rules in this manner Ygorl’s fortress is one of the most the death slaadi when a massive, golden as best as one can in a plane of absolute unusual structures in the bizarre land- slaad suddenly appeared and dove into chaotic neutrality. scape of Limbo. The building’s appear- the crowd of vrock. Ssendam bit the head Ages ago when Ygorl became a Slaad ance changes constantly to suit the whim off one vrock, ripped another in half, Lord, he reasoned that even chaos needed of its lord; one moment it appears as a squashed a third under her foot—all in a focus, a source from which to flow, and rough hewn cavern, the next as a dese- the first flurry of combat. When the golden slaad was finished, she allowed the sole surviving vrock to limp back to the Abyss. Much time passed before the tanar’ri returned to Limbo.

YGORL, LORD OF ENTROPY Technically considered the planar ruler of Limbo, the reclusive Ygorl resides in an ever-changing keep that drifts haphazardly in Limbo’s chaotic currents. The other Slaad Lords have never challenged his authority, probably because they are too chaotic to concern themselves with ruling anything, or possibly because Ygorl makes few demands on his domain. Ygorl resembles a huge, skeletal, winged slaad of blackened, charred bones. He can shapechange into the form of a dark- skinned human male warrior adorned in adamantine armor, but he takes this shape only when outside Limbo. Ygorl’s mount is the great wyrm Shkiv, an ancient chaotic neutral brass dragon of maximum abili- ties. Unlike most brass dragons, Shkiv is coldly neutral and uncaring except in mat- ters concerning his lord. Ygorl was the second Slaad Lord to emerge after Ssendam, and he appears to be the second most powerful. Ygorl has a Strength of 21, Dexterity 18, Constitution 17, Intelligence 22, Wisdom 19, and Charisma 12. Combat: Ygorl has the following abili- ties usable at will: advanced illusion, blink, darkness 15’ radius, death fog (3/day), detect magic, detect invisibility, energy drain (3/day), ESP, fear, flamestrike (double strength), know alignment, continual light, phantasmal killer, power word kill (3/day), shapechange into human form, sleep, symbol of hopelessness (3/day) and unholy word. Ygorl can gate in either one death slaad or two gray slaadi (35%/65% of either) once per turn. He wields an adamantine scythe +5 viciously in battle. The scythe has glowing runes on its han- dle that spell out “DEATH” in the ancient slaad tongue. Any being struck by the scythe must make a saving throw vs. death magic or be instantly slain or disintegrat- ed (50% chance of either effect). Even with a successful saving throw, the scythe still delivers 8d6 hp slicing damage to the vic- tim. If Ygorl wills it, the scythe disinte- grates inanimate objects with a touch. Ygorl is immune to death magic and all

DRAGON 75 crated temple of broken marble. Ygorl’s uniquely entrepreneurial style, Ygorl sumes death slaadi who seem close to mental control over the fortress is oversees the ever-growing slaadi race and evolving into a Slaad Lord. Through forced absolute. The building literally shapes ensures the spread of chaos. anonymity and low numbers, Ygorl strives itself to his will. Any person attempting to Of all the Slaad Lords, the secretive to perpetuate the mystery of the Slaad flee the fortress soon discovers that all Ygorl desires most to discourage the wide- Lords. corridors eventually lead wherever Ygorl ly held notion that the Lords are actually Ygorl ignores Ssendam (rather easily, wants them to lead. deities. All slaadi have been commanded actually), enjoys Chourst’s company at Plots & Goals: Death, decay, and disor- by the Lord of Entropy to devour any cut- times, and despises Rennbuu because he ganization are the elements of entropy ter who inquires about “slaadi deities.” has not yet figured out how the young that Ygorl most desires to force down the Ygorl believes that if knowledge of Slaad upstart gave him the laugh to become a throat of the multiverse. He believes that Lords becomes too widespread, planars Slaad Lord. Ygorl would have devoured this brand of chaos is best delivered to and primes alike will think that they are Rennbuu as a death slaad rather than allow other realms by the truest agents of chaotic just another caste of slaadi to toy with. him to develop. However, Ygorl gives the neutrality—the slaadi. Ygorl cannot be bothered with fending off colorful Rennbuu a wide berth because he As the Lord of Entropy, Ygorl directs the the inevitable host of adventurers that fears his ability to alter slaadi. Ygorl has death slaadi to organize the mass spawn- would seek to best a unique slaad. been grooming one death slaad, Sorel, as ings of the blues and reds in Limbo. These Consequently, Ygorl seeks to keep the his lieutenant, despite his personal standing hordes of slaadi are then unleashed on number of Slaad Lords very low; the mul- order to consume aspiring death slaadi. In the battlefields of the Blood Wars and the tiverse is full of hotheads who have noth- the near future, Ygorl hopes to unleash prime worlds to incubate the wounded ing better to do than try to prove some- Sorel, the newest Slaad Lord, as the Lord of with slaadi egg-pellets. Through this thing. As a result, Ygorl seeks out and con- Anarchy and Limbo’s latest instrument of chaos. Sorel, a true anarchist, enjoys employing secret agents to spread anarchy via terrorism and acts of sabotage designed to break down lawful societies. She is quite popular with the leaders of the Revolutionary League, many of whom are often involved in her deadly schemes.

Chourst is the incarnation of chaotic unpredictability, the erratic Lord of Randomness. At one moment Chourst is tearing some githzerai to pieces, the next moment he is stopping to smell a flower. Chourst remains in Limbo most of the time because he finds the primal soup very soothing. He enjoys occasional forays into other planes for a change of scenery and a new place to wreak havoc. Chourst is the third of the Slaad Lords and cares little of the affairs of other slaadi. He is too chaotic and independent to worry about anything other than his own whimsical passions. Chourst appears as a gangly, 20’-tall, chalk-white slaad. Chourst’s other forms are unknown. The Lord of Randomness has a Strength of 20, Dexterity 18, Constitution 18, Intelligence 19, Wisdom 18, and Charisma 15. Combat: Chourst is an odd combatant, because most fights don’t hold his atten- tion long enough for him to finish them. Instead, he forsakes the battle halfway through for something else that catches his eye. However, Chourst never allows himself to come to harm by ignoring a dangerous threat, and he disables or kills anything he perceives as harmful. Chourst has the following spell-like abilities, usable once per round at will: advanced illusion, astral spell, chaos, cloudkill, confusion, darkness 15', detect magic, ESP, fear, flamestrike, light, solid fog, any symbol (3/day), and windwalk. Chourst’s very pres- ence dissolves chaos-shaped land in Limbo (affecting all land within a 30’ radius of the Slaad Lord). Dissolved land reverts to its primal form. Consequently,

76 SEPTEMBER 1995 spells cast within 300 of Chourst always with at least one victim of Rennbuu’s artful once per round at will: advanced illusion, trigger a wild surge, even outside Limbo, hand during their many travels, for the color spray, darkness 15’ radius, ESP, to which Chourst is immune. A successful Lord of Colors is a very busy Slaad Lord. flamestrike (3/day), know alignment, light, hit or bite by Chourst confers corporeal Rennbuu has a Strength of 19, Dexterity 19, planeshift, prismatic spray (2/day), prismatic instability to the victim, who must make a Constitution 18, Intelligence 18, Wisdom wall (2/day), rainbow pattern, any symbol, saving throw vs. spells or suffer effects 19, and Charisma 20. (3/day) and windwalk. The Lord of Colors identical to the touch of a chaos beast. Combat: Rennbuu prefers to fight tough can gate in 6-8 red slaadi (50% of the time) (See the Planes of Chaos monster booklet battles with spells and magic items, but he or 5—6 blue slaadi (50% chancel once per for details.) This affects all living creatures will not hesitate to use both claws and a turn with a 95% chance of success. except modrons, who must save vs. spells bite when closing in melee. Rennbuu has Rennbuu can magically transmute any or become Chaotic Neutral (creating a the following spell-like abilities, usable creature’s or object’s natural color into rogue modron). In Limbo, Chourst can gate in either one gray slaad (40% of the time) or two green slaadi (60% chance) once every turn with a 90% probability of success. Followers & Resources: Chourst has neither followers nor resources. Knowledgeable members of the Xaositect faction admire the Slaad Lord for his truer understanding and apparent appreciation of chaotic randomness. Even the Xaositects, however, prefer to admire Chourst’s perfection from afar. Plots & Goals: Chourst has only one desire: to indulge himself indiscrimi- nately. This behavior is more often destructive than anything else, because Chourst lacks the focus to create or build anything of significance. Ygorl approves of Chourst’s senseless behavior because it contributes to chaos and entropy. Outside Limbo, a wildly zigzagging trail of haphaz- ard destruction might just be the recent passing of the Lord of Randomness. Chourst revels in his power to disrupt chaos-shaped terrain and frequently per- forms cannonball jumps through githz- erai cities and other towns in Limbo just for entertainment. Affected land can be reassembled but not usually quick enough to avoid significant harm. When the githz- erai speak of an unexpected and unpleas- ant event they often say “It was like a visit from Chourst.” Chourst’s one and only visit to Mechanus caused incredible mayhem and disorder on that plane. Rogue modrons of all sorts popped up throughout the plane; weeding them out was painstakingly work for the pentadrone police. Chourst barely escaped the plane alive after Mechanus’ most important ruler, Primus the One, personally appeared to deal with the inter- loping Slaad Lord. Chourst is still a dan- gerous and wanted outlaw in Mechanus.

Rennbuu is the flamboyant and stylish Lord of Colors. He appears as a 12’-tall, gaunt slaad whose skin color glows and swirls in scintillating, radiant hues. Unlike normal slaadi, Rennbuu sports a long, fraz- zled mane of stark white hair. The newest of the Slaad Lords, Rennbuu is perhaps the most cruelly sadistic and maliciously capri- cious of them all. Rennbuu roams Limbo and the planes changing the colors of things and beings. Most experienced travel- ers in the multiverse report crossing paths

DRAGON 77 another color of his choosing simply by artistic touch. He is knowledgeable about 5. A member of a lawful faction in Sigil touching it. Color changes can be either many planar and prime art forms and can wants to gain Primus’s favor. She figures permanent or temporary, and they are converse for hours with anyone who pos- that if she can bring in Chourst’s head on dispelled only by a wish. Temporary sesses expertise in any art. a pike, she might receive some political effects wear off at a random time: some- clout and favors from Mechanus. Chourst times seconds, sometimes in months or in Adventure Hooks is still wanted in Mechanus for past years. The new color can be any hue and crimes. The party is hired and dispatched pattern that Rennbuu chooses, including Dungeon Masters should not introduce on a hunt for Chourst. Chourst, of course, solids, spots, stripes, etc. The pretentious the Slaad Lords into a campaign as simply does not want to be found, and may try to and splashy Rennbuu also enjoys taunting another monster to bash. Each Slaad Lord turn the party against their patron; chaot- his foes in battle by ridiculing combatants has its own unique form of chaos, an ic PCs may be won over by his arguments. while flailing away with sayings like: aspect that defines it as a powerful chaotic “There, you look much better in (blood) being. This chaotic element should always red,” “Your armor is cheap but it suits be obvious to characters dealing with a you,’ and “I really hate that color on you— Slaad Lord. Only high-level adventurers try this.” Additionally, Rennbuu is immune should meet the Slaad Lords; others are to all illusion/phantasm spells. On the likely to be destroyed. A few suggested plane of Limbo, Rennbuu wields an awe- adventure possibilities involving the slaadi: some power that makes all greater slaadi 1. A party member loses his sanity (from Rumblings fearful: He can transform a slaad of one the winds of Pandemonium, a spell effect, Continued from page 54 type (color) into another type. or a madness check, for example). Followers & Resources: Rennbuu Attempts to cure the poor soul all fail MORTAL KOMBAT* goes live this fall maintains a sizable staff of red and blue because Ssendam has touched the char- with a 200-city tour of the first ever inter- slaadi in his pristine and impregnable acter’s mind (though no one else knows active high-tech show based on one of the gallery deep inside Limbo. This staff obeys this). Based on the ramblings of their mad most popular video games around. The their master’s will mostly out of fear, but comrade (“golden, pretty blob” and show features gymnastics, stunts, special partially because they hope to be promoted “where frogs dwell free,” and so on), the effects, and illusions, but it focuses on the to a green slaad or better by pleasing their party ventures to Limbo in an attempt to sport and discipline of martial arts. And if lord. Rennbuu’s gallery is filled with his restore their friend’s sanity. First they you still haven’t had enough, MORTAL past and present artwork. Entire rooms, must learn where the Lord of Insanity is, KOMBAT 3* for your Super NES, SEGA, even whole wings are devoted to his then they must learn to bargain with her Game Boy, and Game Gear Platforms creations. These pieces are carefully without being destroyed, or how to regain debuts on Friday, October 13. guarded as Rennbuu is proud and posses- their friend’s sanity by force (quite a trick). sive of his many accomplishments and Will meeting with the golden amoebae Fractal Dimensions, creators of the play- likes to see his work preserved. Any art free their friend or doom the entire party? by-mail game, A DUEL OF A DIFFERENT that Rennbuu finds especially pleasing is 2. The party decides to investigate some COLOR*, have signed a licensing agree- brought back to his gallery for display. recently acquired information about an ment with Scott J. Compton to publish his Most red and blue slaadi revere enigmatic “Chaos Lord” who is behind a internet freeware RPG called SORD, The Rennbuu as the only being who can slaadi raid on the Prime. The trail leads to System of Role Development*, this win- change their lot for the better because of Limbo and a mysterious keep owned by ter. To follow are supplements for science his ability to transform slaadi. Green, gray, that lord. What did the slaadi want on the fiction, fantasy, and herbalists. Scott will and death slaadi avoid the Lord of Colors Prime? Did they get it? Can they keep it? still support the Internet version and keep lest they be turned into lesser slaadi. 3. A pink elf approaches the party and updating the information. Fractal Rennbuu could simply not care less. wants to hire them for an assassination. Dimensions will also publish the Australian Plots & Goals: Rennbuu enjoys the may- He was apparently the victim of a colorful game DARK FANTASY* sometime this fall. hem that results when colors change. He slaad’s tricks and wants revenge. The col- takes a perverse pleasure in affecting a orful slaad is supposedly somewhere near Acclaim Comics will issue a special single- being’s life, whether for better or worse. Out Ribcage, coloring the landscape and the issue comic book called Convocations— of pure mischief, Rennbuu often selects col- folk. The party is promised a large sum of A MAGIC: The Gathering Gallery* this ors that he knows will cause the most harm money for a successful job, but the pink elf month. The book is a collection of paintings (white , purple gnomes, plaid dwarves is actually a death slaad colored pink and that spotlight the game’s characters, crea- and so on). Rennbuu would color the whole has no intention of paying the party. The tures, artifacts, and spells while capturing multiverse his own way if given the chance. slaad simply wants Rennbuu dead. If the the essence of . MAGIC card In one typical tale, a horrified gold dragon party accepts but later gives up or fails, the artists Anson Maddocks, Jeff Menges, and returned to her lair to find that her five pink death slaad becomes an enemy. Byron Wackwitz are featured in the comic hatchlings had taken on the colors of the 4. A githzerai diviner predicts that along with fantasy painters chromatic dragons—black, blue, green, red, Chourst will soon visit a githzerai city. and Michael Kaluta. and white. The hatchlings were still gold Since Chourst’s visits are always extremely dragons in every way except for their scales’ disruptive, the githzerai are hiring bands Gold Rush Games has announced that color. Needless to say, the hatchlings all led of outsiders, placing them strategically they will release a 3rd edition of the very difficult lives. around the outside of the city in hopes of BUSHIDO* RPG sometime in 1996. The Like many artists, Rennbuu is occasion- deterring or deflecting the Lord of new edition incorporates elements of the ally gripped by frantic creative moods. Randomness. This may be possible or previous editions, but focuses on the During these moods, the Lord of Colors impossible or the Slaad Lord may not samurai film genre. The core rule book devotes all his time and energy to one par- even show up (so much for divining in will be an extensive overview of Japan ticular activity. For instance, in his “Nature Limbo). If Chourst does show, the party during the 15th-16th centuries. Gold Rush Period,” Rennbuu used a mountain and may be permanently scarred; undoing Games promises to release sourcebooks, an entire forest of gigantic size to create a some of the effects of the Lord of along with campaign and adventure bizarre monument to Mother Nature. Randomness (corporeal instability, magi- books, to support the game. Rennbuu also appreciates style and fash- cal items made sentient, human legs ion, and he sometimes spares a village or transformed into slaad legs) and could *indicates a product produced by a company other passerby who displays good taste from his require a separate mission. than TSR, Inc.

