<<

Boo!

t the right moment, that’s all it takes to scare someone. Or Scares are easy. They work on the player and have little to something like, “You didn’t have a black Nissan in the park- do with the game itself. Fear is a whole ‘nother animal. Where ing lot this morning did you?” That’ll scare ‘em. A scare is a quick a scare widens your eyes, fear squeezes them shut. You don’t triple-shot of adrenaline. It wakes you up, makes you shriek. want to see what frightens you. Scares evoke a shriek; fear Donna played in our campaign mostly, I think, to be with swallows your voice. Rick, her fiance. As a relative newcomer, she was the one I tar- wrote a number of truly frightening ® geted for the scares. When Donna’s wanted to pull a ring tournaments. His theory was that the only way to frighten a from the finger of a limed-over skeleton lying in a subter- player is to threaten the thing he most cares about in the game ranean pool, I laid my arm on the table and said, “Show me — his character. Bruce must have something there, because his how.” You know what I did, of course. When my fingers tourneys frightened hundreds of people (including me) at con- clasped her wrist, her shriek nearly summoned the police. vention tables, a decidedly un-frightening environment. But scaring the newbie is cheap and easy (though it was fun, Fear has to be more than that, though. You fear the things and I’d do it again in a heartbeat). Scaring a veteran player is you can’t see or that you don’t understand. The worst fears are different. indescribable. Every Halloween, we’d play a horror adventure. While DMing I didn’t manage to frighten my own players very often. The the game, I liked to sit in the window sill, partly for the cool only time I can remember seeing real fear in their eyes was October air, and partly so I could see everyone in the big group. when I described not their dragon enemy but the scars he’d Mike, one of my housemates and a veteran player, thought it left in a stone wall for them to discover. That one worked, I would be fun to slip outside, sneak around the apartment, and think, because there was so little for them to visualize. lay a cold hand on my neck from outside. Unfortunately for him, Everything else came from that vague pool of imagination that I saw Mike slip outside, listened carefully for his feet upon the spawns the night terrors that leave you cold, damp, and trem- gravel, then gently dropped a hand in front of his face just bling — but which you can never remember. before he’d have rounded the corner and gotten to me. How do you frighten players when the most frightening His shriek was magnificent. things are indescribable? I resort to tricks these days. One of Of course, it isn’t fair to tell on Donna and Mike without my favorite is to seat all the players so that their backs are to telling on myself. Those Halloween sessions almost always an open window. At night. In October. transformed into story-telling sessions, often with me sitting Try this one. If you don’t have a window, open a closet, or alone on the couch, facing the six or eight players who gradu- any door behind the players. Just be sure to leave the lights off ally huddled closer in the dark, airy room. Another Mike, much in that other room. And don’t let the players look behind them. smaller, slipperier, and just downright sneakier than the other Make ‘em look at you. Then while you describe what their PCs one, managed to get out of the room without my noticing. Just can see, they’ll be wondering more about what’s behind them, as I was getting to the most tense moment in the Bear Story, what they can’t see. inhumanly strong fingers clamped my ankles from under the And they’ll be afraid. couch. I flew up with a terrific shriek, scaring the hell out of all my players, who joined me in an unholy chorus that would have shriveled Great Dave Gross Cthulhu itself.

Publisher Associate publisher Editor-in-chief Editor Art director TSR, Inc. Pierce Watters Dave Gross Larry Smith

Associate editor Editorial assistant Subscriptions U.S. advertising U.K. conespondent/aduertising Michelle Vuckovich Lizz Baldwin Janet L. Winters Cindy Rick Carolyn Wildman

Printed in the USA

# DRAGON 234 3 October 1996 Volume XXI, No. 5 Issue #234

Nocturnal Crusade Jay Knioum In the against the undead, the wise crusader arms himself. Page 8 The Jamie Nossal The draco/ich isn’t the on/y form of undead dragon, on/y the greatest. Here are the “lesser evils.” Page 14

The Book of Souls Robert S. Mullin Some books really should be banned. Page 20 Crypt Rangers & Defenders Ross Allen Clifton It’s one thing to stay overnight in a graveyard on a dare . . . Page 24 Undead Again Steven Brown has never been the end to a ’s career, but this isn’t what you probably had in mind. Page 28 Artifacts of Athas Kevin Melka The magical artifacts of the ® setting are just as dangerous as they are powerful. Page 40

O CTOBER 1996 Columns

3 ...... The Wyrm’s Turn Wanna see something really scary? Wyrms of the North: 6 ...... D-Mail Daurgothoth Your comments, our corrections. 38...... RPGA® Network News The most fearsome of the great wyrms Conventions come in all sizes, but all of them can offer great gaming with Network tournaments. are those that just don’t know when to die. Page 32 49...... Forum Magic, weapons, spellbooks, game balance, Dragon’s Bestiary: optional rules ... you name it. A Necromancer’s Armory 73 ...... Role of Books Rudy Thauberger The newest reviews of and science- The necromancer’s weapons fiction novels by John C. Bunnell. are walking nightmares. Page 52 84 ...... Cons & Pros Coming soon to a convention near you. ™ GAME: 91 ...... Sage Advice Swampstalkers Answers to your game questions, including some hopeful tips on unarmed combat using the David Eckelberry Player’s Option™ rules. Add some cold-blooded killers to your armies. Page 59 109...... Role-playing Reviews High-powered campaigns for your most Bazaar of the Bizarre: puissant PCs. Lich Magical Items 120 ...... The Current C lack The ® Game Fair generates much of this Johnathan M. Richards month’s work. Why should the good guys have all the wonderful toys? Page 79 Other Material

99 ...... Knights of the Dinner Table 100 ...... DragonMirth 102 ...... Gamer’s Guide 104 ...... Floyd 116 ...... TSR . . . Previews

62 Firstborn (®: Tales of the Fifth Age) Dave Gross Old assassins never really retire, especially when they work for the Dark Knights of Palanfhas.

# DRAGON 234 5 alternate civil war . . .” In the real world, interested in writing for newspapers. I the British Empire outlawed the slave just want to write fantasy stories. trade in 1807, and the institution of slav- Can you suggest some classes that ery itself was outlawed in 1833. Not much might help? I have the imagination and of a mystery there, save for why it took the ideas. I just need the knowledge and the Empire a year longer in the book than help from professionals. in real life. I was recently going through my Again, the magazine is getting better ™ boxed set and won- every month. I’ll be reviving my sub- dered why you haven’t continued this. I scription. Good luck! have already played all the adventures Brad Johnston in the boxed set, plus some that I made Newfoundland, Canada myself, but I would like to play some more professional games. Help! It would also be nice to see some The Ravenloft® Players encoun- novels about this land. Fantasy itself tered technical difficulties while video- was originally dragons and dragon slay- taping their two performances of the ers, and you have both of these on the 7th Annual Night of Terror — The Blood Isles of lo. lf you have a comment, opinion, or ques- Treasure of Granville Manor at this year’s Shawn Morley tion for the staff of DRAGON® Magazine, Gen Con® Game Fair. If you videotaped Oakville, Ontario write us a letter. We’d love to hear from you. one or both of the shows and are will- In the United States and Canada, send ing to provide us with a copy, we To start, you can learn much about writ- letters to “D-Mail,” DRAGON Magazine, 201 would greatly appreciate it. Please ing by reading — and not only fantasy novels. Sheridan Springs Road, Lake Geneva, WI write to: Thomas M. Reid, c/o TSR, Inc., Of course, you’re probably already doing 53147 USA. In Europe, send letters to 201 Sheridan Springs Road, Lake that You can find good creative writing “D-Mail,” DRAGON Magazine, TSR Ltd., 120 Geneva, WI 53147, or send e-mail to c/asses at most colleges or locate a nearby Church End, Cherry Hinton, Cambridge CB1 [email protected]. writers’ group. Most importantly, write every 3LB, United Kingdom. day, and have a friend read your writing back You can also send “D-Mail” submissions Dear DRAGON Magazine to you. We’d love to see some good COUNCIL to us at [email protected]. Please send Hey, I just was wondering . . . do you OF WYRMS submissions for our “Campaign change of address notices by regular mail, guys plant hidden cameras in our gam- Classics” department, so keep an eye on that as the volume of e-mail we receive makes ing rooms? Your “Knights of the Dinner department. that medium actually slower than a post Table” hits a little too close to home. card or letter. There may be lawsuits from some of my Dear DRAGON Magazine, friends. They think they’re being made Let me be one of the many to con- Dear DRAGON Magazine, fun of! gratulate you on your wonderful new First of all, I love what you’ve done Keep ‘em coming! format. I was looking through some of with the place. Its been a long time since Vern McNulty my old DRAGON Magazines, and I noticed your magazine has had so much of inter- Via AOL that in DRAGON Magazine issue #224 you est in each issue. Keep up the good work. had an article detailing the ways castles Reading issue #231, I came across We unequivocally deny placing hidden could withstand a magical attack. I read John Bunnell’s review of The Two Georges cameras in any gaming room. Of course, we the entire article and I enjoyed it thor- by Richard Dreyfuss and Harry Turtledove. can’t speak for Jolly himself: However he oughly. In issue #232, I noticed that you Having not read the book I can’t com- manages it, we sometimes find him poking had a small section on a magical batter- ment on his review, but I did want to help fun at our own gaming pals. Never at us, ing ram called the Arien of Thang-Nor. clear up something that seems to have ourselves, of course. We’re nothing like the This is what I love about your magazine: mystified Mr. Bunnell. He says that one Knights. Not even a little bit. Really. You tell us how to build up a wall, and flaw of the book was that it failed to make then you tell us how to knock it down. clear why it contained sharp divergences Dear DRAGON Magazine, The magazine doesn’t just deal with from real world history. By way of exam- I’d like to write stories and novels, but making super characters or DMs. ple he writes, “It’s a mystery, for instance, I can’t find any college classes around Instead you focus on balance in the as to why the British Empire outlawed Ontario. I was told that Journalism is game, something that I haven’t yet slavery in 1834, neatly forestalling an what many writers take, but I’m not picked up when designing adventures.