78 SEPTEMBER 1995

Magic for Your Familiars by James R. Collier

Artwork by Bob Klasnich

A familiar is one of a wizard’s major assets, but he is also a major chink in any mage’s armor. Away from the party on patrol or at home, the familiar is a small, vulnerable creature whose loss can crip- ple the mage at just the wrong time. Little wonder, therefore, that much research has gone into devising protective devices for familiars. This article presents a few of the more common ones. Unless noted, all items appear worn and common, just like nonmagical items.

Amulets of Mutual Location: Actually two items, these necklaces are worn around the neck of the mage and the famil- iar. They convey to each the ability to locate the other, so long as they are both on the same plane. The amulets also allow the arrow of direction. If one necklace is do not affect the chance of detection. wearers to deduce the quickest and short- destroyed, the other becomes an amulet of XP Value: 2,500 est path between them, in the manner of an inescapable location; otherwise, the amulets

DRAGON 83 Basin of Disguises: This item can be tools, and in general perform any task a used on any bird, although its full effects monkey could perform, subject to its intel- are only evident on familiars. When this ligence. If the animal is a familiar, its mas- basin is filled with pure water, and a bird ter can trigger the items from a distance, bathes in it, the bird can be disguised to through their mental link. look like any other ordinary bird. Thus, a XP Value: 4,500 falcon can look like a wren, or a crow like Bowl of Dampness: An item specially an . A familiar can be disguised as made for small amphibians, a bowl of any kind of flying creature. The effects of a dampness is a covered bowl 9” in diameter. basin of disguises should be treated as When a cupful of water is poured into the identical to an improved phantasmal force bowl, the bowl keeps the contents damp, spell, cast by an 8th-level mage. even in arid conditions, for 12 hours. Thus, XP Value: 5,000 a mage could transport his toad across the Boots of Manipulation: These items desert without endangering the animal. look like sets of little bags, and they radiate The bowl also preserves amphibians’ eggs alteration magic. When worn by a small in arid conditions, and it can provide a mammal, they have no immediate effect. constantly damp cloth for a lizard man PC. However, when a command word is spo- XP Value: 3,500 ken, the animal’s paws change, acquiring Coat of Adaptation: Like all magical opposable digits like a monkey. The animal animal coats, this coat changes sizes to fit can grasp and carry objects, use simple any four-legged animal, from ferret to wolf. When worn, it acts as a necklace of adaptation for its wearer. XP Value: 1,000 Coat of Slipperiness: When worn, this item’s dweomer generates an aura that acts like a coating of oil of slipperiness. Dispel magic negates this aura for the one round necessary to remove the coat. XP Value: 1,000 Coat of Displacing: Made of displacer beast hide, this black or bluish-black coat must be worn by a semi-intelligent (Int 2-4) or more intelligent creature to function. When the wearer gives a mental com- mand, the coat produces an effect similar to a cloak of displacement. XP Value: 1,000 Collar of Protection: This item provides magical armor for the animal, just as a ring of protection armors a person. The collars range from +1 to +4 protection. XP Value: 700 per +1 of protection. Collar of Defending: This item uses the link between the mage and the famil- iar to give the familiar saving throws equal its owner’s, XP Value: 1,000

84 SEPTEMBER 1995 does it recover hit points. If the bird is a familiar, its master cannot sense its emo- tions, although he suffers no loss of hit points or other benefits. XP Value: 1,500 Legband of Sharpness: Any bird wear- ing this magical ring becomes more dan- gerous in melee: its natural beak and talon rolls gain +1 to attack and damage rolls, and it can strike creatures immune to nonmagical weapons, However, the bird cannot harm creatures immune to +1 weapons. XP Value: 250 Legband of Identity: So long as this band is worn, the bird wearing it is immune to polyrnorph spells. XP Value: 500 Legband of Haunting: This rare and powerful device provides the familiar with a stunning revenge against its killer—the magic of the band brings the animal back as a ghost! The animal ghost conforms to the statistics for a human ghost, but it has twice the Movement Rate, half the hit points, and does half damage. However, aging and other powers are at full strength! The animal ghost can only seek out and attack its slayer, but it continues to do so until it is destroyed or the slayer dies. Once the slayer is dead, the animal’s spirit departs to the Beastlands. (See the (a splash isn’t enough, but a direct hit PLANESCAPE™ setting for details.) with a full vial would be) is affected as by Collar of Freedom: This item protects XP Value: 2,500 dust of sneezing and choking until the sub- the familiar from all enchantment/charm Oil of Repulsion: This liquid, while stance is washed off, but the wearer need and summoning spells, giving the animal odorless in the container, alters the ani- not worry about predators while doing so. a saving throw against the former and mal’s scent when applied, making it XP Value: 200 immunity to the latter. unpalatable to predators, The animal itself XP Value: 500 does not notice the aroma, although it will One final note: Humans and humanoids Dropper of Good Measures: This nar- smell the oil on another animal. A human, cannot gain any benefit by wearing these row tube has a flexible bulb affixed at one demi-human, or humanoid who puts it on items, except where noted. end. When the dropper is inserted into a potion container, the familiar’s species is named, and the bulb is squeezed, two things happen. First, a measure of liquid sufficient for the animal’s needs is drawn into the tube. (For instance, enough of a potion of healing to heal a frog is drawn up if the word “frog” is spoken). Second, all taste and color are removed from the potion, making it palatable to any animal, without altering the beneficial nature of the potion (i.e., the frog can drink the potion and heal). The remaining potion is not affected by the dropper. For reference pur- poses, an animal the size of a dog or wolf requires half a human dose, an animal the size of a cat needs 1/4 of a human dose, and a bird or frog needs 1/8 of a human dose. XP Value: 500 Hood of Suspension: At first glance it appears to be an ordinary falcon’s hood, but this item’s magic places the bird wear- ing it into suspended animation. The bird requires neither food, water, nor air. Its body stiffens and hardens magically, so it makes all saving throws as rock crystal until the hood is removed. The bird is immune to enchantment/charm, summon- ing, and necromantic spells. For the bird, no time seems to pass. It does not age, nor

DRAGON 85

Brighter than diamonds, sharper than glass by Rudy Thauberger

alla unwrapped the glass shaft and handed it to Quarr. “Be careful now,” she said, “If you grip it too tightly the edge will cut you to the bone.” Quarr held the glass in the palm of his hand, watching the light of the fire play of its surface. The edges were straight and remarkably sharp. “It’s beauti- ful,” he said. Talla sneered. “Beautiful,” she said. She leaned close and pulled back her hair. A web of scars ran down the side of the half- elf’s face, from the tip of her ear to her jaw, each scar running across half a dozen others. “Is this your idea of beautiful?” Quarr stared, afraid to speak. He looked down at his feet until Talla settled back next to the fire. The ranger made him ner- vous. He had paid her a fortune to teach him how to survive in the wilderness. As a merchant, he felt that the knowledge would serve him well on long caravan journeys. So far though, all she had done was drag The living tissue of the crystal spider essential nutrients it needs to manufac- him out into the desert and scare him with has a vaguely spiderlike shape when ture the two substances necessary for its tales of monsters he never knew existed: removed from its shell, but it is soft, bone- long-term survival: first, a sticky goo that kirres, agony beetles, sand cacti. After a less, and capable of only rudimentary hardens into a tough, sharp-edged crystal; week of it, he wanted nothing more than to movement. The body is a round seg- and second, a powerful acid that dissolves return to the relative safety of Balic and mented sack with eight long and several the crystal and serves as the source of the never leave again. short ganglia extruding from it. These creature’s poisonous venom. Talla seemed to sense his anxiety. She ganglia extend into the creature’s legs, The spider uses these two substances to smiled. “Ah, but you are correct,” she said, mandibles, and sensory organs. While build it’s shell. The crystal coats the spi- “A crystal spider standing in the heart of its safely hidden inside its shell, the spider’s der’s body and ganglia, building up layer web is one of the most beautiful sights I’ve tissue is transparent, except on those upon layer, shaped by judicious applica- ever seen, and very nearly the last. Listen occasions when the creature has recently tions of the acidic venom. Once completed, closely now, merchant, for I will tell you all fed on blood. At these times, the tissue the shell is animated by the spider’s psionic I know about this terrible beast.” turns faintly red, bringing a blush to its powers. The animation takes the form of a crystal shell. Once the tissue is removed telekinetic field that radiates from the crea- The first thing you must understand from the shell, it blackens rapidly, espe- ture’s ganglia. In moments of crisis, the about the crystal spider is that it may not cially if exposed to direct sunlight. spider strengthens the field, creating a bar- be a spider at all. Its crystalline shell and The shell itself both supports and pro- rier against missile attacks.1 glass webs are unlike those of any other tects the soft tissue, allowing the spider to The shell is several feet thick in places, spider on Athas. Most sages suspect that it move while shielding it from exposure. The giving rise to the notion that the creature is a creature of magic, created by a defiler tissue is nourished largely by sunlight, and is entirely made of crystal. The joints are or perhaps even a sorcerer-king as a the spider can survive for extended periods lubricated by a diluted form of acid weapon. Others claim that it is a mutation, on nothing else. The hard outer shell is venom, which allows the spider to move spawned by the rigors of the Athasian crucial to the spider’s survival, focusing quickly and silently. Most spider hunters, wilderness. Even others say that it is a and amplifying the sunlight so that the spi- in fact, underestimate both the speed and creature from a different world, or that it der gains the maximum benefit from every the amount of noise a spider makes, was a spider once, but has since become moment spent under the sun. The shell thinking that something so big and solid something else. Its appearance is merely also retains heat, allowing the spider to should be clumsy and noisy. They fail to an echo of its heritage. remain active at night. realize that, since the motive power of the Most travelers, when they first see a crys- In spite of this highly efficient feeding sys- creature comes from psionics rather than tal spider, are astonished by its beauty. In tem, the crystal spider periodically needs to muscles, the spider can move with uncan- full daylight, the spider scintillates with ingest the blood of living creatures. Some say ny grace and precision. Fortunately, the every color, shimmering like a desert that it actually requires the blood of crystal shell is vulnerable to shatter spells mirage. It resembles a creature of living humans. The spider may prefer human and other magic that affects glass and glass, magical and—like much that is beau- blood, but I suspect any animal’s blood will glasslike substances.2 tiful on Athas— extremely deadly. Few real- do. What is certain is that without an infu- In combat, the spider’s crystalline ize that most of what they see is, in fact, not sion of blood at least once a month, the forelegs inflict great damage and are living tissue at all, but an unliving crystalline crystal spider weakens and eventually dies. remarkably strong. The creature’s bite is its shell animated by the power of the Way. Blood provides the spider with the most feared attack, due to its venom.