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6 OCTOBER 1996 I enjoy the “Knights of the Dinner were to go back to the core weapons and Table” as well as your other sections. do the same for them. In addition, some Please don’t stop doing stories about of those damage ratings are way too the FIFTH AGE™ setting. I noticed that in high. The “Sorcerous Sixguns” was over- an advertisement for the AD&D® game due, and while it had a few too many ref- in your magazine, the DRAGONLANCE® set- erence points, it is an excellent starting ting wasn’t even mentioned as a cam- place. I hope to see more about bullets paign world. Technically DRACONLANCE and holsters, and maybe even containers won’t be a part of the AD&D world any- for smoke powder itself. more, but that doesn’t mean it isn’t wor- The “Ecology of the Roper” article thy enough to fill your pages. Keep up was interesting. The DRAGON DICE™ arti- the brilliant work! cles I skip over, but I don’t mind them. I Andrei Goldfain realize that not all articles will fit my Syracuse, NY needs. The latest “Wyrms of the North” has helped set up my future campaign, No worries, Andrei. As articles concern- and I’m just waiting to spring some ing the new era of Krynn arrive, we’ll print rumors and legends of this mighty beast the best ones. After brisk sales of the new upon the party. FIFTH AGE game at the GEN CON® Game Fair I like the “D-mail” section and the and the interest displayed by those who “Forum,” but perhaps the “Network attended the periodicals seminars, it’s a safe News” column could be expanded, as bet that we’ll be printing plenty of articles well as “Role-playing Reviews” and concerning the . As for fic- “Current Clack.” “Hellbound,” “Floyd,” tion, we won’t rule out a FIFTH AGE story next and “Knights of the Dinner Table” are year, though we aren’t extending this year’s excellent as always. story-arc into 1997 “The Walls Came Down” was well done, but it states that the Arien of Dear DRAGON Magazine, Thang-Nor spell is more powerful than DRAGON Magazine issue #232 was the ordinary battering ram, but it lists no very useful. There were some parts I damage. The thunderstrike rod, however skipped over though, like “Weapons of . . . heh heh heh. the Waves,” which seemed to be a plug Thank you for continuing to produce for the Naval Battle rules for the a great magazine. BIRTHRIGHT® setting. “En Garde!” was a Joe C. Kushner On the Cover plug for SAVAGE COAST™ campaign and, Chicago, IL This is the second of our “collab- while well done, should have been oration” covers. Like the first (Tim made more general so that it could be Somewhere between the “continued on” Bradstreet and , on used in all campaigns. (The fighting and “continued from” notices, we lost that issue #203), this one was also born styles from A Mighty Fortress suffered this crucial table for “The Walls Came Down.” As from a conversation at the GEN CON® problem as well.) noted in the article, walls or other structures Game Fair. In Fred and Tim’s work “A Flurry of Swords” was excellent, but struck by a battering ram or similar device there are similarities of approach I can’t see granting bonuses for profi- must make a saving throw to withstand the that I felt would ensure a successful ciency and specialization, unless one attack. Here’s the chart, below. piece. I couldn’t find such similarities in the work of (left) and Table 1: Structural saving throws vs. battering ram damage Tony DiTerlizzi, but the synergy Battering Hard Soft Thin Thick Metal-bound shines through. They’ve produced Ram Type Stone Stone Earth Wood Wood Wood an image that blends both of their Normal 59320 17 13 styles into a unique and memorable Arien 6 10 4 20 18 14 cover. Frost-Rent 8 12 5 20 19 17 Well done, guys! Khalmick-Graz 5 9320 17 13 Thunderstrike Rod 7 11 5 20 19 15

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# DRAGON 234 7

Weapons in the war against the undead

by Jay Knioum illustrated by Charles Ludeke

he mist-shrouded darkness is filled with fell creatures who Blood of the angered spirit may be used only at night, but it prey upon those who live. Some creep in the shadows, remains potent until dawn. To use the blood, one must pour it Tlike constructed by some mad toymaker. Others into a wooden or ceramic bowl. Then the user must dab the stalk the living stealing their victims’ vital essence as if mock- blood with a piece of cloth, a brush, or a sprinkler such as is ing the natural order. The living will not be mocked, however, used with holy water. The user must sprinkle the blood all and it is time to fight back. about the area he wishes to check for unruly spirits. A single Here is a collection of powerful spells and magical items that bottle of the blood may cover up to 1,000 square feet. deal with the restless dead. Some were made to gain knowl- From the time of application until dawn, whenever any edge of these creatures; others were created to destroy them. undead or evil extraplanar creature passes into the area cov- The one thing common to all of them, however, is that they are ered by the blood, the liquid hisses and steams. It does this useless to one who is weak of heart. Although the items regardless of whether the intruding creature is disguised, invis- detailed herein are suitable for any AD&D® setting they are per- ible, or noncorporeal. Blood of the angered spirit only warns of haps most at home in a RAVENLOFT® campaign. the evil’s presence; it does not serve as a ward. Javelin, bane of the black heart Shroud of Sol’s embrace XP Value: 400 GP Value: 2,000 XP Value: 3,000 GP Value: 15,000 (Warrior, Priest) This is a delicate shroud of silky, silvery cloth, about 4’ wide This weapon is similar to a javelin of piercing, but it has a and 6’ long. The shroud appears to be made of quicksilver, and specialized function: to stake a vampire from a distance. its surface has no marking or stitches. The origins of the shroud The bane is a long shaft of wood tapering to a sharp point are unclear. The only historical account of the item is from an at one end. At the other end is a decorative carving in the elven chronicler who writes that the shroud was a gift from a shape of four leering gargoyles, with their batlike wings held faerie queen to an elven hero centuries past. If the shroud is left straight up and back-to-back, giving the appearance of a outside in full sunlight for a day, it retains the sun’s power. macabre tulip. The entire length of the javelin is covered with After soaking sunlight, the shroud must be rolled up tightly. light but detailed carvings of blackbirds so tightly meshed that When unrolled, the shroud begins to spill out sunlight from their shapes are not recognizable with only a cursory examina- whichever side faced the sky during the day. On the first round tion. The weapon is otherwise smooth, and the wood is a rich, after unrolling the shroud sheds the mornings light. It steadily dark brown. grows brighter to noontime light, then slowly fades to twilight. The javelin is said to have been created by a priest who ded- Morning light, noon light, and twilight conditions both last icated his life to destroying the vampire who had turned the for two turns each. Thus, the shroud cycles through a days sun- priest’s daughter into one of the undead. In their final struggle, light in one hour. Morning light grows steadily brighter, reach- the priest suffered a mortal wound, but not before he sent the ing out one yard per round and causing 2d6 hp damage per weapon screaming into the vampire’s heart. round to any vampire in the area of effect. Noon light shines at The bane functions as a normal javelin unless brought a range of 20 yards and has the full effect of sunlight on a vam- within 30 yards of a vampire. When this occurs, the bane pire (death in one round if fully exposed, 3d6 hp damage per grows warm and throbs with hatred. It tugs its wielder toward round if partially exposed). Twilight inflicts the same damage as the vampire, even if the is in animal or mist form. This morning but recedes one yard per round until extinguishing. is an effective way to unmask the monster, but not a subtle Although there are many uses for this item against vam- one. The vampire becomes instantly aware of the weapon and pires and other sunlight-hating undead. The shroud is delicate, feels a distinct discomfort. and all saves against adverse conditions are made at -2. If the The main function of the weapon is identical to a javelin of shroud is torn, its magic is lost. piercing. The wielder points the weapon at his foe and speaks the Once began, the sunlight ebb and flow runs its course even command word. The bane launches from the wielder’s hand and if the shroud is rolled again. Thus, it must be used wisely. flies toward the target, attempting to impale it. The javelin is considered +5 to hit against a vampire, and Blood of the angered spirit the hurler’s THAC0 is used, but without any modifiers for XP Value: 600 GP Value: 6,000 Strength, Dexterity, or specialization. This potion is a closely guarded secret of the gypsies. Usually If the javelin’s attack succeeds, it inflicts triple damage to the kept in a nondescript ceramic bottle (metal or sunlight ruins it), monster. In addition, if the successful attack roll was 15 or the blood must be gathered from a female gypsy seer who died better, the vampire is staked through the heart. The monster of natural causes. After the appropriate magic is per- then bursts into flame, completely consuming formed, the blood has the power to reveal the the creature and the weapon within one presence of evil spirits and undead. round.

# D RAGON 234 9 Those who drink from the font (up to and the beast remains unaware of its While six may do so) fall into a trance in which surroundings until the next time the sun the they experience those events that led falls. vampire immediately to the death of a particular If Van Richten‘s Guide to Vampires is detection undead creature. The drinkers learn the used, any vampire of Very Old age or power is creature’s name and background during older may make a save vs. paralyzation always active, the this magical vision. In effect, the upon drinking the tainted blood with a javelin’s attack power can be used drinkers become the person that the -4 penalty to avoid the sleep. If the save only once per night. Further, once it restless spirit once was, with all the emo- is made, the vampire is still sluggish, succeeds in actually impaling a vam- tions, thoughts, and experiences the with a -3 penalty to initiative and all pire (as opposed to merely striking individual had at the time just before attack rolls, and its movement is one), the bane is destroyed in the fire. death. reduced by half. Eminent or patriarch History records only one of these After the vision, those who drank vampires may continue to make saving weapons, and it was destroyed when from the font must save vs. paralyzation throws every round at the same penalty the priest killed his foe. Still, tales with a penalty of -1 to -5, depending if the original save is failed. Finally, any abound of the bane’s use against the on the power of the haunting spirit and vampire who once drank the blood of a undead through the years. One poetic the emotional intensity of its demise. victim under the effects of this potion sage speculated that the spirit of the Failing the save means that the drinkers (and survived) is allowed an Intelligence priest lives on in the weapon, causing it are so shaken by what they have expe- check at -3 to smell the tainted blood in to reappear after its destruction. rienced that they suffer -4 to any ability his intended victim. The dire creatures check, attack roll, and saving throw aren’t often fooled twice by this devious Font of the tortured spirit made for the next 24 hours. Even if the concoction. XP Value: 1,000 GP Value: 5,000 save is successful, the vision is so Not really a weapon against the intense as to visit the drinkers’ night- Verses of Belneiranon undead but more a tool for understand- mares for years to come. XP Value: 2,000 GP Value: 10,000 ing them, the font allows the living to The time spent in this trance is up to (Wizard, Priest, Bard) experience the anguish of restless spirit. the DM, but the vision occurs in real Written upon this ancient granite Its creation has been traced back to a time. Thus, the vision could be as short tablet are five stanzas of rhyming verse ghost-hunting sorceress who traveled an hour or as long as a month. Typically, composed by a powerful bard-priest for the land trying to help these undead find visions last from 1-10 hours. The bodies use in a war against a cult of evil necro- their way into the next world by resolv- of those in the trance are in a state of mancers. Only the name “Belneiranon” ing whatever matters they had left suspended animation and need not eat, carved into the back of the tablet gives behind. drink, or even breathe during this period. any hint as to the identity of the com- The font is a ceramic bowl about 18” They appear to all tests to be dead them- poser. in diameter. The outside of the bowl is selves. However, if smelling salts or a The tablet is hexagonal, but oblong, painted dead black, and the inside is sage branch is held under the nose of an about 2’ x 1’ x 6”. Over the centuries, completely white. The only other feature entranced individual, he awakens imme- the tablet has been broken, and it is is a small crystal pyramid set into the diately. now in three parts of roughly the same bottom of the bowl. This pyramid is size. The author was a skilled carver, about one inch on a side. It has been set Philter, feast of oblivion however, and the text remains intact. into the clay of the bowl and can be XP Value: 400 GP Value: 2,000 The verses are written in a strange removed only if the bowl is broken (and This potion is disgusting but useful to script combining hieroglyphics mixed thus ruined). To be used, it must be those who hunt vampires. It appears as with letters. The symbols are curved and taken to a haunted place and filled with a syrupy dull red fluid and tastes like salt flowing, suggesting motion or elemental pure water, with a pinch of gravesoil and bad onions. To make it, various forces. The glyphs appear in a series of and shavings of a yew tree added. If no herbs and plants used in embalming six columns that run the length of one gravesoil is available, then any matter procedures must be mixed with a pint of tablet face. The other face has only four obtained from a place of the dead, such a certain individual’s blood (see below) small glyphs, also arranged in a column, as sand from a tomb, is acceptable. The and four drops of sleep poison. Once in the center. These four glyphs form the font must be left undisturbed in the made, the potion stays intact until syllables of the tablets author, or so the haunted area for one day and night. imbibed. The potion’s effects last for one sages say. Each of the glyphs is about as After this time has passed, the user night. large as a man’s thumbnail. may return to the bowl and drink from The potion must be made for use by To make any sense of the tablets it. The bowl cannot be moved, or the a specific person. It is the blood of this writings, the reader must cast a read magic will not work, and the process person that is used in the potion’s cre- languages spell or make a Read must be begun again. The water must ation. When this person drinks the Languages check at -20% or a profi- be drunk from the bowl or a cupped philter, his blood immediately becomes ciency check against ancient languages hand. A cup or container must not be poisonous to a vampire. Any vampire with a -4 penalty. If either check is suc- used, as any material other than flesh drinking the blood of a creature under cessful, then the tablet may be read. The renders the water’s power inert. This this potion’s effect immediately falls into language of the tablet is difficult to mas- also means that the hand cupping the a state of hibernation, just as if the sun ter, requiring a weeks worth of study water must be free of all jewelry or were out and the beast had lain in its and a successful Intelligence check to gloves. own coffin. This sleep is overwhelming, understand it well enough to use.