DRAGON 87 88 SEPTEMBER 1995 Because the spider’s venom is highly raw material for short blades, such as Notes acidic, it quickly destroys all the flesh it knives and spears, as well as arrowheads. 1. DMs may opt to substitute the touches. Most victims die quickly and in Once removed from the care of the spider, Telekinetic Barrier power described in The great pain, and those who survive suffer the glass grows brittle unless polished and Will and the Way for the Inertial Barrier terrible burns from the acid and are often lubricated with oil. The blades must be power normally used by the spider. crippled or disfigured. If that were not replaced regularly because they tend to enough, the spider’s telekinetic powers shatter after being wielded in combat a 2. Other spells that can affect the spi- extend to fine control over the very light it few times.5 der’s shell include shout, which inflicts feeds on. The crystal spider reproduces only once 6d6 hp damage, and glassteel, which actu- The spider’s ability to control light has in its lifetime—just before it dies. In order ally improves the armor class of the crea- several functions beyond combat. It uses to reproduce, it weaves a large hatching ture to —4. the power to communicate, to hide itself in web. Like its regular web, the hatching shadows, and to illuminate its surround- web is carefully positioned in relation to 3. By manipulating light, the spider can ings. When combined with the creature’s the sun, allowing the spider’s gemlike duplicate such spells as color spray, danc- glass webs, the power becomes deadly. eggs to absorb a maximum amount of ing lights, phantasmal force (spider’s The crystalline webbing, on its own, is energy. The web’s razor-sharp edges deter image only), and mirror image (1d4+1 dangerous enough. Sharper than an obsid- most predators from raiding the eggs. images). ian blade, it is also nearly invisible. Because The crystal spider does not actually lay the spider doesn’t hang from its web like eggs. Instead, it constructs the egg’s shells 4. The maximum amount of webbing most spiders, its web can lie on the ground out of its own webbing material or from the crystal spider can effectively tend is or hang like a curtain, as long as it is gems taken from unlucky travelers. The roughly 1,200 square feet. Each new web exposed to sunlight. More than one adven- acid venom opens a hole in the gem, into increases the spider’s need for fresh turer has been crippled by walking over which the embryonic spider is placed blood, so generally a crystal spider spins strands of the web laid out on a valley floor. along with a supply of blood. The spider no more than two 400 square foot webs. More have suffered terrible wounds by then seals the hole and sets the egg into The exception is the hatching web, which walking into an invisible web hung the hatching web, where it is exposed to is much larger than a normal web. between stone pillars or narrow canyon the amplified rays of the sun. Up to 200 Because the spider produces only 12’ of walls. eggs can be prepared, depending on the webbing per day, the construction of even In addition to cutting damage, the spi- size of the hatching web. The strain of a small web is time-consuming. A 400 der’s web can focus and amplify its ability preparing the web destroys the spider’s square foot web takes 13 to 20 days to con- to control light, producing an intense ability to produce additional webbing and struct (12+1d8 days). Twelve additional burning beam. The beam generally origi- venom, and it severely weakens its ability days are added for each web the spider nates from somewhere near the center of to absorb sunlight. Most spiders live only must maintain while building the new the web, but not always. As long as the a handful of days after completing their web. If a web is left untended for more point of origin is more than 5’ from the last great project.6 than six days, it must save vs. crushing edge of the web, the beam can come from After a few weeks, the tiny spiders begin blow each day until it collapses. any point on the web. secreting acid that dissolves the gems, and Most spiders use the beam as their pri- they hatch. Once they emerge from their 5. Blades must be oiled at least once a mary form of attack, but the control the shells, the majority of the tiny crystal spi- week. Each week without oiling results in crystal spider exercises over light creates ders fall victim to the very sunlight that a cumulative -1 modifier to the blades’ effects other than heat rays. A few spiders grants them life. Without a shell to focus saving throw vs. crushing blow. Such a can produce bright rays of light to blind or and harness the sun’s energies, the spi- save is rolled at the beginning of every stun their victims. Others produce glowing ders grow sluggish, and their soft tissues melee. If the saving throw fails, the blade balls of light that confuse and distract their lose moisture. The first thing a newly shatters within 1—4 rounds. foes. There are even rumors of crystal spi- hatched crystal spider must do, therefore, ders that can create images of themselves is to spin itself an exoskeleton. This first 6. Each egg requires 50 square feet of on their webs, to deceive their enemies shell is usually crude and clumsy, but web to nourish it. Therefore, a web capa- and lure them into traps.3 once constructed, it allows the spider to ble of producing 200 spiders would have The strategies crystal spiders use to hunt move and hunt. Because the acid dissolves to cover roughly 100’ x 100’. The gestation prey are fairly complex. The creatures are the exoskeleton, the crystal spider can period is roughly 40 days, and all eggs smarter than most animals, although not easily modify and improve its shell in sec- hatch within 1-3 days of each other. highly intelligent by any means. However, tions without shedding it completely. they should not be underestimated, espe- Usually no more than a single limb is 7. The newly hatched spider has an AC cially when it comes to the construction of exposed at one time7. 10 and 1d4 hp. Once it has constructed its their webs. They are experts at concealing Once they complete a shell, the young first shell, which takes only a few minutes, the web’s razor-sharp threads of glass, and spiders begin looking for sites to build their its AC improves to 7 and its hit points they use a number of strategies to drive first webs. A few remain near the hatching double. Within a few days, the AC of the their prey into the heart of the webbing, web, but the solitary nature of the crystal shell improves to 4 and the spider can fight where the victims are cut to pieces while spider and the lack of sufficient resources with an THAC0 of 19, inflicting 1d4 hp trying to escape. Crystal spiders often cre- eventually drives all but one away. damage with its forelegs and biting for 1d2 ate more than one web in a single location, The shell of a dead crystal spider quick- hp damage. Since its body is constructed, one obviously visible and the others hidden, ly loses its beauty. Without the oils provid- rather than grown, the crystal spider can covering potential avenues of escape. The ed by the spider’s venom, the shell’s luster achieve its full adult size in less than a year, spider then uses its heat ray or other abili- fades, and the crystal dries out and depending on the available supply of blood. ties to herd victims into a web. There is a cracks. Within a few weeks, the shell limit, however, to how much webbing the breaks apart, becoming little more than a spider can effectively hang, because the handful of worthless pebbles. webs must be cleaned, lubricated, and repaired on a regular basis. Without proper care and repair, the spider’s webs collapse.4 Among the elves, the webbing serves as

DRAGON 89 90 SEPTEMBER 1995 “Well,” the Dungeon Master announced. should be easily obtained, while a few For example, if the “teleporter” theory “You’ve defeated all the followers of Char- might require greater effort. While much were used, a spellcaster could not use tek the volcano god and have gotten away thought has gone into this list, it barely scrying or ESP spells to examine the con- with the forty-pound diamond that used to scratches the surface of innovative uses tents (or spy on the occupants) of a rest in the idol’s navel. Unfortunately, the for the simple, common portable hole. “closed” hole because the interior is actual- last act of the high priest (before you skew- ly on another plane and thus out of range ered him) was to summon Char-tek’s min- The Nature of a Portable Hole of most magic. Even with the “collapsible ions and cause the Haldor volcano to dimension” theory many DMs still rule erupt. You’re now trapped on a thirty foot Before addressing the many uses for a that the contents of a hole are off limits to wide beach, oozing lava behind you and portable hole, it would help to discuss the magic, even though they might technically shark infested ocean in front. What now?” nature of the device itself. While the DMG be in range. These matters should also be Well, I guess swimming’s out because of gives an adequate description, many ques- considered if magic were being cast out of the sharks and the lava is gonna cook us if tions remain unanswered. Before a a closed hole, say, by a prisoner. we stay,” responded the party leader. Then, portable hole is used in any campaign, the Finally, the DM must consider the ori- rummaging through his paperwork. “Let DM and players ought to resolve the ques- entation of items within the device. me check the portable hole to see if there’s tions presented here. Specifically, does gravity from outside of a anything useful.” One thing clearly stated is the dimen- closed hole permeate the interior, or does “Any luck?” sions of the hole’s interior. The DMG indi- the interior somehow have its own local “Let’s see . . . seven thousand ninety-four cates that the portable hole forms a cylin- gravity? Subscribers in the “teleport” the- gold pieces, a +3 bohemian ear-spoon, der 10’ deep and 6’ in diameter. For the ory tend to believe in the local gravity three 10’ poles, 950’ of rope, 39 torches, statistically inclined, that’s 282 cubic feet of argument while “collapsible 192 iron spikes . . .” storage space. To put that in perspective, dimension”‘ers seem split between the “Nothing else?" queried the DM. "Just the average refrigerator has a capacity of two views. While this might seem like the treasure and the stuff you originally 18 cubic feet; the common minivan, 110. splitting hairs, imagine how much jostling had in your backpacks?” The DMG also states that there is no and bouncing the contents of a hole “Well . . . yeah,” the party leader said, weight limit to the material placed in a would receive during a single day in your sounding a little sheepish. “We didn’t think portable hole. This means that anything back pocket. If a portable hole doesn’t we’d need anything else. We never did placed inside, from goose down to anvils, have its own local gravity, then spilled bot- before.” will have the exact same weight—zero. tles, broken pottery, and dented armor “Hmmm . . . I bet you could’ve fit three The DMG gives an example of filling the are just the beginning of the mess. or four canoes in the hole if you’d stacked thing full of gold. This is quite impressive, them on end.” since 282 cubic feet of pure gold would The List “Er, yeah.” weigh in at 339,618 pounds or 169 tons. “Oh, well. A shame you guys didn’t do Just remember to lift with your knees, not Obviously, the portable hole is a “must that back in town,” the DM shrugged, face your back, when you have to haul all that have” on every adventurer’s wish list. twitching with a poorly concealed smirk. junk back out! However, it is only as valuable as its con- “By the way, the lava’s now only twenty feet While the basic dimensions of the hole tents. The list presented here has been from the water. . ." are given clearly, other matters are open divided by categories, each one presenting to interpretation by individual DMs. a situation where the suggestions might In an AD&D® campaign, few items are Specifically, two basic schools of thought come in handy. Naturally, many of the more useful than a portable hole. It com- exist regarding the actual nature of the ideas overlap. monly serves as a combination treasure “extradimensional space” described in the This list serves not only as a guide for vault, backpack, and hall closet to store an DMG. The first view is that a portable hole players, but also gives DMs ideas on what adventuring party’s equipment. From the is actually a teleporter or gateway and that to place in a found portable hole and how lowliest cutpurse to the mightiest of holy the space inside resides in another loca- to equip NPCs possessing one. Just knights, every adventurer that ever crept tion, usually another plane. Thus, the fab- remember: a portable hole is such a use- through a musty cavern can be divided ric device our PCs carry around in their ful thing that the odds of finding one into two categories: those that had a belt pouches is nothing but a magical link empty are nearly zero. portable hole and those that wanted one. to some empty, oddly shaped room some- The immense utility of this handy little where. The second view is that the hole’s For Underground Explorers gadget is, literally, the stuff of legend. interior actually exists within the fabric of Unfortunately, many players tend to the device itself, the third dimension 1) Four or five canoes or rowboats with treat a portable hole as a substitute for the momentarily collapsed to nothingness by paddles for crossing subterranean lakes mundane backpack. In fact, the first thing the magic. or rivers. Quite useful on the surface, too. almost every adventuring party does when Which school of thought your DM uses 2) A two-ton screw jack, similar to auto- finding a hole is dump the contents of determines the limitations of the hole. mobile jacks used in our world. Ideal for their backpacks into it. While this little rit- Those subscribing to the “teleporter” theo- forcing open jammed portals, lifting fallen ual might be a blessing for anyone with a ry generally believe the interior is rigid and boulders, or just changing a broken wheel bad back, it is also a criminal waste of this that placing sharp or jagged objects inside on a wagon. item’s incredible potential. By stashing presents no problem. DMs who use the 3) A wheelbarrow for hauling rubble, bulky, heavy, or rarely used “oddball” “collapsible dimension” theory tend to feel treasure, or fallen comrades. items in the portable hole while keeping that since the contents are actually in the 4) Mining and excavating equipment: other (more commonly used) equipment fabric, the hole can be damaged from the pick axes, shovels, wrecking bars, chisels, in the backpack, a party can be ready for interior. I am aware of one campaign sledgehammers, and the like. nearly any scenario that might be fester- where players used a chain mail liner for 5) Rock climbing equipment: pitons, ing in a DM’s imagination. their portable hole so that they wouldn’t grappling hooks, harnesses, arcane block This article presents a list of off-the-wall have to worry about forgetting to scabbard and tackle. items that one might not immediately every sword, axe, or penknife they acquire. 6) A collapsible 3’ ladder to transverse think about stashing in a portable hole. When discussing these two theories, the tougher portions of a subterranean They range from the coldly practical to there also arises the matter of the location cavern. Better yet, portable scaffolding the absurdly frivolous. Many of them of the items within a portable hole. that can be rigged up for excavating a cliff