10 OCTOBER 1996 Once understanding is achieved, the Chime of dark need verses become a potent weapon against XP Value: — GP Value: — Reinhoff’s the forces of darkness. When spoken This item is a long, metal cylinder meerschaum with the correct, unbroken rhythm, the about 14” long and 2” wide. The cylinder XP Value: verses are extremely painful to the ears is made of steel, but it is shot through 1,500 of any undead creatures within 50 yards with rust along the bottom. At the top of GP Value: 7,500 of the reader. Skeletons and the cylinder, two holes have been drilled This large smoking pipe is carved simply fall to pieces. Noncorporeal in the metal sides, arranged so that a in the likeness of an aged, wizened undead suffer incredible agony and string may be run through them, allow- . It is very old, so the meerschaum immediately leave the area for as long ing the cylinder to be hung. When rung, has browned, giving the old dwarfs face as the verses are being read. If they fail a the chime produces a low, mournful great character and an almost- living save vs. spell, they can never return to noise. appearance. The stem of the pipe is that area again. Corporeal undead Ringing the chime arouses intense carved ebony, and its shine has dulled between (but not including) vampire and hunger in any vampire within the area with age. The mouthpiece still has a few status suffer 3d10 hp damage of effect, sending the monster into a toothmarks from its original owner. every round in which they can hear the feeding frenzy. Any vampire so affected The pipe was created by a wizard- verses. In addition, these creatures stand tries to feed upon the closest warm- sage named Reinhoff who wanted to still, scream in anguish, and fight only if blooded creature, in exclusion of all study and interview the undead without attacked. other cares, even its own survival. The succumbing to stark terror or domina- Undead of vampire status or greater affected vampire ignores all attacks tion. Reinhoff was a bit overzealous in suffer 1d10 hp damage per round of hear- against it and all other dangers. Even his work, and the pipe did not protect ing the verses. They can still act, but the the presence of sunlight is ignored by him from the traps he encountered in a pain they suffer imposes a -5 penalty to the ravenous creature if a save vs. petri- long-dead ’s tomb. The meer- initiative and attack rolls. The pain also fication at -2 is failed. Note that the schaum was recovered by his henchmen, makes all spellcasting by undead impossi- effects of sunlight on a vampire are still who sold it to a group of explorers. The ble, and checks for undead the same, only that the creature pays no pipe has been lost to history since then are made at a -5 penalty. mind of venturing into it while under and has probably found its way into the The verses’ magic channels immense this item’s influence. hands of one who has no idea of its energies through the tablets reader. This item is not without its dangers. powers. These energies hammer at the reader’s In addition to the risks incurred in awak- Whoever lights the pipe and smokes fortitude, and the song continually ening bloodlust in powerful undead, the it gains great resistance to the fear auras resounds within his ears. For this reason, chime can bring about dark urges in and charm abilities of the undead, as the speaker must make a successful the living, as well. When this item is well as increased protection from their Constitution check for every round he sounded, all living creatures in the area attacks. As long as the pipe is lit, the recites from the verses. Every other of effect must save vs. spell. Failure indi- smoker gains 90% resistance to any round, a -1 cumulative penalty is added cates that the victim slowly begins to charm, sleep, or fear-related power used to the check, as the verses’ power wears develop cannibalistic urges. With each by any form of undead, barring spells at the reader. Thus, on the first two week, the affected creature exhibits actually cast. Thus, the resistance is rounds of reading, no penalty is suf- stronger and stronger desires to feed on effective against a vampire’s charm, or a fered. On the third and fourth rounds, the flesh of the living. The DM may death knights aura of fear, but it is use- the penalty is -1. On the fifth and sixth, choose the actual game effects upon less against a charm person spell cast by -2, and so forth. characters so infected, but he is encour- a lich. The smoker also gains a +4 to all The reader of the verses must concen- aged to be descriptive and horrifying. As saving throws made against special trate completely on the complex lan- weeks go by, saving throws may be undead attack forms that allow a save, guage of the tablet and can take no required to resist the curse of the chime such as a ghoul’s paralyzation ability. In other action lest the recital (and the of dark need. Remember, the curse does addition, the smoker gains a save of 15 magic) be interrupted. With careful tim- not immediately take effect with full against special attacks that don’t nor- ing, individuals other than the main force; a failed save does not mean a mally allow a save, such as a vampire’s reader may read along, allowing the character lunges at his nearest compan- energy drain or rot. Again, this original reader to stop. This allows an ion and begins gnawing on his toes. is effective only against the natural unbroken reading of the verses but pro- This is a gradual process, and it should attacks of the undead, not against spells. vides a fresh voice (and Constitution) to not be immediately traceable to this As the pipe was made for scholarly continue the onslaught against darkness. item. To remove the cannibalism from a purposes, it does not lend itself well to a Transference this way takes a full round, victim, a remove curse followed by a bless pitched battle against the forces of and the new speaker must succeed a spell must be cast while the afflicted darkness. To be effective, the pipe must Wisdom check. Bards make this check at character bathes in holy water during a be smoked continuously, with periodic +4. full moon. removal from the mouth to speak or The verses may be read only once per The chime’s history is very sketchy. exhale. If the pipe is out of the smoker’s week. After a reading is stopped, the Most sages who have studied the item mouth for more than one round at a words fade from the tablet for seven speculate that it was once a chime of time, the magic fades until the pipe is days. A “reading” consists of an unbro- hunger that was later altered by an re-lit. The pipe cannot be smoked during ken recitation of the verses, but it need undead-hunting wizard to perform its melee combat. In addition, any spell- not be the same voice. current, more specialized function. casting requiring verbal components is