DRAGON 91 wall or used as a makeshift bridge. 30) Mortar and bricks for permanent artisans, who’d most likely mistake them 7) A 50’ rope footbridge to cross those constructions. A hole could hold enough for torture equipment. inconvenient chasms that always seem to 4” thick bricks for 848 square feet of wall. 50) Wolfsbane, garlic, holy water, silver crop up. That’s a l0’×85’ wall or a 25’×30’ cottage weapons and any other unusual items need- 8) Waterproof clothing similar to fishing with 7-3/4’ceiling (no roof, though). ed to combat specific, hard-to-kill species. waders for exploring flooded or mud 31) A feather bed with fresh linen and a filled passages. bed warmer make the hole the ultimate For the Merchant 9) Several bags of oil soaked marbles or sleeping bag. sharpened caltrops to halt an enemy’s 32) A chest of drawers, a desk, extra 51) Any kind of contraband one might escape or pursuit. Likewise, bags full of clothes, a bed (above), favorite paintings, wish to smuggle. cheap glass baubles resembling jewels etc. to make a portable, albeit cramped, 52) A brewer’s vat, wine aging kegs, or might slow greed-oriented individuals. apartment. Divided into two levels, this is small distillery. 10) Heavy wooden beams to shore up ideal for and gnomes. See 53) A tinker’s, jeweler’s, or tailor’s the ceiling of a passage in risk of collapse. “Making a Good Thing Better,” below. workshop. 11) A cage of pigs, rabbits, or other 33) An armored trapdoor at the lip of 54) A portable bazaar booth. expendable creatures that can be sent the ‘Hole and air vents creates an emer- 55) The contents of a small pawnshop. down a passage ahead of the party to set gency “hidey hole” for forest fires, dragon 56) A burglar-proof treasury of profits. off traps. If suspended animation is not stampedes, etc. Camouflaging the lid 57) Fill with hot coals and use as a giant used, a magical air source is in order. (magically or otherwise) is a good idea. oven. Roast dragon, anyone? 12) A few barrels of lamp oil to keep the 58) Magically cool it as a walk in freezer. party well lit for weeks at a time. For the Wizard 59) Rig up a giant pottery kiln. 13) Several large mirrors and stands 60) A portable smokehouse for preserv- similar to the ones the Egyptians set up in 34) Any kind of fragile, toxic, or flamma- ing game on the trail. series to “pipe” sunlight into a tomb they ble spell component that is too risky to 61) House an entire butcher’s shop of were preparing. More useful than lamps carry on your person. equipment for a hunting party. or torches when working in a set under- 35) An extensive magical library. See 62) Fill with chemicals and use as a tan- ground area for an extended period. “Making a Good Thing Better,” below. ning vat for hides and leather. 14) A dowsing rod to help map under- 36) A full alchemical laboratory (if disas- 63) Fill four-fifths full of water and then ground water sources. sembled and packed in the hole) or a use magic or leave it out in cold weather 15) Several buckets, either to hold fresh moderate one (if the hole itself is used as to freeze into a solid block of ice, which drinking water or to bail out flooded the lab). can be worth quite a bit in arid regions. A chambers. 37) A desk and scrollmaking equipment. similar idea would be to pack the hole 16) A very accurate scale, useful for assay- 38) An astrological observatory, com- with snow. ing metal to determine its nature by its plete with star charts, a compass, weight (gold vs. silver, copper vs. lead, etc.). chronometer, and a large telescope that For the General 17) A large, hand-cranked water pump, can be hoisted out of the hole’s top. similar to the bilge pump on a galley or 39) A golem or three. 64) Take a 6’-diameter, l0’-long wood or sailing ship. Suitable for draining flooded 40) A warren or lair for your familiar to iron tube and place it inside the portable rooms or passages. bed down for the night. hole, then raise the hole to extend above 41) With a magical light source the ground level. This would form a “Portable space becomes an ideal terrarium/green- Tower” anywhere one set it up—in a For Transport house for magical herbs and plants. camp, on a hilltop, or even in the middle 18) A disassembled 20’x20’ raft. 42) Set up a permanent gateway to of a battlefield. A platform on the inside lip 19) Extra barding, tack, and saddles for another plane inside the hole. would create an ideal protected firing all known species of mount. Just because 43) Use the hole itself as a teleportation position. You could even nest several con- you’re in a swamp, there’s no guarantee portal. For example, link two portable centric tubes like a collapsible telescope that you won’t stumble across a camel or holes so that they open into the same to create taller, “multiple stage” towers. In an elephant, especially with summoning extradimemsional space. It would thus be that case a reduction of one foot of tower magic in use. possible to pass from one to the other via radius per “stage” is recommended to 20) Spare sails and rigging for a this new device, a “Portable Tunnel.” accommodate the lifting mechanism itself. schooner or smaller ship. 44) Include a heat source to use as an A 50’-tall, 2’-diameter “crows nest” plat- 21) A disassembled wagon, or cart. incubator for dragon or dinosaur eggs. form should be the upper limit of such a 22) A hot air balloon. The fabric folds up device. into very little space, the basket might For the Fighter 65) An entire smithy including forge, need to be collapsible to fit. anvil, tools, metal stock, etc. Use to main- 23) A 30’-long pontoon bridge capable 45) Spare armor, arms, ammunition, tain weapons and armor. of taking wagon traffic across a stream. weapon cleaning and maintenance kits, etc. 66) Disassembled catapults, ballista, or 24) A horse, mule, griffin, or other 46) A good variety of well-labeled siege equipment. mount in suspended animation. potions and rings. 67) Enough armor and weapons to 25) A hang glider or parachute. 47) A platform allowing a person to equip 100 peasants as a makeshift militia. 26) A magic carpet. stand inside with the ground at chest 68) Ten high level commandos in sus- level. Use as an instant foxhole or firing pended animation—excellent if you can position. smuggle the hole into the enemy camp (a Shelter and Structures 48) A light ballista or catapult rigged to la the Trojan Horse). 27) A l00’×80’ circus pavilion with hoist over the hole’s edge. The medieval 69) Enough forage to feed 30 mounts for poles, spikes, ropes, etc. equivalent of a mortar pit. a week. 28) Enough lumber to build a small 49) A Nautilus-style weight machine or 70) Enough food to feed 50 soldiers for a shack, signal tower, wall or fence. treadmill for after-hours workouts while week. 29) Two 5’×10’ wrought iron gates, ideal on the road or during the campaign sea- 71) A 5-ton battering ram, hoisted above for blocking off a corridor, passage, or son for mercenaries. You’d probably have the hole’s edge and swung from where doorway. to commission such devices with dwarven the hole was laid down—right next an

92 SEPTEMBER 1995

enemy’s city gates. leeches turns the stomach, doesn’t it?). 72) A disassembled field kitchen. Use Practice your manical laugh. the emptied hole as a firepit. 95) An alchemical laboratory optimized 73) A portable map room. for poisons. 74) A vat full of Greek fire for instant use 96) A minor fiend stashed in a magic by catapults (it would also be safer to circle. transport the stuff this way). 97) A vampire might store his coffin and 75) Fill with 2,115 gallons of drinking native soil in a hole to evade capture. For water, ale, or lamp oil. even greater security he could command 76) Firewood. Lots of firewood. a minion to roll the thing up and carry it 77) Use as the largest stewpot in history around during the day. to feed the entire army at once. 98) A necromancer might keep a dozen 78) Put in a pigeon coop for carrier zombies suspended in a portable hole to pigeons to keep communications open on do his bidding. Likewise, he might instead the march. choose to keep a stack of fresh corpses 79) Stash a hill giant, ogre, or small war close at hand as “working material.” elephant in suspended animation. They eat less food that way, and pulling them For the Frivolous out gives you the element of surprise on any opponent. 99) A bathtub, sauna, or hot tub heated by wood or magic. 100) A massage table and an unseen ser- For the Priest vant spell “programmed” as a masseur. 80) A portable altar, complete with vest- 101) A folding feast table, fine china, ments and other holy items needed to table linens, and comfortable chairs. stock a temple. 102) Use as a wine cellar. 81) Private meditation room and library 103) Use as a bathroom or boudoir. of inspirational writings. 104) Pack away a wardrobe fit for a 82) A full field hospital with stretchers, queen. crates of field dressings, medicinal herbs, 105) A disassembled gourmet kitchen. healing potions, etc. 106) Use as game room. 83) A holy relic (i.e. the fingerbone of a 107) Fill with water to create a small saint, not a “relic” per the DMG) turns the swimming pool. hole into a portable shrine. Instead of pil- 108) A chimney and fireplace. Obviously grims traveling to the shrine, the shrine only usable when the hole is “open.” can travel to them! 109) Filled with water, aquatic plants, 84) Font for creating holy water. fish, and a light source the hole becomes a 85) Use as an eavesdrop proof confes- portable pond. Go fishing wherever you sional. Ideal for the King’s confessor. happen to be, or grow oysters for their pearls. 110) Fill with water to transport fresh For the Rogue fish, lobster, or a mermaid overland. 86) An extensive wardrobe of disguises. 111) Use as a traveling trophy room for 87) A forger’s workshop—desk, lighting, the big game hunter. a wide array of inks, paper stock, and seal- 112) If your character feels guilty about ing waxes, a library of handwriting sam- being destructive, you can pack a hole ples from various prominent officials. with doors to replace all the ones you’ll 88) An entire locksmith’s workshop, batter down during the adventure. Be including every kind of lock pick, skeleton sure to bring along spare hinges and key, and pry bar known to mankind. tools, though. 89) A treasury of coins from various cities and countries to better enhance a Miscellaneous Uses disguise. 90) A trampoline set up at the hole lip to 113) If a party member is dies or is allow an acrobat to perform his or her turned to stone, throw him in the hole until tricks. you can reach a cleric. It’s not like they 91) Use as an eavesdrop proof meeting have to worry about running out of air. place to scheme and plan. 114) In a desperate fix, you can always toss the hole into a bag of holding. The DMG states that this creates a gate that For the Villain sucks everything within 10’ to another 92) Torture equipment. plane. If you can get your opponent in 93) A locked steel grate and a magical range (say, as a dragon is lifting your bat- air source. When the hole is folded up, it tered body to its mouth to feed), this is a becomes an escapeproof cell. spectacular way of committing suicide. 94) Fill with an ochre jelly, black pud- Your DM may rule that igniting or ripping ding, or enough rot-grub-infested garbage a hole filled with gunpowder or oil might for unpleasant uses. Use a hoist to lower have similarly interesting results. victims in inch by inch. Variations on this theme might involve snakes, acid, or other sick items (The thought of 2,000 gallons of

94 SEPTEMBER 1995 Making a Good Thing Better Another environmental feature would be to have. Creating a wooden liner in the form actually evacuate the air inside to vacuum of a 6’x10’ foot cylinder would allow fur- No matter how useful or wonderful some- pack any bulk food stored inside. Installing nishings like shelves, cabinets, desks or a thing is, there is always room for improve- extradimensional drainage would be a good bed to be built into the liner itself. Not only ment. The portable hole is no exception. idea if one is planning on filling the portable would these items be designed to make Here are a few ideas to try. hole with fluids. the best use of available space, but the The first improvement to the portable Modifying the hole’s materials is anoth- liner also allows one to drive a nail into the hole would be, naturally, to make the thing er good idea. Making a portable hole of wall of a hole without being sucked into an hold more. While a 40’ deep hole would be tougher, unrippable material eliminates extra dimensional rift. The liner idea could of little use, making a 12’ diameter open- the need for items like the chainmail liner be taken further, having multiple liners in ing at the standard depth yields the same mentioned earlier. Water- or fireproofing a warehouse somewhere: one set up as a volume and would be much more useful. the thing may also prove useful. If disguise study or apartment, another with a hoist Additionally, modifying the hole to work is your goal, changing the material to a for heavy cargo, and a third lined with when hung vertically against a wall would flashy, bright fabric would allow an inac- glass to hold acid or oil. allow a user to wheel items into the larger tive hole to be worn as a cloak or cape, Finally, remember that a portable hole space. The idea of a “Portable Cellar” further hiding its true nature. Making a is not a container but a space. As such, the would not be unreasonable. banner, tapestry, or sail out of a portable owner should protect it like any room in a Another improvement is to create a hole would be similar tricks. (“Really, sir, castle or dungeon. Undead or magically “Portable Tunnel” as described above. To we don’t know how the prisoners sum- animated guardians could be placed maintain game balance the device should moned that fire elemental. They only had inside. A lethal glyph might be cast on the cost at least twice as much as a single the clothes on their backs when we locked opening. The thing may be filled with portable hole to create and require special them in the dungeon!“) caustic chemicals or flammable gasses, ingredients, say, the claws of an exotic bur- To add further security, add a control waiting for just the wrong person to open rowing animal. While not as flexible as a phrase to activate the hole. Other control it. A portable hole might even be haunted teleport spell, a portable tunnel could pass phrases might trigger telekinesis or an by the spirit of some unfortunate who a very high volume of traffic once both unseen servant to help in hauling heavy died inside, say by suffocation when ends have been set up. Such a device items in and out of the hole. A particularly trapped inside. would be ideal for invading a castle or city subtle ploy is to have secret compartments These are but the beginning of the under siege. Another use would be bypass- open up in the interior of the hole like wall tricks, spells, or deceptions in use to cam- ing damaged bridges or collapsed tunnels. safes with the use of the proper phrase. ouflage and protect the contents of a hole. Other modifications to the portable hole Several entries on the list above suggest After all, a portable hole can hold 282 might be the introduction of an integral air using the hole as a residence, library, or cubic feet of treasure. . . or trouble. source, lighting, or temperature control. workshop. Since the portable hole does This would allow storage of items other- not provide a great amount of living space, wise not possible — living creatures require we can make an inexpensive, nonmagical air, ice requires a cold environment, etc. improvement to make the most of what we