# DRAGON 234 11 difficult a lich’s spells can pass over the line, and enough to close its opening tightly, but it to a vampire can freely charm those on the must remain uncorked until used. The perform other side. urn may be used only once. while The chalk line must be straight, and The urn of bound souls may can entrap the large, must be connecting two fixed, material a bodiless spirit, such as noncorporeal unwieldy objects. Thus, a chalk circle cannot be undead or a vampire in mist form. The meerschaum is being drawn for any effect, nor can a curving urn must be brought within 10’ of the smoked. All such spells attempted line, nor a line in the middle of a floor creature and the command word spo- while smoking the pipe take twice as that doesn’t connect any objects. The ken loudly. The spirit must then save vs. long to cast (casting time is doubled) fixed objects need not be parallel to each spell. Failure means the creature has and incur a 20% chance of failing. other, so one corner of a room may be been drawn into the urn, which must be The pipe, of course, requires tobacco blocked off. In addition, the fixed points corked immediately and sealed with a to be useful. need not rest on the ground, so it is pos- mixture of candle wax and blood. sible to ward a window this way. The If a priest successfully turns the spirit Chalk of barriers chalk functions only on the Prime in the same round the urn is used, the XP Value: 1,000 GP Value: 5,000 Material Plane, and there must be a creature gains no saving throw to avoid noticeable “down” direction, so the line imprisonment. Once the creature is This magical chalk usually comes in cannot be drawn on the ceiling. It must inside the urn of bound souls, its captors 1d4+1 rectangular sticks contained in a The chalk of barriers be drawn on the floor or on the lowest have one turn to seal the cork properly small wooden box. is point of a portal, such as a windowsill. before the captive may escape. The urn made from the bones of a once-animat- Finally, the two objects the chalk line must remain sealed (and the seal must ed skeleton, mixed with various miner- The chalk connects are not warded. Thus, while remain unbroken) for all time, lest the als. is dull yellow and leaves a some spirits are stopped by a line drawn spirit be freed. large amount of dust. The secret of the urn of bound souls chalk’s on a door’s threshold, they still may be The is 1’ tall and 6” creation is known mostly to able to go through the walls on either wide. The metal used in its creation alchemists or necromancers, but its ori- side. Thus, it is wise to draw a chalk line makes it heavy for its size, and it cannot gins are unclear. The chalk along the base of all four walls of a be carried easily. If it contains an impris- is a powerful warding tool room, to afford maximum protection. oned spirit, anyone standing closer than against all types of undead and can be If two chalk lines are crossed, only 5’ from the urn hears moans and wails used to seal any doorway or passage the most recently drawn line holds of anguish from it. The wailing has a from intrusion by these . The power. The line crossed over is rendered dangerous effect on the weak-minded. If chalk must be used to draw a straight inert. any intelligent creature with a Wisdom line between two fixed objects, such as Each stick of chalk is considered to of 7 or less touches the urn while it holds two walls, pillars, trees, or large rocks. have 30 “charges.” For every foot of line a spirit, that creature must save vs. spell When the line is completed, then no drawn, a single “charge” worth of chalk is or be struck with a powerful desire to undead creature of any type can physi- ground from the stick. Besides the ward- free the wretched spirit trapped within. cally cross it. Instead, the monsters are ing power, the lines are otherwise nor- Any creature trapped in the urn is met with an invisible barrier that they mal for chalk dust, so water or scuffing considered to be in suspended anima- cannot break. The weakest undead, easily removes the line. Undead crea- tion and is only dimly aware of the out- skeletons and zombies, actually explode tures cannot physically touch the line of side world. It can sense the presence of upon contact with this barrier. Ghosts chalk, but they may use other means or intelligent beings up to five feet from the and other noncorporeal undead cannot living servants to get rid of the pesky urn but cannot glean any other informa- cross the line, even in astral form, for the ward. tion whatsoever. However, it is aware if line exists on both planes. Chalk lines cannot be drawn upon a some fool has been charmed by the There are several limitations to the damp floor, soil, or grass. However, the urn’s moaning. chalk’s power. If the line is broken or sticks of chalk may be crushed and the The origins of the urn can be traced swept away by any means, the magic dust used to lay a warding line on grass to a practitioner of white of the barrier fades. Also, the barrier or soil, at a cost of two charges per foot. named Jarazed AI-Tajir, who created it to does not prevent the passage of In addition, the height of the “wall” cre- capture a powerful spirit that haunted a creatures besides undead, nor ated by the chalk line is as tall as the large oasis. However, it was reported does it prevent the passage of fixed objects used as anchor points. If stolen from Al-Tajir by a group of bandits a living being possessed by the points are walls, then the ward goes and has not been heard of since. Neither an undead spirit. Finally, up to the ceiling. If the anchors are trees, have the bandits, for that matter. the ward does not stop then the ward extends to the treetops. the powers of an undead creature, Eye of the hunter’s wisdom only the crea- Urn of bound souls XP Value: 3,000 GP Value: 15,000 ture itself. XP Value: 1,500 GP Value: 7,500 This is a golden amulet about 3” in Thus, This is a heavy container that diameter. The amulet is circular, sculpted must be made with a special clay to resemble the sun, with eight “rays” with an interior lining of pure lead, shooting out from the center. At the base covered by another lining of pure sil- of each ray is carved a cats eye. In the ver. The urn must possess a cork large center of the amulet is mounted a oval- shaped tiger’s eye agate. If one stares of remarkable coincidences. Thus, if a birds find too long into the stone’s depths, he vampire slays the wearer, the amulet any such begins to feel as if the stone is might fall from his neck and become place within watching him. lost in the mud. Later, the amulet may one mile per The eye of the hunter’s wisdom is a be be found by a farmer, who trades it level of the cast- magical receptacle of knowledge accu- to a merchant for some feed. The mer- er from the spot mulated by generations of undead chant might then throw the amulet in to the spell was cast. If a vam- hunters. It functions as a portable “mem- cement a deal with a traveler. This trav- pire has laired in a luxurious town- ory” of information about the undead, as eler may happen to be a ranger whose house in a city, the birds cover the win- perceived by those hunters in their living sister was taken by a vampire when he dowsills, rooftop, statuary, and any days. was a boy, perhaps by the same other outside surface of that building. If Whenever anyone wears the amulet vampire that killed the previous hunter the creature is a lich residing in a deep in full view and is faced with a puzzle or years earlier! dungeon, the birds perch in the trees or enigma concerning undead of any type, It is said that the eye is one of the few rocks next to the entrance. If the crea- the DM secretly rolls a Wisdom check surviving remnants of an ancient order ture ventures out, the birds do not for the wearer with a penalty equal to of men and women who hunted down attack it but follow the creature menac- the Hit Dice of the undead in question, and destroyed the undead. This order, ingly, a dark cloud of small spies perch- up to a maximum of -10. If this check known only as the Twilight Gathering, ing on every available surface, marking succeeds, the amulet reveals to the existed for thousands of years, but it the creature’s presence. wearer some knowledge about that seems to have disappeared about a cen- There is a 30% chance that one or form of undead. The gained knowledge tury or so ago, for obscure reasons. two of the harbingers will be so bold as always appears subtly. Thus, the infor- However, the Gathering was a heredi- to land on the creature itself. The caster mation may appear in a dream or in a tary profession, and there are probably remains aware of the general location of hunch that the character himself must descendants of the original hunters who the birds at all times, but he does not figure out. Sometimes the knowledge live in ignorance of their ancestry. know the exact location unless he views may implant itself as a riddle or cryptic the birds herself. The caster may locate poem in the wearer’s head. Perhaps the the harbingers as a single entity by spirit of the dead hunter appears to the Harbingers of darkness using scrying devices or spells. The birds character as a ghost and imparts the Sixth-Level Wizard spell are always drawn to the most powerful information. (Enchantment) undead creature in the vicinity. The If the Wisdom check is successful, the Range: 30 yards undead turning table is used to deter- knowledge gained is truthful and is Components: V, S, M mine “power” for this purpose. based on the experiences of an undead Duration: 7 days, 7 nights hunter. Typical information gained Casting Time: 1 turn includes: weaknesses of the undead Area of Effect: Flock of birds form, special attacks or powers, diet, Saving Throw: Nil ability to procreate, etc. Only one fact One of the more obscure heroines of Jay Knioum is a devoted foe of undead about the undead type can be gained, the elven folk was a mage-druid named creatures everywhere. Knowing that certain and the amulet bestows knowledge only Aevara Tearsong. Aevara had dedicated of our readers are, to put it delicately, “night once a day. The wearer does not decide her life to the destruction of the undead people,” we decline to reveal his current what information will be gained, the DM and served as the main foe of a location. must decide based on the needs of the vampire who sought to turn all the wearer. of Aevara’s homeland into her twisted If the Wisdom check is failed, the servants. This spell was created by information gained is from a long-dead Aevara and ultimately aided her in the hunter’s misconception, error, or destruction of this vampire and her min- personal bias. Thus, the information ions. Since then, she has passed the gained is exaggerated, incomplete, or spell along to other noble folk who also just plain wrong. crusade against the walking dead. Finally, the amulet is most useful in A large group of communal birds imparting wisdom about generalities of must be found before casting this spell. undead. The amulet may give informa- The birds may be of any type but must tion about a specific creature, but at an travel in large groups. Ravens, crows, additional -4 penalty. This ability works sea gulls, even pigeons may be only with undead that are capable of used. The caster then enchants possessing distinct personalities, such as the birds by speaking the words ghosts, vampires, and liches. of the spell and then hurling a hand- It should be noted that the amulet ful of seed into the air. The birds also records all experiences with the devour the seed, undead had by the amulets wearer. then fly off en masse. Over the next When the wearer dies, the amulet finds seven days, the birds roost upon its way into the hands of another like- any place or structure near which minded individual by means of a series a powerful undead creature hides. The

The lesser evils of the draconian undead

by Jamie Nossal illustrated by James Holloway

Most adventurers know that the Cult of the Dragon has suc- Once the required components are assembled, the necro- cessfully created dracoliches in recent years. What remains mancer must prepare the corpse so that it may receive the unclear, however, is whether the Cult can create other types of recalled spirit or — in the case of the non-corporeal undead undead dragons. Some sages reason that if the Cult had types — serve as a link and guide to the departed spirit upon labored at traditional trial-and-error research, it is inconceivable its return to the Prime Material Plane. The time and cost of this that they could create the ultimate undead dragon, the draco- preparation are noted below for each undead type. lich, without first experimenting with a variety of lesser undead The process is not foolproof. As befits their powerful and dragon types. They therefore postulate that the creation of the magical nature, dragon spirits are extremely willful and difficult first Cult dracolich followed the discovery of some ancient text, to control. Animation of the lesser undead types might require a draconic Book of the Dead, that explained the process in only a weak spirit or a small portion of the stronger one, but a enough detail that they need not start from scratch. necromancer seeking to create any of the intelligent undead Presumably, additional writings exist that would enable a necro- types must summon the spirit of a comparatively powerful mancer to create other types of undead dragons. and dragon and bend it to his own will — an arduous task for even others assume that the Cult is already searching for these miss- an experienced mage. Once he has made his preparations and ing texts. Alternatively, it is possible, as half-jokingly suggested cast the necessary spells, the necromancer must then make a by an anonymous Waterdhavian mage, that perhaps the few successful a saving throw vs. spell (adjusted for Wisdom only), who have encountered these lesser-known undead dragons did or the entire attempt has failed with a complete loss of time and not live long enough to tell their tale. money spent. This saving throw may require further adjustment This is not to say that undead dragons are found solely on depending upon the alignment, Hit Dice and personality of the Faerûn. Krynnish legends tell of the undead servitors of original dragon. It is particularly difficult, for example, to force , Queen of Evil Dragons. Ancient maps of Oerth locate the lawful good spirit of a gold dragon into the form of a the lair of “Dragotha, the undead dragon” somewhere to the chaotic evil vampire dragon; apply a saving throw penalty of -1 north of the lich Keraptis’s haven within White Plume for every degree of alignment difference between the undead Mountain (see DRAGON® Magazine issue #134 for more on type being created and the original dragon. Similarly, the intel- Dragotha). Most sages who are aware of the many worlds and ligent undead tend to have certain personality traits in common planes would argue that the undead dragons’ most likely point (gluttonous ghouls and vengeful ghosts, for example); dragon of origin and the probable repository of any lost tomes detail- species with the appropriate nature are noted in the individual ing their creation may lie somewhere within the demi-plane of descriptions below. Sympathetic traits allow the caster a +4 Ravenloft. In any case, these horrors can be encountered in bonus to his save when attempting to create that type of any dark, hidden ruin favored by the DM and frequented by undead dragon. player characters. Would-be heroes beware. Attempts to create one of the more powerful undead dragon types are more likely to result in failure. The necromancer must Creating an undead dragon not only summon and control increasingly powerful spirits but Creation of an undead dragon is a difficult, expensive, and also allow the spirit a fair amount of self-will even as he strives time-consuming task. The necromancer must have access to to infuse it with power drawn from the Negative Material Plane. the animate dead spell as well as a fragment of the appropriate This bit of tricky magecraft incurs a further penalty to the sav- undead creature as an additional material component. The cre- ing throw for success determined by the undead type to be cre- ation of a ghoul dragon, therefore, requires a bit of ghoul flesh, ated. These penalties are noted in Table 1: Saving throw modi- a spectre dragon requires a sample of spectre essence, etc. fier summary. Likewise, older dragons possess stronger wills; Finally, the project requires a reasonably intact dragon corpse, therefore, a -1 saving throw penalty should be applied for the exact condition of which depends upon the type of undead every age category of the dragon beyond the adult stage, to a dragon to be created. Any true dragon species may be used, maximum of -6 in the case of a great wyrm. including dragon turtles. Dragonets and other crea- By making his saving throw, the necromancer tures superficially resembling dragons, like has successfully created an undead dragon wyverns and dragonnes, are unsuitable. under his direct control. Though this

# DRAGON 234 15 Table 1: Saving throw modifier summary Dragon zombies Condition Modifier A relatively intact dragon corpse (i.e., Wisdom bonus of creator -4 to +4 one with no missing limbs) is all that is Dragon species and undead type are different alignment -1 to -4 required to create this type of undead Dragon species is a “preferred” type +4 dragon. Dragon zombies are often cre- Dragon is a mature adult or older -1 to -6 ated from young or small dragons — or Undead type being created see undead following a failed attempt to create one dragon summary of the intelligent undead types. Because a spirit other than that of the actual Example: A 9th-level necromancer (Wisdom 15) attempts to create a mummy dragon corpse animates the dragon dragon from an adult brass dragon of chaotic neutral alignment. His unmodified zombie, modifiers for alignment and save vs. spell is 10, adjusted by +1 for Wisdom, -3 for three degrees of alignment species are not necessary, and all saves difference (CN vs. LE), +4 for a preferred type, and -5 for a mummy dragon. A d20 are made at +4. Repeated attempts at roll of 13 grants success, a roll of 5–12 means failure, and a roll of 4 or lower means creating a dragon zombie are possible total failure and the spirit can never be recalled. should the necromancer fail on his first attempt, though he must repeat the preparation time and purchase new control could be temporarily suspended Dragons that were of old or older status materials. by clerical turning or a control undead when they joined the ranks of the A dragon zombie superficially resem- spell, it is otherwise permanent. undead are immune to normal missiles, bles a dracolich, but it lacks the latter’s If the saving throw fails, however, the undead dragons created from red drag- glowing eyes, and the dragon zombie is necromancer has lost the battle of wills ons are immune to fire, and so forth. a ponderous creature that always strikes and must rest for a number of days Undead dragons have the standard last in any round. When created, the equal to the difference between the sav- undead immunities to charm, sleep, and dragon zombie has one more Hit Die ing throw rolled and the number hold spells and are unaffected by poison than the dragon had in life, though this required for success. If the saving throw or paralyzation. Clerical turning ability additional Hit Die has no effect on the roll would have failed even had no neg- and spells that specifically target the age-related abilities of the creature. The ative modifiers been applied, the dragon undead also affect undead dragons; mindless dragon zombie can follow only spirit has passed beyond reach and can those with 12 or more Hit Dice should be the simplest commands. never be recalled from the Outer Planes considered special undead. Holy water by that caster or any other. If the failed inflicts 2d4 hp damage regardless of the Dragon skeletons saving throw would have succeeded in undead dragon type. A protection from An intact dragon skeleton is not nec- the absence of any negative modifiers, evil spell is ineffective against any but essary for creation of this undead type; however, the caster may try again at a ghoul and ghast dragons, but a dragon- the skull, spine and claws of the dragon later date when these modifiers have bane spell wards against any of the are the only pieces that are absolutely improved, either by attempting to create undead dragon types. required. The bones of some other large a more suitable undead type or when he A dragon’s innate spell-like abilities creature may be substituted for any has gained enough experience levels to can be used by its undead counterpart other part that is missing from the drag- improve his saving throw vs. spell. in most cases. True spellcasting ability, on skeleton. Dragon skeletons may be however, is usually lost in the creation created ‘from any dragon species but are General characteristics of the weaker undead types. Undead usually created from young or small Most undead dragons retain the gen- dragons assume the alignment of that are unsuitable for the cre- eral appearance of their living form, appropriate type of undead creature. ation of a more powerful undead types. though certain details will differ. They Intelligent undead dragons can speak if As with dragon zombies, any available have the same Armor Class, movement, they could do so in life. The lesser types spirit can serve to animate the skeleton, Hit Dice, number of attacks, combat mod- recall little of their existence among the and modifiers for alignment and species ifier, magic resistance, and fear aura as a living, but the more powerful and intelli- are unnecessary. Repeated attempts at living dragon unless noted otherwise. gent undead dragons retain all of their creating a skeleton dragon are possible if Like living dragons, undead dragons memories. the necromancer does not succeed on can divide attacks among opponents, A few undead dragons possess the his first attempt. detect invisible creatures, and use power to create half-strength undead Skeleton dragons suffer only half- clairaudience within their lairs. They under their control. These half-strength damage from edged or piercing may employ the usual combat options undead gain one Hit Die for every level weapons and are immune to cold-based (kicks, tail slaps, etc.) available to a drag- that they energy drain until they possess attacks. They are mindless and can fol- on of their size and age, although the the usual number of Hit Dice for their low only relatively simple commands. flightless undead types cannot employ type. These controlled undead do the the snatch and stall options. They save bidding of the undead dragon; the mas- Ghoul and ghast dragons as priests instead of fighters due to their ter of the undead dragon, if one exists, Ghoul and ghast dragons may be cre- undead nature. has no power over these undead at any ated from the intact corpse of any drag- Undead dragons retain all of the time. The controlled undead become on of young age or older. Evil and greedy immunities possessed in normal life free-willed should their undead creator dragons make the most suitable ghoul whether as a result of species or age. be destroyed. and ghast dragons. The preferred types

16 OCTOBER 1996 Table 2: Lesser undead dragon types Zombie Skeleton Ghoul Ghast Wight Intelligence Non- Non- Low Very Average Speech no same same same same Armor Class same same same same same Movement half same same same same Flight no no yes yes half Maneuverability Class n/a n/a same same B Hit Dice same +1 same same same same Damage/Attack same same same + paralyze same + paralyze same + drain fear Aura no no same same same Breath Weapon no no same same no Innate magical abilities no no same same same Spellcasting no no no no same Preparation 1 day 3 days 6 days 10 days 2 weeks Cost 500 gp 1,000 gp 2,000 gp 5,000 gp 7,500 gp Saving throw modifier +4 +4 +2 none 1 Minimum Age young young young young young adult are red, white, black, topaz, deep, shad- The tattered wings of a wight dragon hit, they employ a black, crackling ow, yellow, and brown dragons. allow flight at maneuverability class E. breath attack of negative energy that In combat, any physical blow by the These creatures are harmed only by conforms to the same area of effect as dragon can cause paralysis in the same magical weapons and are immune to their normal (living) breath weapon. The manner as a normal ghoul or ghast. cold. breath weapon drains one energy level Ghast dragons likewise exude the typi- Wight dragons inflict normal claw from all opponents caught in it with no cal ghast stench, but in a 20’ radius due and bite damage, but they also drain saving throw applicable. Wraith dragons to their larger size. A protection from evil one energy level on any successful claw may employ their level-draining breath spell prevents physical attacks but does or bite attack. Multiple hits on an oppo- weapon every other round, three times not stop a ghoul or ghast dragon from nent in the same round do not drain per day. An intelligent living creature using its breath weapon. multiple energy levels. An intelligent liv- completely drained of life levels in this Ghoul and ghast dragons would be ing creature completely drained of life manner becomes a normal half-strength indistinguishable from living dragons if levels by a wight dragon becomes a nor- wraith under the control of the wraith it were not for their thick, charnel odor, mal half-strength wight under the con- dragon. scabbed hide showing beneath the odd trol of the wight dragon. Wraith dragons retain their intelli- missing scale, and the dull eyes, teeth, Wight dragons have some memory gence, memories and spell-ability, if any, and scales. They consume carrion in of their prior existence and a few (25%) and are immune to cold and nonmagical order to fuel their breath weapons. retain their spell-casting ability. They dis- weapons. Powerless in sunlight, they Ghoul dragons retain a glimmer of evil like bright light and avoid it, though it hide their lairs deep within cavern sys- intelligence and can cope with a wider does them no actual harm. tems or ruins. They prefer to avoid bright variety of instructions and situations light, such as that from a continual light than the unintelligent skeletons and Wraith dragons spell, but they are not actually harmed zombies, while the more intelligent To create a wraith dragon, a com- by such. ghast dragons possess a keen cunning plete adult dragon corpse is necessary, that makes them even more dangerous. though it may be ‘in any condition, even Mummy dragons skeletal. The more cunning and intelli- The method by which the mummy Wight dragons gent dragon species are most suitable dragon is created is ancient, probably A wight dragon spirit must inhabit an for the creation of a wraith dragon: blue, among the first methods known and intact dragon corpse; however, the time green, emerald, sapphire, and cloud used by early necromancers and cultists. required to prepare the body generally dragons. Desert-dwelling dragons of adult age or means that the animated body is in a The ethereal wraith dragon is easily older are most commonly made into state of advanced decomposition. Most mistaken for a shadow dragon with mummy dragons; this includes blue, yel- are similar in appearance to a dragon glowing red eyes. Because wraith drag- low, brass, sapphire, and brown dragons. zombie, except that they have glowing ons are non-corporeal, they have flying Creating this type of undead dragon is eyes (and could be mistaken for dracol- maneuverability class B regardless of a long, labor-intensive process. The drag- iches). The dragon that supplies the their original ability. If the dragon type on corpse must be intact and relatively corpse must have been at least of young from which the wraith dragon was cre- fresh and is prepared for mummification adult age when it died; wight dragons ated could not fly, that wraith dragon with surgery, wrapping, and treatment are best created from especially vicious has a flying speed of 24. with preservatives. The body must then or territorial evil dragons. The black, red, Wraith dragons possess the same be desiccated, either by entombment in white, topaz, and brown dragon species abilities as a wight dragon, but instead a dry environment (requiring another make excellent candidates. of draining energy levels on a successful 3d6 weeks of creation time) or magically

# DRAGON 234 17 Table 3: Greater undead dragon types Wraith Mummy Spectre Ghost Vampire Intelligence same same same same same Speech same same same same same Armor Class same same same same same Movement same same same same same Flight same (24) no same (24) same same Maneuverability class B n/a B same B Hit Dice same same same same same Damage/attack same, drain same +3, rot same, drain same, age same +2, drain Fear aura same special same same same Breath weapon level drain rot spectral age same, drain Innate magical abilities same same same same same Spellcasting same same same same same Preparation time 3 weeks 6 weeks+ 4 weeks 6 weeks 8 weeks Cost 10,000 gp 20,000 gp 12,000 gp 15,000 gp 18,000 gp Saving throw modifier -2 -5 -6 -6 8 Minimum age adult adult old adult old

(with applications of dust of dryness, area of effect equal to that of a green the breath weapon of a blue spectre destroy water spells, etc.). dragon’s. The attack inflicts instanta- dragon. Safety from this attack can be The product is a skeletal dragon held neous rotting damage on its victims gained only from spells such as Negative together by withered flesh that is both equal to that which would be inflicted by Plane protection (negating all damage extremely strong and damage-resistant. their normal breath weapon (save for ½ from a single attack if a save vs. death Though the mummification process tends damage). Immunity to disease, including magic is made by the protected crea- to cause the dragon’s scales to flake off, possession of a periapt of health, reduces ture) or an item like a scarab of protection mummy dragons retain their original AC, damage by half, but any creature that (which makes the holder immune to the are immune to normal weapons, and suf- dies as a result of suffering 50% or more spectral attack at a cost of one charge if fer only half damage from magical of its full hit point total in rotting dam- the holder makes his saving throw vs. weapons. Mummy dragons are difficult to age instantly disintegrates into dust and the breath attack, two charges if he recognize, as the signature wrappings cannot be raised (though resurrection is fails). Intelligent living creatures slain by and bandages are usually removed once still a possibility). a spectre dragon’s breath weapon arise the creation process is complete. They as normal half-strength spectres upon do, however, smell strongly — though not Spectre dragons the following sunset. necessarily unpleasantly — of the expen- Exceptionally evil and cunning drag- sive spices and unguents used to ons of old age or older can become Ghost dragons preserve their flesh. spectre dragons. Preferred species are Generally created to serve as The physically powerful mummy blue, green, sapphire, deep, and shadow guardians of powerful magic, only the dragon gains a +3 damage bonus to all dragons. A spectre dragon appears to be most powerful and evil dragons can physical attacks, and its supernaturally a transparent, non-corporeal image of become ghost dragons. Blue, green, and potent fear aura forces any creature the dragon as it appeared in life. sapphire dragons of adult age or above sighting a mummy dragon to save vs. Spectre dragons fly at the same speed are usual. A ghost dragon retains its spell or be afflicted with paralyzing fear, as living dragons, but their lack of a original appearance, though it is non- unable to take any action for 1d4 physical body grants them maneuver- corporeal and transparent, and it pos- rounds. Their touch inflicts the same rot- ability class B. Spectre dragons that could sesses a terrifying aspect that over- ting disease as does a normal mummy. not fly in life have a flying movement whelms the normal dragon fear aura. Though they are immune to cold, the rate of 24. They retain their intelligence, Ghost dragons tend to be hateful, envi- dried flesh of a mummy dragon is pre- memories, and spell-casting ability, and ous, and jealous. dictably vulnerable to fire. Normal and they are immune to cold. Unlike other undead dragons, the magical flame inflicts +1 damage per Like the wight dragon, a spectre ghost dragon is confined to a limited die on a mummy dragon and causes the dragon drains an energy level on a suc- domain. These guardians haunt a partic- creature to avoid any encounter that cessful claw or bite attack. It also retains ular area, usually the lair they occupied would result in its suffering a significant its original breath weapon; however, when alive, although occasionally their amount of such damage. If a mummy this attack is spectral rather than physi- creator might prepare a more convenient dragon was originally immune to fire, it cal, and it draws its power directly from location. Ghost dragons can magic jar as retains this immunity with respect to the Negative Material Plane. Such spec- do ordinary ghosts, and they may cross normal fires but is still subject to unmod- tral breath weapons can affect creatures the borders of their domain while in pos- ified damage from magical fire. Their that would normally be fully or partially session of another body, although this withered wings prohibit flight. immune to the physical effects of such would be unusual as the greedy nature of The breath weapon of a mummy an attack. For example, a protection from a ghost dragon-compels it to guard its lair dragon is a horrid, charnel gust with an lightning spell offers no protection from and treasure at every moment.