DRAGON 95 RIVERCON XX, Sept. 1-4 KY Convention Calendar Policies Important: DRAGON® Magazine does not pub- lish phone numbers for conventions. Publishing This convention will be held at the Executive incorrect numbers is always possible and is a nui- West Hotel in Louisville, Ken. Special guests This column is a service to our readers sance to both the caller and those receiving the mis- worldwide. Anyone may place a free listing include Philip Jose Farmer, Robert and Juanita directed call. Be certain that any address given is Coulson, and Andrew J. Offutt. Events include for a game convention here, but the following complete and correct. guidelines must be observed. To ensure that your convention listing makes it role-playing, board, card, and miniatures games. In order to ensure that all convention list- into our files, enclose a self-addressed stamped Other activities include a huckster room, an art ings contain accurate and timely information, postcard with your first convention notice; we will show, and a masquerade ball. Registration: $25 all material should be either typed double- return the card to show that your notice was preregistered, $35 on site. Write to: RIVERCON, spaced or printed legibly on standard manu- received. You also might send a second notice one week after mailing the first. Mail your listing as early P.O. Box 580009, Louisville KY 40268. script paper. The contents of each listing as possible, and always keep us informed of any must be short and succinct. changes. Please avoid sending convention notices by STRATEGICON, Sept. 1-4 CA The information given in the listing must fax, as this method has not proved to be reliable. include the following, in this order: This convention will be held at LAX Hyatt Hotel 1. Convention title and dates held; * indicates a product produced by a company other than TSR, in Los Angeles, Calif. Events include role-play- 2. Site and location Inc. Most product names are trademarks owned by the compa- ing, board, computer, and miniatures games. nies publishing those products. The use of the name of any 3. Guests of honor (if applicable) product without mention of its trademark status should not be Other activities include a flea market, dealers, 4. Special events offered construed as a challenge to such status. and an auction. Registration: $25 preregistered, 5. Registration fees or attendance require- $30 on site. Write to: STRATEGICON, P.O. Box ments; and, DEMI CON 6, Sept. 1-3 MD 3849, Torrance CA 90510. 6. Address(es) where additional informa- This convention will be held at the Sheraton tion and confirmation can be obtained. Conference Hotel in Towson, Maryl. Events CATCON 1, Sept. 2-3 ❁ Convention flyers, newsletters, and other mass-mailed announcements will not be include role-playing, board, card, and minia- This convention will be held on the FH Ulm considered for use in this column; we prefer tures games. Other activities include work- campus, Prittwitzstr. 36 (Catcafe), Ulm, to see a cover letter with the announcement shops, an auction, and a miniatures painting Germany. Events include role-playing, board, as well. No call-in listings are accepted. contest. Registration: $25 on site. Write to: card, and miniatures games. Other activities Unless stated otherwise, all dollar values Harford Adventure Society, c/o The Strategic include tournaments. Write to: Imp’s Shop, given for U.S. and Canadian conventions are Castle, 114 N. Toll Gate Road, Bel Air MD 21014. Zinglerstr. 51, 89077 Ulm, Germany. in U.S. currency. WARNING: We are not responsible for FOX CON ‘95/EMPEROR’S KINETICON II, Sept. 8-10 CT incorrect information sent to us by conven- BIRTHDAY CON XIV, Sept. 1-3 IL This convention will be held at the Comfort Inn tion staff members. Please check your con- vention listing carefully! Our wide circulation This convention will be held at the Arlington in Darien, Conn. Events include role-playing, ensures that over a quarter of a million read- Park Hilton in Arlington Heights, Ill. Events board, card, and miniatures games. Other ers worldwide see each issue. Accurate include role-playing, board, and miniatures activities include dealers. Write to: KINETICON information is your responsibility. games. Registration: $13/day, $18/weekend. II, Connecticut Game Club, P.O. Box 403, Copy deadlines are the first Monday of Write to: Randy Giesey, 1775 Ashford Circle, Fairfield CT 06430. each month, three months prior to the onsale Wheeling IL 60090. date of an issue. Thus, the copy deadline for MAD MEDIA II-THE CON the December issue is the first Monday of NANCON 88 XVII, Sept. 1-4 TX OF WRATH, Sept. 8-10 WI October. Announcements for North American This convention will be held at the Ramada This convention will be held at and Pacific conventions must be mailed to: Convention Calendar, DRAGON® Magazine, Hotel Northwest in Houston, Tex. Events include the Ramada Inn C.C.C in Madison, Wisc. Guests 201 Sheridan Springs Rd., Lake Geneva WI role-playing, card, board, and miniatures games. include Peter Krause, Gordon Purcell, and 53147, U.S.A. Announcements for Europe Other activities include tournaments, an auction, Grace Lee Whitney. Events include learning to must be posted an additional month before and dealers. Registration: $25. Write to: NANCON speak Klingon, an auction, an art show, and an the deadline to: Convention Calendar, DRAG- 88, 2011 Southwest Freeway, Houston TX 77098. ice cream social. Registration: $20. Write to: ON Magazine, TSR Limited, 120 Church End, Mad Media Productions, P.O. Box 9873, Cherry Hinton, Cambridge CB1 3LB, United MAGECON SOUTH X, Sept. 1-3 IA Madison WI 53715. Kingdom. This convention will be held at the Hilton in If a convention listing must be changed Sioux City, Iowa. Events include role-playing, BOGGLECON 3, Sept. 9 PA because the convention has been cancelled, the dates have changed, or incorrect infor- board, card, and miniatures games. Other This convention will be held at the American mation has been printed, please contact us activities include tournaments, a computer Legion Hall in Wind Gap, Penn. Events include immediately. Most questions or changes gaming room, a costume contest, dealers, and role-playing, board, and miniatures games. should be directed to the magazine editors an auction. Registration: $10 preregistered, $15 Other activities include dealers, a raffle, and at TSR, Inc., (414) 248-3625 (U.S.A.). on site, $8/day. Write to: MAGECON, P.O. Box fund raising events. Registration: $3 per game. Questions or changes concerning European 114, Sioux Center IA 51250. Write to: BOGGLECON 3, c/o Mike Griffith, 118 conventions should be directed to TSR Broadway, Wind Gap PA 18091. Limited, (0223) 212517 (U.K.). PACIFICON ‘95, Sept. 1-4 CA This convention will be held at the Dunfey indicates an Australian convention Hotel in San Mateo, Calif. Events include role- indicates a Canadian convention playing, board, card, and miniatures games. indicates a European convention Write to: PACIFICON, 10519 Silverwood Way, Rancho Cordova CA 95670.

96 SEPTEMBER 1995 CARDCON 1, Sept. 9 PA SHORECON ‘95, Sept. 22-24 NJ DIRE CONSEQUENCES III, This convention will be This convention will be held at the Berkely- Oct. 6-8 CT held at the Wind Gap Fire Hall in Wind Gap, Carteret Hotel in Asbury Park, New Jersey. This convention will be held at the Sheraton in Penn. Other activities include dealers and a Guests include Jeff Menges, Len Kaninski, Dr, Waterbury, Conn. Events include role-playing, card swapping area. Registration: $3, plus event Lawrence Schoen, and Dr. Christian Ready. board, card, and miniatures games. Other fees. Write to: CARDCON 1, c/o Mike Griffith, Events include role-playing, card, board, and activities include RPGA Network events and 118 Broadway, Wind Gap PA 18091. miniatures games. Other activities include tour- tournaments. Registration: $20. Write to: DC III, naments. Registration: $15 preregistered. Write P.O. Box 251, Bristol CT 06011. FALCON, Sept. 9 ❋ to: Multigenre, Inc., 142 South St., Unit 9c, Red This convention will be held at the Lord Nelson Bank NJ 07701. email: [email protected]. GAMIN’ THE VALLEY ‘95, Hotel in Halifax, Nova Scotia, Canada. Guests Oct. 6-8 PA include Bev Richardson and Terry Angus. CAPITALICON X, Sept. 23-24 IL This convention will be held at the West Side Events include role-playing, card, board, and This convention will be held at Prairie Capital Mall in Edwardsville, Penn. Events include role- miniatures games. Other activities include a Convention Center in Springfield, Ill. Events playing, board, card, and miniatures games. costume contest and an art show. Registration: include role-playing, board, card, and minia- Other activities include tournaments, a comic $12. Write to: FALCON, 1469 Brenton St., Box tures games. Other activities include RPGA book show, and a SF and sports card show. 160, Halifax, Nova Scotia, B3H-3G6, Canada. Network events, tournaments, and an auction. Registration: $10. Write to: GAMIN’ THE VAL- Registration: $10. Write to: John Holtz, 400 East LEY, P.O. Box 2017, Wilkes-Barre PA 18702 or SHAKA-CON ‘95, Sept. 10 TX Jefferson St., Springfield IL 62701. email: [email protected]. This convention will be held at the Bellamead Civic Center just outside of Waco, Tex. Events ANDCON ‘95, Sept. 28-Oct. 1 OH HEXACON ‘95, Oct. 6-8 NC include role-playing, card, board, and minia- This convention will be held at the Seagate This convention will be held at the Holiday Inn tures games. Other activities include tourna- Convention Center in the Radison Hotel in Market Square in High Point, North Carolina. ments. Registration: $5 on site. Write to: SHAKA- Toledo, Ohio. Guests include Scott Douglas, Guests include Tim Olsen, Tony DiTerlizzi, and CON P.O. Box 84305, Waco TX 76798. Frank Metzer, and Robin Wood. Events include David “Zeb” Cook. Events include role-playing, role-playing, board, card, and miniatures. board, card, and miniatures games. Other TACTICON ‘95, Sept. 15-17 CO Other activities include an auction, computer activities include RPGA Network events, and This convention will be held at Sheraton Hotel gaming, and interactive events. Registration: tournaments. Registration: $15 preregistered, in Lakewood, Col. Events include role-playing, $24.95 Write to: ANDCON ‘95, P.O. Box 1740, $20 on site. Write to: HEXACON, P.O. Box 4 EUC board, card, and miniatures games. Other Renton WA 98057. email: [email protected]. UNCG, Greensboro NC 27412. activities include an auction, an art show, paint- ing contest, and dealers. Registration: $15. CON OF THE LIVING DEAD, QUAD CON ‘95, Oct. 6-8 IA Write to: Denver Gamers Association, P.O. Box Sept. 29-Oct. 1 TN This convention will be held at the Palmer 440058, Aurora CO 80044. This convention will be held at the Best Alumni Auditorium in Davenport, Iowa. Events Western Airport Hotel in Memphis, Tenn. include role-playing, board, card, and minia- REGIMENT, Sept. 16 IN Events include role-playing, board, card, and tures games. Other activities include tourna- This convention will be held at the Century miniatures games. Other activities include tour- ments, dealers, a miniatures painting contest, Center in Southbend, Ind. Events include role- naments and dealers. Registration: $20 prereg- and an auction. Registration: $15 preregistered, playing, board, card, and miniatures games. istered, $25 on site. Write to: Chris Maddox, $20 on site. Write to: QUAD CON 95, The Game Other activities include tournaments and deal- Memphis Games & Hobbies, 3939 Summer emporium, 3213 23rd Ave., Moline IL 61265. ers. Write to: Mark Schumaker, 1621 Frances Ave., Memphis TN 38122. Ave., Elkhart IN 46516. BAY GAMES ‘95, Oct. 13-15 MD NECRONOMICON ‘95, ❖ This convention will be held at the Best Western COGCON III, Sept. 22-24 MO Sept. 29-Oct. 1 Maryland Inn in Laurel, Maryl. Guests include This convention will be held at University of This convention will be held at the Newton Bryon Wackwitz and John Staton. Events Missouri Rolla Miner Recreation Building in High School of the Performing Arts in Sydney, include role-playing, board, card, and minia- Rolla, Missouri. Events include role-playing, Australia. Events include role-playing and card tures games. Other activities include tourna- board, and miniatures games. Other activities games. Write to: NECRONOMICON ‘95, 12 ments. Registration: $17 preregistered, $25 on include a contest, a raffle, and anime. Mason st., Parramatta NSW, Australia 2150. site. Write to: BAY GAMES ‘95, P.O. 883, College Registration: $8 preregistered, $10 on site. Write Park MD 20741 or email: [email protected]. to: GEAR, PO. Box 1939, Rolla MO 65401 or SILVERCON 4, Sept. 29-Oct. 1 NV email: [email protected]. This convention will be held at the Best CONTACT 13, Oct. 13-15 IN Western Mardi Gras Inn, Las Vegas, Nev. Guests This convention will be held at the Holiday Inn FIELDS OF HONOR IV, include Bob Tucker. Events include role-play- Airport in Evansville, Ind. Special guests include Sept. 22-24 IA ing, board, and miniatures games. Other activi- Dr. Bill Breuer and Naomi Fisher. Events include This convention will be held at the Howard ties include an auction, dealers, films, and a role-playing, board, card, and miniatures games. Johnson’s Hotel in Des Moines, Iowa. Events banquet. Registration: $20 preregistered, $25 on Other activities include dealers, an auction, pan- include role-playing, board, card, and miniatures site. Write to: SILVERCON 4, c/o Aileen Forman, els, and a masquerade ball. Registration: $17 games. Other activities include tournaments, P.O. Box 95941, Las Vegas NV 89193. preregistered, $22 on site. Write to: CONTACT dealers, and a painting contest. Registration: 13, P.O. Box 3894, Evansville IN 47737. $10/weekend; $5/day. Write to: FIELDS OF KETTERING GAME CON XIII, HONOR, 6501 Douglas Ave., Urbandale IA 50322. Sept. 30- Oct.1 OH INTERCON ‘95, Oct. 13-15 ❋ This convention will be held at the Charles I. This convention will be held at the Kamloops THE 1st A.G.E., Sept. 22-24 NY Lathrem Senior Center in Kettering, Ohio. Exhibition Complex in Kamloops, British This convention will be held at the Howard Events include role-playing, card, board, and Columbia, Canada. Events include role-playing, Johnson’s in Albany, New York. Events include miniatures games. Other activities include tour- card, board, and miniatures games. Other role-playing, card, board, and miniatures naments and an auction. Registration: $2/day. activities include tournaments, movies, and a games. Other activities include RPGA® Network Write to: Bob Von Gruenigen, 804 Willowdale masquerade ball. Write to: INTERCON ‘95, 1021 events and dealers. Registration: $20 on site. Ave., Kettering OH 45429. McGill Road, Kamloops, BC, Canada, V2C 6H4. Write to: Albany Gaming Expo, 3344 Guilderland Ave, Schenectady NY 12306.

DRAGON 97 NECRONOMICON ‘95, include role-playing, card, board, and minia- SALVO ‘95, Nov. 5 ❁ Oct. 13-15 FL tures games. Other activities include an auction This convention will be held at the Highwoods This convention will be held at the Westshore and a miniatures painting contest. Registration: Recreation and Sports Centre in Clochester, Hotel in Tampa, Flor. Events include role-play- $18/weekend, $10/day. Write to: Adventure Games Essex, England. Events include role-playing, ing, board, card, and miniatures games. Other Northwest, LLC, 6517 NE Alberta, Portland OR board, and miniatures games. Write to: Phil activities include dealers, a masquerade, and an 97218 or email:[email protected]. Kitching, 88, Braiswick, Colchester, Essex CO4 art show. Registration: $18 preregistered, $25 5AY United Kingdom. on site. Write to: NECRONOMICON ‘95, P.O. Box LEX I CON XIV, Oct. 27-28 KY 2076, Riverview FL 33569 or email: compuserve This convention will be held at the University of SCI-CON 17, Nov. 10-12 VA 74273,1607. Kentucky’s Student Center in Lexington, Ken. This convention will be held at the Sheraton Events include role-playing, card, board, and Oceanfront Inn in Virginia Beach, Virg. Guests TOTALLY TUBULAR CON III, miniatures games. Other activities include anime, include Mark Poole and Larry Bond. Events Oct. 13-15 CA a movie marathon, tournaments, and a costume include role-playing, card, board, and minia- This convention will be held at the Days Inn in contest. Write to: Miskatonic Student Union, 1328 tures games. Write to: HaRoSFA, Box 9434, Fullerton, Calif. Events include role-playing, Nancy Hanks Rd. #5, Lexington KY 40504. Hampton VA 23670 or email: [email protected] board, card, and miniatures games. Other activ- or [email protected] or (on the Web) ities include RPGA Network events. Registration: SIBCON 95, Oct. 28 PA http:/www.pinn.net/~michaela/. $25 preregistered, $30 on site. Write to: TOTALLY This convention will be held at the Days Inn TUBULAR, P.O. Box 18791, Anaheim CA 92871 or Conference Center in Butler, Penn. Events PENTACON XI, Nov. 10-12 IN email: [email protected]. include role-playing, board, card, and minia- This convention will be held at the Grand Wayne tures. Other activities include RPGA Network Center in Fort Wayne, Ind. Events include role- THE WESTERN CHALLENGE ‘95, events, dealers, and demonstrations. $5 prereg- playing, card, board, and miniatures games. Oct. 13-15 ❋ istered, $7 on site. Write to: Circle of Swords, Other activities include dealers, a flea market, This convention will be held at the University of P.O. Box 2126, Butler PA 16003. and computer games. Write to: Steve & Linda Saskatchewan campus in Saskatoon, Canada. Smith, 836 Himes St., Huntington, IN 46750. Events include role-playing, card, board, and IMPENDING DOOM, Nov. 3-5 ❋ miniatures games. Other activities include deal- This convention will be held at the Queen CON ON THE RIVER II, ers and an auction. Registration: $3 per event. Elizabeth Community Centre in St. Catherine’s, Nov. 11-12 MN Write to: WESTERN CHALLENGE, Apt 318-1311, Ontario, Canada. Events include role-playing, This convention will be held in the Kryzsko Temperance Street, Saskatoon, Saskatchewan, card, board, and miniatures games. Other activ- Commons on the Winona State University cam- Canada, S7N 0P5. ities include RPGA® Network events, and tour- pus in Winona, Minn. Events include role-play- naments. Registration: $8/day, $15/weekend. ing, card, board, and miniatures games. ADVENTURE GAMEFEST ‘95, Write to: Impending Doom, 222 The Esplande, Registration: $10/weekend, $15 on site. Write to: Oct. 20-22 OR Suite 431, Toronto, Ontario M5A 4M8, Canada. CON ON THE RIVER, P.O. Box 751, Winona MN This convention will be held at the Oregon 55987. Convention Center in Portland, Ore. Events