18 OCTOBER 1996 Like normal ghosts, the ghost dragon however, and gain a +2 bonus to dam- chagrin, might discover these oddities is an ethereal creature and is subject to age inflicted by a physical attack. The rather unexpectedly. This might be a attack only by other ethereal creatures vampire dragon consumes living victims once-in-a-career event, or a campaign unless it materializes on the Prime Plane, in order to power its normal breath could be built around the premise where- where it is vulnerable to attack by weapon. by the party comes into possession of a magical weapons. The sight of a ghost Vampire dragons can be hit only by faded tome that hints as to the location dragon is so terrifying that all who view magical weapons, suffer half-damage and general nature of other undead it instantly age 10-40 years. from cold and lightning and regenerate 3 dragons that were created at the behest A semi-materialized ghost dragon hit points per round. They can assume of an evil order of necromancers or an may use any of the combat tactics that gaseous form and spider climb at will. extinct religious cult. Some of the lairs, it was allowed as a living dragon; how- The mesmerizing gaze of a vampire once they are found, might contain noth- ever, any physical blow ages the recipi- dragon charms the unwary (-2 saving ing but an odd trap or two among the ent 10 years in addition to the normal throw) and is effective on any living moldering bones and dust. Others will damage. As with a spectre dragon, the creature. likely have their guardians still in resi- breath weapon of a ghost dragon draws Vampire dragons draw much of their dence, along with whatever treasures, its power from the Negative Material power directly from the Negative magical or mundane, that their creators Plane, but its effects can be mitigated by Material Plane. Any successful hit drains thought worth guarding. The more pow- protections from aging in addition to an energy level (with only one level erful undead dragons have the ability to protections from Negative Planar drain possible per round in the event of create undead servitors, and these would attacks. A phylactery of long years reduces multiple hits), and they possess a special certainly complicate the situation. damage by 25% while the youthful crea- breath attack in addition to their normal An opposing school of thought ture spell (from the Tome of Magic) breath weapon. Usable three times per assumes that the science of animating restores all damage lost to this breath day, every other round, this special undead dragons is relatively new, but attack. Similar items or spells act as a attack conforms to the area of effect and with the field being steadily advanced cure light wounds spell if used on a crea- general shape of the ordinary breath by a secret society like the Cult of the ture which has suffered a breath attack weapon, but it is dead black and reeks of dragon. New types of undead dragons from a ghost dragon. The breath old blood. The attack drains victims of an would slowly begin to appear on the weapon otherwise conforms to the energy level with no saving throw applic- campaign, plaguing institutions dear to breath weapon of a living dragon with able, though the various protections the PCs, who must discover the abilities respect to area of effect and damage. noted previously may be effective. and weaknesses of an increasing variety Any living creature killed by a ghost Fortunately, vampire dragons have of undead dragon types. Eventually, the dragon is completely drained of life the same vulnerabilities as normal vam- evil genius(es) responsible for setting essence and is forever dead. Raise dead pires, including being repelled by sym- loose these abominations must be and resurrection spells are useless, bols of lawful good, the inability to cross found and neutralized; their records though a wish spell might work. moving water, and destruction by direct must be destroyed or put in safekeeping sunlight. Reducing a vampire dragon to so that none may repeat their unholy Vampire dragons 0 hp forces it into gaseous form, and it experimentation. With the exception of the dracolich, must return to its treasure hoard in order A DM may also desire a mix of the no undead dragon is feared more than a to reform a physical body. Like a vam- two options, with the PCs’ enemies hav- vampire dragon. They are best created pire’s coffin, a vampire dragon’s hoard ing discovered and gained control of a from the most evil, chaotic, and powerful will be strongly guarded and carefully number of undead dragons that have dragon species available; red, white, hidden, as a dragon whose hoard has survived the ages since the practice of deep, shadow, and yellow dragons of old been stolen would face destruction their creation was more common. Not age or older are the most viable stock. should it be forced into gaseous form. only must the PCs battle these foes and The appearance of a vampire dragon Vampire dragons often enslave their new-found undead allies, they may is identical to that of a living dragon, and humans, demihumans, humanoids, or rest assured that these necromancers or the monster’s true nature is often even monstrous creatures with their priests are working to rediscover the lost revealed only when its special powers charm ability. The more powerful the art of undead dragon creation through are employed. Though these dragon slave the better, as the vampire dragon current researches and by seeking out species are already known for their arro- manipulates these catspaws to spread the ancient tomes that detail these gance, cruelty, and overbearing ego, evil and chaos while increasing its own ghastly practices. The PCs might travel those traits are even more exaggerated power and wealth. near and far in a race to obtain this lost in vampire dragons, who are well aware lore before it falls into the proverbial of the measure of their power. Due to Undead dragons wrong hands. And should they fail, well, their might and overwhelming desire to and the campaign the AD&D® game does have a nice com- dominate those around them, vampire Three basic methods serve for intro- bat system. dragons are difficult to control and are duction of undead dragons to a cam- very rarely created even by the most paign. The first method assumes that the practiced of necromancers. knowledge required to create these Vampire dragons possess all of the nightmares has been forever lost but Since spending lust summer working at normal powers of their particular dragon that a few of these undying creatures still an obscure archeological dig, Jamie Nossal type, including breath weapon and spell- lurk among ancient ruins or in deep cav- nightly haunts the city morgue, seeking the casting ability. They are very strong, erns. Character parties, to their credit or proper materials.

# DRAGON 234 19

by Robert S. Mullin illustrated by Scott Burdick

It was midwinter, and the moon sat beguiling in the sky, hovering the best known “owner” of the Book was one Gwillam Dartram, in its full dreadful glory like some great eye through which the gods who is said to have possessed it for more than a decade. could peer down upon the world. Chill winds rustled shriveled leaves During the majority of that time, he even managed to resist its that refused to release their grip on dark, obscenely twisted trees. malevolent influence. In the end, however, Cwillam’s convic- Midnight was approaching when I urged my gelding into that tion was broken by the Book, and he was transformed into ramshackle town. The place seemed deserted save for the occasional what has become known as the Dark Pawn. candle flame flickering through the cracks of shuttered windows. I Surprisingly, the manifestation of the Dark Pawn has pushed my steed through streets of frozen mud, past icy puddles in the occurred only once since the Book of Souls came into being. track’s labyrinth of ruts and fissures. For the hundredth time I promised Ironically, it happened in and around the time of the Grand the horse a drink, but my purpose for being here required my imme- Conjunction. Despite this, however, there is no evidence to sug- diate attention. gest that the Dark Pawn was in any way involved in bringing When I reached the trail I sought, a path nearly concealed by a about the Grand Conjunction or causing its collapse. Yet, the screen of tangled creepers, I reigned in my horse and dismounted. My Dark Pawn may have been involved in the reshaping of the passage provoked a cloud of night birds from a nearby stand of frees. Land of the Mists after that event, for it is rumored that just A wolf’s cry echoed between the rumblings of the coming storm. before the Grand Conjunction sundered the demiplane, the In my heart, I yearned to turn back then, but the urgency of my Dark Pawn visited every island of terror and core domain that mission beckoned me toward an unforeseen doom. Onward I did not reform when the Grand Conjunction collapsed. pressed, stalking the trail on panther’s feet, making my way to a Coincidence? Unlikely. But was the Dark Pawn responsible for decrepit tower of weather-scarred stone and crumbling mortar. It the disappearance of so many domains? That is a question was here that I would find answers, here that I would find some only the Dark Powers can answer, and they are not known for inkling of my prize — the Book of Souls. their willingness to reveal their motives. Upon the reformation of the demiplane, the Dark Pawn van- Appearance ished, its purpose apparently served, though no one has yet The Book of Souls is large, roughly 30” long, 20” wide, and 6” determined what that purpose may have been. With its depar- thick. No designs appear on its covers or spine, and it is bound ture went the Book of Souls, but reports of this or that mageling entirely in an alien, unidentifiable hide so black that it seems to wielding a “light-drinking tome” have begun to surface devour light. It is as if a piece of darkness from between the throughout the domains. If these reports do in fact indicate the stars of a night sky were removed and wrapped about the return of the Book of Souls, then it is only a matter of time tome. The Book’s pages are similarly dark, but the calligraphic before the Dark Pawn returns as well, and only the Dark inscriptions set down upon them burn with a silvery radiance. Powers know what purpose it will serve this time. The Book radiates a constant chill that produces cold vapors (akin to dry ice) when exposed to warm climates. This chill is Contents not strong enough to inflict damage to one who holds it, but it The Book of Souls contains an extensive selection of wizard is quite evident if touched with bare flesh. spells, copied therein by previous wizards who possessed it. When a new spell is to be entered into the Book, blank pages History magically appear, though the Book never seems to grow It is said that the Dark Powers do not seek out individuals of thicker. DMs must determine which spells are contained in the sinister disposition and offer them power in exchange for Book, as appropriate to their own campaigns. It is suggested wicked deeds. Rather, they watch and wait, and when such a that DMs be liberal with the exact number, as there have been being performs an evil act on its own, the Dark Powers toss it many “owners” throughout the tome’s history. However, DMs scraps of power to draw it further into the abyss. The Dark should refrain from including those spells that are extremely Powers created the Book of Souls to serve as a lure to evil crea- rare (i.e., rare in the sense that few spellcasters use or even tures, but it fulfills its promise with unexpected rewards. know about them). A small handful of such rare spells aren’t The Dark Powers formed the Book of Souls from the Mists, excessively taxing on a campaign, but overindulgence should coalescing and solidifying the vapor until it became physical be avoided at all costs. substance. It appeared within the Misty Border, and there it In any case, the spells contained within the Book of Souls can- floated like its own little island domain, waiting to be found by not be recopied into another spell book or written in scroll an unwary traveler. The wait was not long. form, as they have been altered by, and tied to, the Book itself. Throughout its existence, the Book of Souls has This restriction does not mean that spellcasters exchanged hands countless times, and history cannot devise similar versions of the Book’s has found it difficult to keep track. Certainly spells, assuming they have witnessed the

# DRAGON 234 21 effects books. At this point, a dispel magic spell Note, however, that if the link is sev- of any can no longer suffice to break the link. A ered at any stage leading up to and given remove curse followed by a dispel magic, including the victim’s transformation into spell or some other, more powerful form of the Dark Pawn, the special powers cast from magic is required. checks detailed above start over from the the book. When a third powers check is beginning, should the victim continue to failed, the spell-user begins copying the use the tome. The Curse spells from his own spell books into the “The Book of Souls” is a fitting Book of Souls, as he “realizes” that keep- Destroying the Book of Sods name for this nefarious tome, for as ing all of his spells in one place is easier The Book of Souls has a direct link to time goes by, the spirit of its “owner” to manage. When all of his spells have the demiplane itself, which in turn, becomes increasingly fettered to it. It is been added to the Book, he disposes of extends to the Dark Powers. Like the fortunate for most beings that this dan- his own spell books and uses the Book of Lords of the Domains, the Book is a tool ger is limited to those individuals who Souls exclusively when he must memo- of the Dark Powers, an agent through use wizard spells (and must memorize rize spells. The subject also becomes which they can directly influence the such spells to do so), including bards, increasingly covetous of the Book, refus- demiplane yet remain behind the scenes dragons, liches, mages and and so forth (but ing to allow it to be seen by anyone he as is their usual wont. As with all of their excluding the Dark Lords, who cannot does not know. At this stage in the curse tools, the Dark Powers aren’t quick to let use it). As such, each time the spell-user process, the evil power that binds the the Book escape their grasp, nor allow it casts a spell memorized from the Book, victim to the Book can be severed only to be destroyed easily. the DM should make a secret Powers with a limited wish or a more powerful Those who discover the Book usually Check roll. Instead of utilizing the stan- spell. don’t know this, however. To them, the dard tables for a failed powers check (as When the fourth powers check is Book can be destroyed just like any provided in the RAVENLOFT® boxed set), the failed, the victim begins to believe that other spell book, whether the method is DM should apply the following results there are forces at large who wish to by immolation, shredding, or whatever. each time a powers check related to the seize the Book for themselves. Whether The Dark Powers know differently, of Book fails, and they should be imple- this notion is real or imagined, the vic- course, and have imposed their own mented cumulatively in the order given tim produces the Book only in the com- terms, detailed as follows: below: pany of close friends. However, he is If a nonmagical attack form suc- When a powers check is failed the particularly suspicious of other beings cessfully destroys the Book, it reforms first time, the spell-user becomes who can use the Book, even friends and exactly one day later, appearing at a “linked” to the Book of Souls and loathes family. At this stage, only a full wish can random location within the demiplane. being away from it for any length of break the coils that the Book has wound Often, the Dark Powers causes the Book time. In order to leave the Book behind, about its victim. to reform in a place where those who the possessor must make a successful When the fifth and final powers destroyed it are almost certain to find it, Wisdom check. For each full day away check is failed, the subject is irrevocably such as in the being’s sleeping quarters, from the Book, the spell-user must make bound to the Book of Souls, and he is campsite, or, as was the case with one another Wisdom check, but with a transformed into the Dark Pawn (see sorceress, on her dinner plate as she sat cumulative -1 penalty per day. Thus, the below). If the victim is a PC, the charac- down for her evening meal. This latter is check is at -1 after one day, -2 after ter becomes an NPC under the DM’s a rare occurrence, however, as the Dark two days, -3 after three, and so forth. control, as any actions the character Powers usually reserve such a demon- This continues until a Wisdom check is takes will be at the direction of the Dark stration for those who display arrogance failed, at which time, the subject aban- Powers. At this point, only three condi- in their “victory.” dons whatever he is doing and immedi- tions can break the link between the If destroyed by a magical effect, the ately returns to the Book by the quickest Book and its victim, wishes notwith- Book reforms as above, but the reforma- route available. If others attempt to pre- standing. tion takes a number of weeks equal to vent the subject from returning, he The first requires the victim to escape the level of ability of the effect used resorts to violent action in order to do the demiplane of Dread. This is not against it. Thus, if the Book is destroyed so. The spell-user is not yet lost to the likely, of course, since the Dark Powers by a fireball from a wand of fireballs, it Book of Souls, however, and a simple dis- are in direct control of the victim and reforms in six weeks, as such a wand pel magic spell can break the thread that would compel him to avoid any exits. functions at the 6th level of ability. But if binds him to the tome. (Or they would simply close such exits). destroyed by a fireball spell cast by a When a second powers check is The second condition is for the Dark 10th-level wizard, it does not reform failed, the link between the victim and Powers themselves to relinquish their until 10 weeks have passed. the Book grows stronger. The subject control over the victim, but again, this is Destroying the Book of Souls is not a does not leave the Book behind under not likely (as described in “The Dark simple matter, and to convey this diffi- any circumstances and fights to the Pawn”). culty, the Book receives a +5 bonus on death, if necessary, in order to keep it on The final and most accessible way to saving throws against all attack forms his person. Furthermore, when the sub- sever the bond that secures the victim to used against it. If the Book is subjected to ject learns a new spell, or finds other the Book of Souls is to destroy the Book an attack form that usually does not spells contained in other books or itself, though this is not easily accom- allow a saving throw, a save of 10 is scrolls, he opts to copy them into the plished. Guidelines for destroying the allowed anyway (though the +5 save Book of Souls instead of his own spell Book of Souls are given below. bonus does not apply in such cases).

22 OCTOBER 1996 Of course, it should be obvious that The Dark Pawn may cast any spell against the Book of Souls cannot be permanently contained within the Book of Souls, increasingly destroyed by standard methods. Due to regardless of the Intelligence, level, race, powerful PCs. It the eldritch, tripartite link that connects or class of its former self. Furthermore, does not revel the Book, the demiplane, and the Dark these spells are cast at will and as often in causing death Powers, the Book of Souls can be truly as desired (but no more than one spell and destruction as destroyed only if all three are destroyed may be cast at a time). The Dark Pawn’s does a fiend. It does not — and this is something that no PC or spell-casting ability is increased to the lay waste to villages or conquer nations. group of PCs should ever be able to 20th level (if normally of a lower level), No, the Dark Pawn delights in corrupting accomplish, regardless of their personal for purposes of a spell’s range, damage, the righteous, smashing the hopes of the might or players’ arguments to the con- area of effect, etc. innocent, humiliating the proud, and trary. However, even temporary destruc- The Dark Pawn does not require demoralizing the brave and heroic. The tion of the Book severs any bond it may sleep or nourishment, as it is sustained Dark Pawn wanders the demiplane of have formed with a victim through the by its link with the Book of Souls. Dread, enforcing the will of the Dark victim’s failure of the special powers The Dark Pawn is immune to all Powers, testing the worthiness of the checks detailed above. toxins and diseases. Lords and the resolve of those who The Dark Pawn is immune to the oppose them, and stamps out direct The Dark Pawn effects of normal, climate-based forms threats to the existence of the demiplane The Dark Pawn is the “unspoken” of heat and cold, such as the chill of the and, by extension, to the Dark Powers name given to one who has succumbed arctic or the sweltering heat of the themselves. In short, DMs should regard to all five powers checks related to the desert. Magical cold and heat affect the the Dark Pawn in a manner not unlike Book of Souls. It serves as a sort of herald Dark Pawn normally. that of a : a mysterious, power- for the Dark Powers, an operative The Dark Pawn ceases all aging. (At ful force not easily defeated or charged with fulfilling their desires. And the DM’s option, this can be expanded to destroyed. since the Dark Powers are the true intelli- include immunity to magical effects gence at work, the Dark Pawn is merely a which increase or decrease one’s age, Final Notes catalyst through which they can influ- such as a potion of longevity or a ghosts The Book of Souls is irrevocably tied to ence the demiplane. aging attack.) the Dark Powers and the Realm of The Dark Pawn also serves as the The Dark Pawn can instantly rec- Terror, and under no circumstances can protector and guardian of the Book of ognize the Dark Lords, regardless of any it leave the demiplane. If the possessor Souls and must bring the Book along in disguises they may wear (including of the Book finds a way out of the Land all of its travels. It does everything in its shape-shifting spells or natural powers). of the Mists, the Book remains behind, power to keep the Book safe, for the However, the Dark Lords recognize the teleported by the Dark Powers to a ran- Book is more important to the Dark Pawn just as readily, though their reac- dom location within the demiplane. As Powers. In their eyes, the Pawn is tions toward it depend on the circum- mentioned previously, such an occur- expendable, for if it is destroyed, the stances of the encounter. This recogni- rence will sever the link between the Book can always “create” a new Dark tion ability is due to the link with the Book and the “owner,” though the Dark Pawn from a different host. But if the demiplane and the Dark Powers that the Powers will not allow a Dark Pawn to Book is hidden away so that it cannot be Lords and the Pawn share. (At the DM’s escape. If such a host is forcibly used, or temporarily destroyed (an discretion innate recognition may removed from the demiplane, the link is extremely powerful effect can prevent extend to other creatures or beings who severed, though the Dark Powers would the Book from reforming for months), have a similar connection to the demi- rather see the host slain than free of the Dark Powers lose the potential for a plane and/or the Dark Powers, such as their influence. But then again, the Dark powerful agent in the Dark Pawn. fiends, powerful and intelligent undead Powers are patient, and they never for- Therefore, the Dark Powers are fully figures, and so forth.) get. Perhaps there will come a time capable of sacrificing the Dark Pawn in The Dark Pawn can dissolve into a when their former thrall is alone in pre- order to save the Book. gaseous state which is identical in sumed safety, or walking a secluded trail Due to the influence of the Dark appearance to the Mists, then reform on a moonless night, and an ominous, Powers, the Dark Pawn retains little of elsewhere in the demiplane. This chilling mist rolls in off the sea or billows its former self, becoming an entirely new method of travel throughout the demi- up from the earth. Who is to say that personality, but its physical appearance plane is more reliable than teleport and when those constricting vapors of pal- remains mostly unchanged. Any similar spells, as it allows the Dark Pawn pable dread close in, the Book of Souls changes to the victim’s appearance are to pass through a Lord’s closed borders, will not be on the other side, waiting to of a more intangible sort, such as a and the transit from one place to the reclaim its own? malevolent gleam in its eyes, a sinister next is instantaneous. twist to its smile, a smooth but forebod- Despite the enormous power at the ing grace in its movements, and so forth. Dark Pawn’s disposal, DMs should In game terms, the Dark Pawn has refrain from using this being as an ulti- Library officials in Perkasie, PA contacted the the same abilities as its former self. mate killing machine. It uses whatever us to inquire about author Robert S. Mullin. Its ability scores, hit points, Armor Class, force is necessary to ensure its contin- Their inquiries as to the disposition of a saving throws, and so forth do not ued survival, but the role of the Dark certain volume missing from their private change with the transformation, except Pawn is not that of a “great destroyer” or collection were persistent. We daren‘t specu- as noted below: merely another super-monster to throw late as to their motives.

# DRAGON 234 23 Two ghastly new Ranger kits

by Ross Allen Clifton illustrated by Larry Smith

The Complete Ranger’s Handbook (CRH) introduced a number The Crypt Ranger of character kits that a player may choose for his ranger char- Perrin paused for a moment, crouching on the soft undergrowth acter, as well as listing several others for the player or DM to near the path. The quiet sounds of the moonlit night drifted in to him develop. One of these, the Crypt Ranger, caught my attention, as he caught his breath. Tracking his quarry had taken its toll on the but the description of his traits and abilities struck me as young ranger, but Perrin was determined to put an end to the crea- wrong. Cemeteries are his terrain? Non-evil undead are his fol- ture’s rampage. He looked up as his dog made a low growl. He lowers? How could this be? In many campaigns, the ranger is moved forward to see what Bloodfang was staring at so fierce/y. A recognized as a naturalist second only to the druid, and a small scrap of dirty white rag hung caught on the branch of a bush. ranger’s love of life in all of its forms is legendary. To suggest He removed it and examined it carefully. The weave was similar. A that a ranger roamed with a pack of undead seemed to be in quick sniff told him all he needed to know. Images of the desert and complete opposition to the basic concept of the class. ancient burial tombs appeared in his head. Perrin smiled and patted The idea of a Crypt Ranger was still intriguing enough to his dog on the head. deserve a full kit description, if not the one suggested by the “Let’s go, Bloodfang. We’re on the track of the mummy.” CRH. Here then are the Crypt Ranger and the Crypt Defender. Description: In the darkest night, as the undead things creep This article refers to the abilities, skills, and restrictions of the forth to terrorize the unsuspecting populace, who rises to protect ranger class as a whole. For more details, see both the PHB and the commoner and noble alike from the vile monsters? Clerics the CRH. Other books that may prove helpful for further exam- and fighters are good enough when they have a present threat ination of the undead and their capabilities include The of to fight, but when you need to hunt down and eradicate undead, Complete Book Necromancers, the various Van Richten guides, there is only one person to consider: the Crypt Ranger. many of the RAVENLOFT® modules, and the Requirements: In addition to the normal MONSTROUS MANUAL™ tome and MONSTROUS requirements for a ranger, Crypt Rangers COMPENDIUM® volumes.