98 SEPTEMBER 1995

by Skip Williams

If you have any questions on the games You can use the table given in the last When a wizard with the jackal kit produced by TSR, Inc., “Sage Advice” will question for rangers, too. Armor heavier (from The Complete Sha’ir’s Handbook) answer them. In the United States and than chain mail (AC 5) prevents the ranger tries to steal spells from another wiz- Canada, write to: Sage Advice, DRAGON® from using these skills. Note that this is a ard, the attempt has a pretty good Magazine, 201 Sheridan Springs Rd., Lake change for the text on page 40 in the PHB. chance to be noticed—all the victim Geneva WI 53147, U.S.A. In Europe, write If you own a copy of the The Complete has to do is pass an Intelligence check to: Sage Advice, DRAGON Magazine, TSR Ranger’s Handbook, use the tables on page (and wizards tend to have high Ltd., 120 Church End, Cherry Hinton, 11 instead of the one given here. Intelligence scores). Does a wizard Cambridge CB1 3LB, United Kingdom. We who has detected spells being stolen are no longer able to make personal Are armor adjustments to thief skills automatically know who the jackal is? replies; please send no SASEs with your different if the armor is magical. That How often can a jackal steal spells? questions (SASEs are being returned with is, does a character wearing studded Judging from the kit description, I sug- writer’s guidelines for the magazine). leather +2 have a lower penalty? gest that a wizard who detects a jackal’s This month, “Sage Advice” considers No, only the armor type counts. spell theft can look at the jackal and know armor for rogues, samovars, and a few that character has stolen spells. This ability magical mysteries. Unless otherwise stat- Is it true that druids can wear only should last as long as the jackal is actually ed, page references are for AD&D® game leather armor? stealing spells and for one round there- rulebooks printed after April, 1995. The text on page 51 of the PHB certainly after per level of the victim. For example, implies that leather armor and wooden an 11th-level victim could recognize a The footnote to Table 29: Thieving shields are the only kinds of armor a jackal who stole his spells for as long as the Skill Armor Adjustments in the PHB druid can use. A druid, however, can use spell stealing went on and for 11 rounds says that bards (only) suffer an addi- any “natural” armor, which includes thereafter. The wizard can study one other tional -5% penalty when wearing padded, leather, or hide armor. Likewise, character each round when attempting to non-elven chain mail. Does this mean a druid can use any shield made from detect a jackal who has stolen his spells. that a bard in normal chain mail suffers wood, bone, shell, or similar nonmetal Spell stealing requires concentration, which a -5% penalty to his read languages abil- substance. probably makes a jackal stand out in a ity? What about other types of armor crowd. Also, a jackal might notice when a allowed to bards, such as hide or ring Why does magic resistance work victim begins searching. In any case, it is mail? against a defensive spell such as protec- not necessary for a victim to know who the A rogue’s read languages ability is never tion from evil when it doesn’t work against jackal is before attempting to overload the affected by the armor the a defensive spell such as stoneskin? jackal (see CSH, page 63). (PC) is wearing. For bards, I suggest As “Sage Advice” (and the article on A jackal can steal spells as often as nec- amending table 29 to read as follows: magic resistance in issue #218) has essary to get his daily allotment of spells, explained before, magic resistance applies but he can only drain spells from any par- Padded, only when the creature with magic resis- ticular individual once a day. Elven Hide, Chain, tance is directly affected by the spell. A None Chain Studded Ring spell such as stoneskin, which protects the Is it possible for a wizard or priest Pick Pockets +5% -20% -30% -25% recipient from physical attacks, is never to begin casting a spell, but then stop Open Locks — -5% -10% -10% subject to magic resistance. Protection at the last phrase or gesture and finish Find/ from evil is sometimes subject to magic the spell at a more opportune time? Remove Traps — -5% -10% -10% resistance. Only when the spell’s third No. Once a spell is begun, any delay or Move Silently +10% -10% -20% -15% effect (which forms a barrier against pla- interruption ruins the spell. Hide in nar and conjured creatures and forces Shadows +5% -10% -20% -15% such creatures to recoil) comes into play What is the purpose of a weapon’s Detect Noise — -5% -10% -10% does magic resistance have any affect on speed factor? How is it used in play? Climb Walls +10% -20% -30% -25% the spell. The spell’s other two effects, In the core AD&D game, weapon speed Read Languages — — — — which make the spell’s recipient harder to factors are used with the optional group hurt, are not subject to magic resistance initiative and optional individual initiative In the core AD&D rules, thieves are lim- (though if a magic resistence roll suceeds rules (see Chapter 9 in the PHB and table ited to the armor types shown on the orig- against the the third effect the whole spell 56). In the PLAYER’S OPTION:™ Combat & inal table (PHB, page 56). collapses). For example, a leprechaun has Tactics rulebook, a weapon’s speed factor a formidable magic resistance, but determines the base initiative phase for a What are the effects of armor on a because a leprechaun is not hedged out PC attacking with the weapon. ranger’s ability to move silently and by the spell (because it is not a conjured hide in shadows? or planar creature), its magic resistance does not affect protection from evil spells.

100 SEPTEMBER 1995 I play the AL-QADIM® setting and I ers, these wizards do not gain the 20% Say a 7th-level human fighter is slain would like to know what a samovar is. bonus to learn their elemental spells. and then receives a reincarnate spell Is this piece of equipment is listed from a wizard. The wizard rolls the anywhere? Is there any official ruling on firearms dice and the result is a half elf: will the A samovar is a device for serving tea. It in PLANESCAPE™ campaigns? character still be a 7th-level fighter? If consists of a big metal urn fitted with a No. If the Dungeon Master (DM) and the wizard is wearing a stone of good spigot and filled with boiling water. A tube players want firearms in a PLANESCAPE luck can she use it to affect the roll? of burning charcoal in the center of the campaign, then go for it (you’ll find the When a PC is reincarnated, the DM is urn keeps the water hot and ready to updated firearms rules in the recently free to assign whatever character class make tea anytime. Some versions of the released PLAYER’S OPTION: Combat & seems appropriate for the new form. For device have a place to keep a pot of strong Tactics book quite helpful if you choose many forms, such as normal animals, no tea on top of the urn. When someone this option). That said, however, I heartily class is appropriate. If the new form is a wants tea, all he has to do is put a little tea recommend that gunpowder be unavail- PC race that normally could achieve the in a cup and fill it the rest of the way with able or inert on the planes. PCs who wish PC’s former class and level, the DM water from the urn. In Zakhara, a to use firearms have to charge their should allow the character to retain that samovar might very well be used this way weapons with magical smoke powder. class and level unless there is a very good to serve coffee. Note that smoke powder is a magical item reason to do otherwise. The Complete Samovars are listed under the that involves both fire and evocation Book of Humanoids can be very helpful in Miscellaneous Equipment heading on magic, and it is prone to mishaps when deciding what kinds of character classes page 89 of Arabian Adventures. taken into locales where those two forms various creatures can aspire to. of magic are altered. It’s also a very good A stone of good luck helps the wearer, not What kind of elemental spells can bet that the Lady of Pain does not allow creatures who receive the wearer’s spells. If the wizards who use the various kits firearms in Sigil. the PC in your example were wearing the in Chapter 2 of The Complete Sha’ir’s stone of good luck, he could use the stone’s Handbook cast? Can a Zakharan sor- What happens to wild mages who power to affect the spell’s result. cerer, elementalist, or sha’ir use one cast spells in wild magic zones? of these kits? Wild mages have no special ability to I don’t recommend that you allow sor- control or compensate for wild magic cerers, elementalists, or sha’irs to use the areas. The DM might consider ignoring kits presented in the CSH because if you the modifier for the spell’s level (see did you’d have player characters using FORGOTTEN REALMS® Adventures, page two kits. I suggest that you allow PCs with 10, or Tome of Magic, page 6) if the wild these kits access to any two elemental mage casts a wild magic spell. provinces, like sorcerers. Unlike sorcer-

DRAGON 101

DRAGON 103 104 SEPTEMBER 1995 DRAGON 105 106 SEPTEMBER 1995 DRAGON 107 108 SEPTEMBER 1995 DRAGON 109 What's your opinion? What is the future direction of role- playing games? What problems do you have with your role-playing campaign? turn to this issue's "Forum" and see what others think—then tell us what you think!

110 SEPTEMBER 1995

Let Loose the Gods of War!

by Steven E. Schend

If you thought the planar battles of The Powers & Proxies set also intro- Theme Decks: Powers & the Pit BLOOD WARS™ games couldn’t get any duces a number of new Fates into the wilder, you were wrong. The gods have BLOOD WARS card mix that twist some These two 60-card decks, compiled from arrived in force, and they’ve reset all the long-standing rules in the game. Try out cards within the DUEL-DECKS and battle lines! cards that let you unflip Warlords out of Escalation Packs II and III both represent Released in early August, Escalation sequence, such as Return to the Front. an alliance of war gods and underlings. Pack III: Powers & Proxies brings the full The “Campaign” cards help an entire These Warlords wish to show the upstart power of all the gods into the BLOOD Battle Hand but really boost the effective- baatezu (or anyone in their way) how little WARS fray. Finally, after patiently waiting ness of specific Warlords’ Battle Hands— the Blood War has seen of true war! All since the DUEL-DECK releases of other the Exiraati and Bahamut are even greater cards in this deck are from Escalation Avatars, all the immortal powers can use threats than before with Bast’s Defense, Pack III except for those marked with an their full powers! Why? Because Powers & Dispater’s Campaign, Revenge of the asterisk (*) from the starter sets or Pack I Proxies includes all the Realms of Avatar Exiraati, and others in play! Eight Artifacts or those marked with two asterisks (**) Warlords from the first two sets and over surface in Powers & Proxies, including from Pack II. There are two listed options 40 new Avatar Warlords and their Realms. Thor’s hammer, Mjolnir, and other fantas- for Legion and Fate mixes. The Acolytes Prepare yourself for the arrival of Odin, tic weapons. Finally, the Acolyte cards deck is almost exclusively Legion: Acolyte Zeus, Primus, Lolth, and other gods; the ensure that all the gods have ample cards from Pack III, and has other options bloody planar wars have come to their Legions to worship them. for Fates. The New Recruits deck is easier notice, and they’re ready to show their With no further ado, the card list for this to collect and put together. Use either disapproval. After the deluge of Legions in set of 134 cards plus two special theme deck or a mixture of the two to get the Factols & Factions, this pack expands a decks utilizing the best of the P&P set. Powers into the fray! player’s supply of Warlords and Fates.

112 SEPTEMBER 1995 Acolytes Deck (x3), Axe of Anarchy (x3), Battleaxe of Queen’s Consort*, Sif, Thor, Tulani Battlefields (12): Asgard* (x2), Avernus, Discord (x2), Call to Arms*, Gungnir, Lost Warlord*, Tyr Baator* (x2), Dis, Iron City of Dis*, Comrade Returns*, Powers of Good Legions (24): Abyssal Bats (x3), The Minauros, Minauros the Sinking*, Intervene* (x2), Protection vs. Fate* (x3), Entropy League** (x3), Farastu (x3), Olympus (x2), and the Pillar of Skulls*. Return to the Front, Spirited Troops* (x2). Gladiator of Sigil** (x3), Kelusar (x3), Warlords (5): Ares, Athena, Sif, Thor, Tyr Shator (x3), Treant** (x3), and Vorkehan Legions (24): Abyssal Bats (x6), Knights New Recruits Deck Guard** (x3). Anarchic (x3), Legionnaires of the Light Battlefields (12): Asgard* (x2), Avernus, Fates (17): Call to Arms*, Emissary of (x3), The Oracles (x3), Shator (x3), Baator* (x2), Dis, Iron City of Dis*, Law (x3), Emissary of Chaos (x3), Valhalla’s Finest** (x3), and Valiants of Minauros, Minauros the Sinking*, Emissary of Good (x3), Emissary of Evil Valhalla (x3). Olympus (x2), and the Pillar of Skulls*. (x3), Protection vs. Fate* (x2), Spirited Fates (19): Armor of Invulnerability Warlords (6): Ares, Faerinaal the Troops* (x2). BLOOD WARS™ Powers & Proxies Cards Distribution: 15 cards per pack Loki Av R SD Name TypeFreq.Artist Frequency = Common (C), Uncommon Lolth Av Ch NE The Aegis AI Ch JR (UC), Rare (R), Ultra—Rare (UR), Chase (Ch). Merrshaulk Av R NE Apotheosis Sp UC NE Muamman Duathal Av C TD Artemis’ Bow AI Ch SD Card Artists = (SD), Nephythys Av UC DEE Arumdina AI Ch TD Tony DiTerlizzi (TD), (DEE), Njord Av UC SD Axe of Anarchy I C RL Diesel (DSL), (JD), Newton Odin Av Ch DEE Axe of the Dwarvish Lord AI Ch TD Ewel (NE), Paul Jaquays (PJ), Rob Primus Av Ch NE Bahamut’s Charge O Ch NE Lazzeretti (RL), (EO), Jim Prince Levistus Av R TD Bast’s Defense O Ch NE Roslof (JR). Ramenos Av Ch NE Battleaxe of Discord I UC RL Segojan Earthcaller Av C TD Battlefield Revolt O R RL Battlefields Selûne Av R NE Bow of Law I C RL P = Plane, L = Layer, Semuanya Av UC DSL Bow of Order I UC RL Rm = Realm, S = Site Set Av Ch DEE Cavalry Rescue O R NE Shang-Ti Av Ch NE Chaotic Holy Symbol MI R JD Name Type Freq.Artist Sheela Peryroyl Av UC NE Codex of Infinite Planes AI Ch RL Sif Av C SD Dispater’s Campaign O UC JD Ankhwugat Rm R NE Sung Chiang Av UC NE Emissary of Chaos AC C EO Avernus L C RL Surtr Av Ch SD Emissary of Evil AC C TD Bahamut’s Palace S C NE Thor Av R DEE Emissary of Good AC C TD Cania L R TD Thrym Av Ch DEE Emissary of Law AC C DEE Court of Light Rm UC NE Tyr Av C SD Emissary of Neutrality AC C JR Dis L C RL Uller Av C SD Evil Holy Symbol MI Ch JD Lolth’s Grove Rm R TD Vergadain Av R PJ The Floating Gods Sp Ch/UR RL Minauros L C RL Wastrilith Dictator C TD Good Holy Symbol MI Ch JD Maladomini L R RL Yen-Wang-Yeh Av R NE Greater Coin of Fate AI Ch RL Malbolge L UC RL Zeus Av Ch SD Gungnir AI Ch SD Nectar of Life Rm C NE Holy Ground Sp Ch NE Nessus L R RL Legions Lawful Holy Symbol MI R JD Olympus Rm UC NE AC = Acolyte, all of these Acolytes are Marraenoloth Pilot Sp R TD Phlegethos L UC RL Factions Mass Desertion O Ch RL Ruby Palace Rm C NE Mjolnir AI Ch EO Stygia L UC RL Name Type Freq.Artist Neutral Holy Symbol MI R JD Tiamat’s Lair Rm C NE Abyssal Bats C TD Nightmare St UC TD The Defenders Harmonic AC UC JD Occupying Forces O Ch JR Warlords new abbreviation: Farastu C TD Pazrael’s Onslaught O UC JD Av = Avatar Garl’s Faithful AC R TD Prismatic Battlesphere Sp R RL Goristro R TD Proxy of Chaos Sp C TD Name Type Freq.Artist Howler R TD Proxy of Chaos II Sp UC TD Apollo Av R SD Kelubar C TD Proxy of Evil Sp C TD Archduke Dispater Av Ch TD The Kindred Souls AC R SD Proxy of Evil II SP UC TD Ares Av C SD The Knights Anarchic AC UC JD Proxy of Good Sp C TD Athena Av C SD Legionnaires of the Light AC UC JD Proxy of Good II SP UC TD Artemis Av UC SD Minion of Set AC R TD Proxy of Law Sp C TD Baervan Wildwanderer Av R TD The Mythcarvers AC R TD Proxy of Law II SP UC TD Baldur Av UC DEE The Oracles AC R SD Proxy of Neutrality Sp C TD Baron Molikroth Av UC TD Order’s Battalion AC UC JD Proxy of Neutrality II Sp UC TD Bast Av R DEE Shator C TD Pyrrhic Victory Sp Ch NE Bel, Regent of Avernus C TD Svartalfheim Drow UC TD Reenlistment O C NE Dugmaren Brightmantle Av UC TD Tabaxi AC R TD Return to the Front O Ch SD Dumathoin Av Ch TD Valiants of Valhalla AC R SD Revenge of the Exiraati O R JD Flandal Steelskin Av UC TD The Veterans Sanguine AC UC JD Temporary Truce O Ch NE Frey Av Ch DEE Throne of the Gods AI Ch RL Freya Av R DEE Fates Wrath of the Gods Sp Ch RL Garl Glittergold Av Ch TD AC = Acolyte, MI = Magical Item, Hod Av UC JR AI = Artifact Item, O = Orders, Ilsensine Av C NE SP = Spell, St = Support.

DRAGON 113

Out with the Old, In with the New

Our theme this month seems to be transi- tions: We’ve got reviews for games on the ol’ standard IBM platform, and we pre- view a pair of titles for the brand new Sony Playstation platform. We’ve got earli- er and later games from the same design team that show the development of ideas, and we’re even introducing a new reviewer, John Brunkhart. Reviews

Hammer of the Gods For IBM/DOS Designed by HDI Software Published by New World Computing Requirements: 386 or faster, VGA graphics, 4MB RAM, hard drive, CD-ROM drive, DOS 3.3 or higher, mouse Machiavelli the Prince For IBM/DOS Designed by HDI Software Published by MicroProse Software Requirements: 386 or faster, VGA graphics, 4MB RAM, hard drive, CD-ROM drive, DOS 3.3 or higher, mouse

Dee: We’re going to begin things this time with a comparative review of two games from HDI (Holistic Design Inc.). Their lat- est, Hammer of the Gods, is about norse- men, Vikings, and their gods. Jay: HDI’s other game is contemporary in publication but actually much older in design: Machiavelli the Prince is pretty much Merchant Prince (formerly published by QQP), with a facelift and a few new features. Dee: Machiavelli was given an in-depth review last issue by David “Zeb” Cook, but we thought we’d bring up certain features of that game and compare it to Hammer of the Gods. Jay: I liked Hammer of the Gods. It’s not every day we stay up until 2:00 A.M. High Seas Trader (Impressions Software) playing a review game. Dee: Nor is it every day that you spend you an idea of what you’ll find out there, you liked Machiavelli, will you like all the next day playing the game instead but not the whole picture) and units, and Hammer, or are they too similar? of writing the review! a movement-point turn-based movement Jay: The answer is yes, because I like Jay: I was doing additional research. system with a smart “go to” feature. them both. They are obviously the prod- Dee: Yeah, right. Actually, Jay’s fixation Hammer also has these features, and the uct of the same designers but each is a is a testament to the game’s addictive two games look EXACTLY the same. fun and absorbing game in its own right. nature. Both games also share some simi- Jay: I agree. Both games have towns Dee: I still can’t quite figure out what larities. For instance, in Machiavelli, you and a little digging-tool icon to lay roads makes Hammer work so well. If you look have a particular art style of map (includ- between them. Machiavelli has a “here’s carefully at each component of the game, ing a clever sepia-tone overlay that gives what you can aspire to” gameplay fea- there’s nothing special; no new technolo- ture—you want to control the Pope or the gies in game design, art, or programming. Ratings at a glance Doge, or possibly both—which makes you You begin the game with a handful of Game Jay Dee JB want to keep playing. In Hammer, the Vikings and choose a starting quest Hammer of the Gods 4 3 — objective is to climb to the top of the “tree offered by the gods (some of the quests Machiavelli 3 3 — of quests” and complete the final quest. can be completed at the end of the first Toh Shin Den 3 – Dee: So the burning question is: If turn). You sail your ship and its crew, Ridge Racer 2 – you’ve played Machiavelli, does Hammer searching the coastlines for towns with High Seas Trader 2 give you anything substantially different? If weak defenses. You attack by using a com-

DRAGON 115 Machiavelli the Prince (MicroProse Software) bat interface that looks like it came from Dee: Although most of these features Gods, but the HDI guys have nevertheless Sun Tsu’s The Ancient Art of War: aren’t used very much during the game. found a formula for success that kept me Jay: Tactical decisions are important in You can offer people deals by specifying, in playing long after I should have gone to combat: Should I shoot the toughest fel- two different boxes, what you want and bed. I give it. low ‘till he dies, or just weaken him so my what you’re willing to offer. You can only Dee: I agree. As I said before, if you swordsmen can take him out? How do I offer and want one thing, there are no mul- look closely there’s very little there in maneuver so I get the first blow (a critical- tiple-point deals. Still, it’s unlike diplomacy terms of complexity or innovation, but ly important advantage)? Do I have options in other games. That’s exciting, sometimes simple is best. The quest sys- enough strength to take that walled city, until about a third of the way through when tem pushes you forward and that’s all that or should I cut my losses and run? How you realize there’s nothing more to say to really matters. from me. do I keep my hero from getting killed? anyone, and all the work that went into Now let’s continue with a quick pre- Dee: You’ve just summarized the entire- diplomacy is no longer being used. It’s cool, view of two titles coming out for the Sony ty of the tactical decisions. After that, you but not enough to make the game great. Playstation. I don’t think Playstations are might as well put the combat on AUTO. In Jay: Okay, I’ll give you that. The quest available in the U.S. yet—when I called my fact, that’s what we ended up doing most screen, on the other hand, gives the game local toy retailer, they were expecting to of the time. its heart. Quests consists of things like see ‘em in September—but I understand Jay: But it’s a nicely thought-out fea- donating 250 pieces of gold to the gods, set- they’re selling well in Japan. ture. You can choose to run combats at tling new villages, or pillaging settlements Jay: I haven’t played the games—is this several different animation speeds, includ- of village size or greater. Each time you another 3DO, or something big? ing the ultra-fast “blur.” It makes foregone complete a quest, you choose your next Dee: Hard to predict, of course, but I’m conclusions go much faster. And I found quest from a smaller list. You work your guessing something big. The first game I the AI of the autopilot to be adequate for way up Ygdrassil, or the tree of the gods, saw, Toh Shin Den from Japan, is a stun- most combats. toward Odin’s final quest and victory! ning fight game similar to Virtua Fighter. Dee: If you win a combat you can Dee: Ygdrassil is a neat little “family There are those who say Virtua Fighter is choose to raid, pillage, raze, or subjugate tree” with accompanying digitized voices better, but Toh Shin Den has many engag- the city you’ve just attacked. Each increas- explaining each god’s background. What’s ing features and isn’t terribly difficult to es your gold supply and kills more people, really cool, though, is the way the quests play, even for people like me who normal- but uses additional movement points drive the game forward. ly fail miserably at fight games. And the which you might need later to escape Jay: Exactly. You are never at a loss for graphics are just amazing; they really from nasty counterattacks. something to do; even if you’re a neophyte show off the power of the Playstation. Jay: Not every city has defenders who strategy gamer, completely overwhelmed TSD uses a neat swinging camera fea- will counterattack (if there’s a road leading by all the cities and choices out there, you ture that zooms in and out to keep all the into the city, it’s a good bet they’ve got cas- can always attempt your next quest. The action on the screen, no matter how far tle-quartered back-up, even if you haven’t final Odin’s quest forces you to get compet- apart the two combatants get. And all the discovered it yet). If you don’t expect a itive even if you’ve been completely peace- characters have cool, distinguishable per- counterattack, the razing or subjugating ful and non-interactive up to that point. sonalities. The biggest lack in TSD is that options allow you to colonize that town by Although if you’re playing against humans the game features only a few hidden leaving some of your Vikings behind. The with the network option, I’m guessing moves. Most fight games have lots of hid- town then grows and generates income, you’re already raiding your buddies. den maneuvers to find, but each charac- which goes directly into your coffers. Dee: There are four different trees for ter in TSD has about four. Still, that’s one Dee: I found that a little odd at first but the four races you can play: human, elf, of the things that made it easier to play. then I realized this was the way the Vikings dwarf, and troll. Each race has different Jay: I must say, the graphic smoothness actually did things. It’s a shame that you goals; dwarves want gold because it’s their and detail was impressive. Watching fights can’t do anything exciting with your cities path to success; elves want to multiply so was darn close to watching an animated in this game. You just leave them behind colonization is their path, and so on. This movie. Was the racing game as amazing (hoping they’re not in turn razed by anoth- gives you at least four replays of the game, and new as Toh Shin Den? er player) to start earning money which trying out each race to see which suits Dee: Unfortunately, no. Ridge Racer, you use to outfit more and more Vikings. your style. And of course, just like in from Namcot, is based on the arcade Jay: The two things that make this Machiavelli, there’s a random map gener- game of the same name, so the graphics game stand out from other run-of-the-mill ator that’s pretty detailed, and new maps are very high quality, but when you come games, are the diplomacy options and the can extend the challenge even further. right down to it there’s not much new you quest screen. Diplomacy is an interesting Jay: In summary, although Dee’s right, can do with racing games. The best fea- option from a design point of view, since it there’s nothing you can point to that’s ture, I found, was that the steering was has some nifty features. substantially innovative in Hammer of the not as sensitive as it is in most console

116 SEPTEMBER 1995 Now, a decade later, computer speed and multimedia technology can bring us games in living color, with stereo sound and cinematic animation sequences. Yet the magic that can take us from our dens and offices to another world remains elu- sive. The impression I got from the back of the box was that High Seas Trader, the latest offering from Impressions Software, takes Pirates! one step further by deliver- ing an upgraded, 3-D version of a classic swashbuckling adventure, with a trade- oriented flair.

The Basic Idea You are an aspiring ship captain of the lat- ter seventeenth century, during Golden Age of Piracy. Arrr! Shiver the timbers and hoist the mizzen! Time to go pluck a few ripe merchantmen and fill the coffers with ill-gotten plunder, right? Not so fast! This time, you’re sailing that ripe mer- chant ship and all of those pirates are after you! Money is still the name of the game, but fortunes are to be made from successful trade runs and full cargo holds rather than cannons and boarding parties. A good head for figures and an eye for profits can earn you the recognition of your peers (and the right to command bigger and better ships), titles from your government, and (most importantly) a posh estate filled with rare art treasures.

Gameplay The object of High Seas Trader is to amass as much wealth as possible. Bravery and honor are measured in the game, but they only increase your personal standing. This allows you to purchase larger, faster ships—whose principal advantage is that they can generate larger profits that much faster. Trading is at the heart of this game. Sea combat and international politics take a back seat to the game’s economic aspects, while exploration, romance, and conversions from the arcade: I was actual- Most seasoned computer adventurers intrigue are non-existent. This is truly a ly able to stay on the road by my second have fond memories of lost hours spent in game for merchants only! race, and by my fourth I was pulling cool front of a 16-color display, plying the At first glance, High Seas Trader looks maneuvers. That’s partly due to the good Caribbean courtesy of Sid Meier’s now- promising. You begin by stocking your design of the original game, and partly to classic Pirates! game. It wasn’t just the ship with cannons, supplies, and crew. the neat controller of the Playstation. It’s clash of steel or lust for booty that kept Prospective captains can choose from a similar to other console controllers, but it devotees returning to the game. Instead, wide variety of armaments for their ves- has two wings for gripping and handy fin- Pirates! had the ability, like all great sels, from tiny swivel guns to gigantic can- ger buttons at the top so your thumbs adventure games, to transport players to nons. The game offers a choice of histori- don’t lose their place. another place and time. Sure, your little cal ammunition such as round shot (can- Overall, I give Toh Shin Den ships slid around on a flat blue screen, nonballs good for putting holes in the because it looks so amazing and it’s fun and all your sword fights progressed by enemy’s hull), grape shot (small balls (even if it doesn’t have cool hidden moves) shuffling left and right in a line as strict as which wreak havoc among enemy crew- and Ridge Racer because it’s “just any Olympic fencing match, but still the men) and chain shot (nothing tears sails to another racing game.” feel was there. To be a truly successful shreds faster). swashbuckler, Pirates! ensured you had to Supplies are broken down into meat, be concerned with more than just length- fruit, rum, and water to keep the crew in High Seas Trader ening your string of victories at sea. There good repair, and sailcloth and planks to For IBM/DOS were governor’s daughters to marry, long- keep the ship in good repair. After your Published by Impressions Software lost relatives to be found, and estates to ship is outfitted, it’s time to take on a crew Requirements: 386 or faster, VGA graphics, build back home. And you had to accom- of sailors, soldiers, and apprentices. Make 4MB RAM, hard drive, CD-ROM drive, plish all of this while your precious years a final stop for charts at the chart house, DOS 3.3 or higher, mouse of youthful vitality were being leeched and it’s time to get down to business and Reviewed by John Brunkhart away by the harsh life of a buccaneer. haul cargo.

DRAGON 117 The trading aspect of the game is simi- pass by and staring at the same clouds, I The Final Analysis lar to Machiavelli the Prince, and is quite gave up on the 3-D sailing feature. I began I suppose, in all fairness, High Seas Trader frankly the game’s best feature. A variety plotting my courses on the charts and let- was not designed as a combat game. Still, of commodities are available to trade, ting the game’s “first mate” feature do the I found myself similarly disappointed in from simple goods such as cotton and sailing. I was back to watching a little ship other areas where the game seemed to grain to more exotic wares like silks, jew- move around on a map, but at least it was show some initial promise and then did elry, and opium. Dozens of seaports, from faster. not follow through. For example, at cer- the Far East to the Americas, serve as Still, I had to return to the 3-D screen tain ports of call, there are smugglers and markets. The secret of making money is to when it was time for ship-to-ship combat. passengers which seek to employ you for buy your cargo where it is plentiful and Here a good first-person perspective errands both noble and nefarious. Yet cheap (tobacco in Charleston, South would really have a chance to shine, as smuggling never pays, because the Carolina, for example) and then sell the player would be thrust into the role of amount you can make from a smuggling where demand is high (tobacco always a fighting captain, judging ship positions, run is dwarfed by the profit of a single goes for a good price in London). the wind, when and how to turn to pre- legitimate trade voyage, and you buy your- If you flood a market with goods, prices sent a broadside, and how to avoid the fall self a load of trouble from the authorities begin to drop and so do your profits. In of the enemy’s shot. Unfortunately, again, to boot. Passengers ask for your aid, but this respect, the economy is realistic. It the 3-D gameplay, such as it was, was not the risk is seldom worth the reward. prevents you from finding a safe, high- up to the task. Simple trade routes prove to be the single profit route and exploiting it endlessly. Combat consists largely of turning the road to success. Sure, they may like Russian furs in helm in circles, trying to keep the rapidly Again and again, what seemed like obvi- Bombay, but once every household has advancing or receding enemy lined up ous chances to make HST into a truly two or three, the novelty wears off. with the middle of the broadside view and entertaining game were not expanded The trading screens are straightforward then firing the cannons. Line-up, shoot, upon, or were outright overlooked. If and easy to use. You are presented with a reload, line-up, shoot, reload was the combat were not so simplistic, the choices series of log sheets showing the price of all order of the day. of ammo and cannon types would be goods at the current port-of-call, as well as Wind plays little or no factor, which I more meaningful. If the sky scenery in the the quantities available for sale and the found both unusual and unforgivable in a 3-D sailing view indicated which direction amount aboard your ship. It takes a bit of sailing game. Ships can sail directly bad weather lay, the first-person perspec- electronic page-turning to check the prices upwind (albeit a little more slowly) with- tive would be useful. Though a crew at other ports (to determine where to take out tacking, and a more maneuverable needs many different supplies to survive, that load of cargo you just picked up), but ship can always dart easily into and out of except for fruit (which spoils faster), the is still relatively easy to get used to. range. Ship-to-ship combat, hard-pressed supplies are pretty much identical in cost Unfortunately, there aren’t any pages to entertain even the hack-and-slash set, and the rate at which they are used. representing both the supply and demand seems to simulate a contest between Though you can carry sailcloth and of goods at port. Goods also have two motorboats with side-mounted shotguns planks for repairs, at few points during prices at each port, one for buying and far better than the age of fighting sail. the game does repair at sea seem to be a one for selling (more realistic, perhaps, I wouldn’t advise using the auto-combat crucial factor. but be sure you’ve made up your mind feature unless your firepower is vastly Even the estates which you can buy as a before you close a deal, because you can’t superior to that of the enemy. As tedious symbol of your wealth and success are dif- sell those kegs of rum back for the as combat in HST can be, it is still better ferentiated only by the number of art trea- amount you bought them at). to endure it in person than suffer the sures each can hold. I would have pre- In contrast to many other trade/econom- beating an enemy can inflict when you ferred a more active ranking system ic games, High Seas Trader does not give turn your ship over to computer control. whereby I could gage my progress from, you the option to command a fleet of ships Of course, if you get tired of cannons, say, shopkeeper to city councilman to Earl and manage a merchant empire. Your ves- you can always close to point-blank range of Ipswich, as I climbed the ladder of sel is the only one you’ve got. The design- and attempt boarding combat. In HST, monetary success. ers address this in their notes by saying this is guaranteed to end the battle quickly I had originally thought to review High that they didn’t want anything to interfere one way or the other. As captain, the only Seas Trader as either an updated Pirates! with the game’s “first-person” perspective. choice you get is when to retreat from the or as a possible trade-game competitor to To further put the player inside the game, fight. Otherwise, you just sit back and Machiavelli, but in both cases there is little HST’s centerpiece is a port-to-port, ship’s- watch as the computer plays a standard comparison. If combat, smuggling, and bridge 3-D view for sailing. Rather than a “boarding combat” animation sequence the passenger missions had been expand- little ship moving around on a map, you and sends the two crews at each other. ed, or a storyline of sorts added, the game see the coastlines slide past and ships Since you have no control over the fight might have been a worthy successor to appear on the horizon. itself, it is absolutely necessary to have a Pirates! If there had been more I could Unfortunately, while a fine concept, the well-armed and well-trained crew. have done with all the money I was col- first-person sailing falls short in execution. Soldiers fight better than sailors, who in lecting, such as bribing port authorities or The endlessly scrolling coasts all look turn fight better than apprentices, and a buying noble titles, the game might have pretty much the same. The sky never healthy, happy crew with lots of flintlocks been a worthy competitor to Machiavelli. changes, except in stormy weather, when fights harder. The trading aspects of the game are well- it instantly becomes dark and uniformly Still, the lack of player control is not the developed, and could have been the cor- overcast. Ships suddenly appear sitting flat most irksome aspect of boarding. In the nerstone of a fine game, but as it was, on the horizon (à la SeaWolf that great course of about 20 boarding combats, I High Seas Trader didn’t keep me interest- arcade game from the late Seventies) and never once saw the crew which started ed for long. Still, one good thing came out then slowly grow larger, presenting just a out with the upper hand (in combat of all this sailing about-I suddenly discov- few standard renderings relative to the strength, if not numbers) lose a battle. er myself with the urge to dust off my old direction your ship is facing. Forget those see-saw, hair-raising sword copy of Pirates! and set sail. . . . Five years ago, such a presentation fights that are a staple of the genre, As would have been ground-breaking, but long as you begin a fight with the stronger Overall Rating: today, it seems rather uninspiring. After crew, the outcome is never in doubt. ten minutes of watching the same coast

118 SEPTEMBER 1995

NEW FOR SEPTEMBER NEW FOR OCTOBER $5.99 U.S./$6.99 CAN./£4.99 U.K. TSR Product No.: 8062P ISBN: 0-7869-01756 DUNGEON MASTER® Option Rulebook: PLANESCAPE™ MC Appendix II High-level Campaigns A PLANESCAPE Reference Book Bigby’s Curse An AD&D® fundamental reference By L. Richard Baker HI An ® Book by Skip Williams This accessory describes more than 70 new By Anne Brown This hardcover rulebook contains new skills monsters from the Outer Planes, as well as pre- In this interactive book you must race against and powers for all classes, a quick mass-com- viously out-of-print creature information and time to find an antidote that will save Bigby bat resolution system, hints on high-level plot creatures from the BLOOD WARS™ card game. from becoming a deadly lich. construction, and how to run high-powered A definite must for DMs and players alike! $3.99 U.S./$4.99 CAN./£3.99 U.K. characters. $18.00 U.S./$23.00 CAN./£10.99 U.K. TSR Product No.: 8099 $20.00 U.S./$26.00 CAN/£11.99 U.K. TSR Product No.:2613 ISBN: 0-7869-01780 TSR Product No.: 2156 ISBN: 0-7869-0173X ISBN: 0-7869-01683 Terror T.R.AX™ Track of the Mummy Elminster’s Ecologies Appendix, Vol. 2: Terror T.R.A.X. Track of the Creature The Complete Ninja’s Handbook The High Moor and the Serpent Hills Interactive Audio CD Games An AD&D rules supplement A FORGOTTEN REALMS accessory 911 has been receiving strange calls lately, by Aaron Allston By Tim Beach and T.R.A.X. command wants you and your In this book, the ninja, is presented as a uni- Elminster takes us on an incredible journey operatives to investigate these mysterious calls. versal figure who takes on the most dangerous into the High Moor and the Serpent Hills. This Every decision you make determines the action missions! This 128-page handbook contains 32-page booklet contains information on these of the story—but be careful, the villain respon- skills, tactics, spells, missions, and more. regions’ societies, habitats, and ecologies, and sible isn’t exactly human. $18.00 U.S./$23.OO CAN/£10.99 U.K. includes encounter tables. $14.95 U.S./$21.95 CAN./£11.99 U.K. TSR Product No.: 2155 $9.95 U.S./$11.95 CAN./£5.99 U.K. TSR Product Nos.: 8630 and 8631 ISBN: 0-7869-01594 TSR Product No.: 9490 ISBN: 0-7869-03120 and 0-7869-03139 ISBN: 0-7869-01713 Chronomancer Unless otherwise noted: ® designates registered trademarks owned by TSR, Inc. An AD&D game accessory The Return of Randal Morn ™ designates trademarks owned by TSR, Inc. by Loren Coleman A FORGOTTEN REALMS Adventure ©1995 TSR, Inc. All Rights Reserved. At last, the Plane of Time is open to those few By James Butler wizards who would risk everything to visit In the finale to trilogy, the PCs Coming next month . . . ancient and forgotten lands, or the unbeliev- must rescue Randal Morn, do battle with evil able wonders and horrors of the future. This monsters, and return Randal to his homeland. DRAGON® Magazine #222 96-page booklet reveals the existence of the $6.95 U.S./$8.95 CAN./£4.50 U.K. Cover art by Hung Mac chronomancer and lists new spells, powers, TSR Product No.: 9488 This issue details the Undead. Our special realms, and monsters. ISBN: 0-7869-01705 features include: $12.95 U.S./$16.95 CAN./£7.99 U.K. • Meet the Death Knight. TSR Product No.: 9506 The Titan of Twilight • How to raise customized undead armies. ISBN: 0-7869-03252 A FORGOTTEN REALMS Novel • The Necrology of the Penanggalan Plus all our regular columns, including by “Sage Advice,” “Rumblings,” and “Forum.” Giantcraft In the third book in the Twilight Giants $3.95 U.S./$4.95 CAN./£l.95 U.K. A FORGOTTEN REALMS® accessory Trilogy, the secret of Twilight is revealed, and TSR Product No. 8112-05 by the importance of Princess Brianna becomes The incredible giants of Faerun are detailed clear. Now Tavis Burdun, the giant-kin Basil, DUNGEON® Magazine #56 in this 128-page accessory. Expanding on the and the thief Avner are the only ones who can Cover art by Stephen Daniele Twilight Giants Trilogy, this “Complete Giant’s help Princess Brianna escape her captors. This issue’s adventures include: Handbook” allows you to roll up giant-sized $4.99 U.S./$5.99 CAN./£4.99 U.K. • “Grave Circumstances” (AD&D game; levels 5- PCs. This booklet is packed with information TSR Product No.: 8554 7) by Bill Slavicsek •“Briocht”(AD&D game; levels 10-12) by Willie about all the major giant races, covering all ISBN: 0-7869-01721 Walsh facets of their life and society. •“The Land of Men with Tails” (AD&D game; $15.00 U.S./$19.00 CAN./£9.99 U.K. I, Strahd levels 5-7) by David Howery TSR Product No.: 9487 A RAVENLOFT® Novel •“A Watery Death” (AD&D game; levels 7-10) by ISBN: 0-7869-01632 by P.N. Elrod J. Lee Cunningham

The memoirs of the infamous vampire, now avail- l And More! able in paperback! Find out why the Count mur- $3.95 U.S./$4.95 CAN./£l.95 U.K. dered his brother, and discover his plans for glory. TSR Product No. 8199-05 120 SEPTEMBER 1995