24 OCTOBER 1996 must have an Intelligence score of at zombies, or the like, but in certain cases least 14. can include liches, vampires, or ghosts. Primary terrain: A Crypt Ranger can Crypt Rangers may also choose as a pick any land as a primary terrain. species enemy a related opponent such Certain terrain types, such as the arctic as lycanthropes. Many reserve a special tundra, are less likely to harbor undead, hatred toward necromancers as the but with enough imagination, even the guiding force behind much of the evil arctic could be the basis for a Crypt the undead perform. Ranger campaign. Followers: As per normal rangers. Role: The Crypt Ranger is the Special benefits: Protection from evil. defender of all living things from the This is a special form of the 1st-level wiz- threat of the undead. He lives to hunt ard spell. It gives a Crypt Ranger’s down and eradicate undead, as they are undead opponents with a -2 to any a perversion of the natural flow of life. attack rolls, as well as providing a +1 to He travels from place to place within all of the ranger’s saving throws. This (and, if need be, outside) his chosen ter- represents the uncommon good luck ritory, protecting his charges from that Crypt Rangers enjoy, as well as their attacks as well as investigating rumors training for combat with the undead. of any mysterious events that may pro- Immunity to fear and scare effects. Many vide a clue as to the location of his next undead radiate auras that cause the nor- hunt. Crypt Rangers tend to be highly mal adventurer or commoner to flee in motivated, energetic warriors who rely horror or fright. The Crypt Ranger is on their wits as well as their brawn. The immune to this effect generated by crea- undead are in many cases intelligent tures of the same level/hit dice or lower. and unforgiving, and one wrong slip Detect Undead. Crypt Rangers have the could lead to death . . . or worse. The ability to detect undead as the 1st-level Crypt Ranger is usually driven and wizard spell with a base 50’ radius. This brave. He devotes his life to tracking increases at a rate of 5’ per level. One and eliminating creatures that cause round of concentration is required to many to quake in fear. In this, he is activate this ability. The ranger can deter- matched only by the Deathslayer (see mine direction and distance to the The Complete Book of Necromancers) and undead, but not the exact type of his paladin counterpart, the Ghosthunter undead. The effect lasts for one round, (from The Complete Paladin’s Handbook). and three attempts per day can be made. Secondary skills: Forester, scribe, Special hindrances: While greatly trader/barterer, weaponsmith. appreciated by the populace they serve, Weapon proficiency: Crypt Rangers Crypt Rangers are also regarded with may choose from any of the weapons extreme caution and fear. The mere sight that the ranger class can use. Crypt of a known Crypt Ranger can cause a Rangers must take one weapon profi- panic in people as they wonder what ciency in a bludgeoning weapon, but foul creature brings him to their commu- there are no other restrictions. Because nity. For this reason, Crypt Rangers suffer of their profession and quarry, magical a -3 to reaction roles from O-level NPCs versions of normal weapons are highly who know of their profession. prized by Crypt Rangers. The special attack forms of many Non-weapon proficiency: Bonus: undead are another concern for Crypt Ancient history. Recommended: Alertness, Rangers. Aging 10 years, losing levels of blind-fighting endurance, hunting, per- experience, and the chance to wind up as suasion, reading/writing. Many of the pro- one of the undead are all occupational ficiencies that a Crypt Ranger chooses hazards for this kit. The penalty for failure seem unusual for a warrior, but much of or carelessness requires those choosing his time is spent hunting down clues and this kit to have a strong motivation. stories, both from books and people. Crypt Rangers are also subject to a Other proficiencies should be chosen with great deal of harassment from the ene- this in mind. mies they make. To have a necromancer, Armor/equipment: Crypt Rangers lich, or vampire lord as an enemy is to must travel quickly. They prefer light sleep very lightly. Crypt Rangers try to armor, but they can use any armor or counter this problem by being very good equipment if the situation requires. at what they do and leaving none to Species enemy: Crypt Rangers become a future enemy. This doesn’t choose any undead type for their mean they become twisted assassins, species enemy. Normally, these would but it means Crypt Rangers must become be undead such as ghouls, skeletons, very good at tying up loose ends.

# DRAGON 234 25 Role in the campaign: Crypt Rangers takes great satisfaction in eliminating a over his head. Waiting until he could feel the tend to be highly motivated fighters who menace who refused to die. vibrations of their movement, Paelor grasped deal on a daily basis with things that Crypt Rangers enjoy life to the fullest, the handles of the trapdoor above him. With causes others to flee into the night. They knowing there are those out there jeal- a heave, Paelor sprung up from the roadbed, are highly prized members of the com- ous of any semblance of the living's dirt and rocks exploding outward. As he munity when their services are needed, happiness. Crypt Rangers tend to be on howled at the top of his lungs and flailed his yet they engender a great deal of fear good terms with paladins and clerics, arms, the strips of cloth billowed, and his face when their presence is who have similar interests. Their skills glowed with an eerie luminescence in the known. A lonely fig- and experiences tend to make them moonlight. Screams ripped through the night ure, the Crypt a part of a small brotherhood of us his acting had its desired effect. Paelor Ranger professional monster hunters, and laughed grimly as the frightened teenagers they enjoy the thrill of the hunt fled back down the road as fast us they could. as much as the destruction of They were idiots out to prove their manhood the undead. by stealing rocks and souvenirs from the The idea of the professional tombs of Overbarrow. He could imagine the undead hunter can be found stories that would circulate among the pubs everywhere. Just pick up a tomorrow. The ghost of Overbarrows attacks copy of Dracula or watch a local youths. He sighed us he started resetting good horror movie, and the his trap. lf only it were this easy with adven- ideas and potential for turers! adventures should be evident. Description: In an era when powerful Picture the isolated small village necromancers raise the dead and a pri- under siege at night from some mary source of income for adventurers ghouls that have taken up resi- comes from looting tombs ancient as dence nearby. Imagine a Crypt well as new, who protects burial sites Ranger finding out that a necro- from desecration? Who scares off the mancer had taken up resi- curious and fights the grave robbers and dence in his area. The sce- ghouls? As a kit of the ranger class, the narios are endless and a Crypt Defender fills this role admirably. whole campaign can be Requirements: Crypt Defenders have built around professional the same basic requirements as the undead hunters, especially ranger class. if the other players are par- Special terrain: Crypt Defenders must tial to paladins, clerics, or choose a single local as their special ter- tomb-robbing thieves. rain. The only exception is a defender in As an NPC, a Crypt service to a ruler, who is assigned to dif- Ranger could become an ferent locals as needed. Defenders usu- excellent foil to the PCs, ally don’t travel much, regarding their stealing away contracts to obligations to their site paramount kill undead or cleaning out above all else. Their special terrain is a tomb before the PCs normally a large tomb complex (such as could reach it. The PCs may pyramids or a barrow), a large battlefield also want to hire a Crypt with mass grave sites, or a large ceme- Ranger to accompany them tery or catacombs. on a particularly dangerous Role: One of the primary sources of mission or just to consult income for many adventurers is the with one and draw from his exploration and looting of dungeon knowledge. complexes and burial areas. But what do you do if you don’t want an area to be Crypt Defender desecrated by a group of adventuring Paelor didn’t need tomb robbers? Who does a king set to Crystalhawk’s shrill cry in the cool guard his final resting place? And who night air as a warning. He heard the drunken prevents looters from scavenging a bat- group stumbling down the road toward tlefield or digging up mass graves? This Overbarrows ten minutes ago. He moved is where the Crypt Defender steps in. silently down the small gully toward the road As a ranger, the Crypt Defender and slipped into a narrow dry tunnel he had devotes himself to learning the area he built himself. The tunnel carried him squarely guards. In the open glade of a battlefield, under the middle of the road. Paelor reached he knows every fold in the earth. In a his cramped cubbyhole and found his equip- dungeon tomb, he knows every pitfall ment. He smeared a sweet-smelling concoc- and monster (and probably feeds a few as tion from a jar onto his face and found a pile extra insurance, too!). The Crypt Defender of ripped, light colored cloth and pulled it is posted to a locale either out of a sense

26 OCTOBER 1996 of duty or because a high ranking individ- defenders of the dead. They are hon- Defenders employ many of the ual requests it. Once he assumes the ored by periodic visits from priests and ranger’s special skills to their mission. responsibility for an area, he defends it noblemen. Visitors to their sites often Animal companions become trusted vigorously. For curiosity seekers or teens leave a gift ranging from money or art- guards and friends. Hunting abilities on a lark, the defender gives them a good work to a simple home cooked meal. If translate into guerrilla tactics against scare or a friendly warning. For deter- the defender makes a reasonable much larger parties. Much like cornering mined adventurers, a stern warning is in request, chances are it will be granted. an animal in its lair, it can be a danger- order. Looters and others who seek to dis- Crypt Defenders gain +2 to reaction rolls ous thing to disturb a site protected by a turb the defenders charge are in for a run- with those who know their station. Crypt Defender. ning battle of amazing proportions, as the Alertness and area knowledge. Crypt As a kit for a solo campaign, defend- ranger pulls out every trick he knows to Defenders come to know their sites so ers make great PCs. Their independence eliminate the threat. well that anything out of the ordinary and solitary nature make them ideal for Secondary skill: Farmer, fisher, puts them on their guard. In the cata- campaigns where a DM could test the limner/painter, mason, trapper/furrier. combs, for instance, a Crypt Defender player’s inventiveness with a storyline Weapon proficiency: Crypt Defenders uses air currents, smells, and sounds to based around a series of threats to the can use any weapon, with two provisions. determine what is normal and what is rangers site. How do you scare off or kill A defender can utilize only weapons of a amiss. He shifts into a defensive mode the normal adventuring party that size appropriate to their locale. For immediately. This translates into a +2 on comes to loot your tomb? What hap- instance, a defender of a pyramid com- reaction rolls. pens when a vampire decides he wants plex would be unable to use any weapon Speak with dead. Once per week, a your barrow as a base of operations? of large (L) size, such as a pole arm, in the Crypt Ranger can attempt to speak with If a player wants to run a Crypt narrow confines of his locale. Meanwhile, dead at his locale in a manner similar to Defender as a member of an adventur- the defender of a battlefield would be the 3rd-level priest spell of the same ing party, there are a number of ways it able to use any weapon and would prob- name. The ranger can ask one complex, can be worked into the story line. As a ably use several missile weapons to take two moderate, or three simple questions beginning character, the Crypt advantage of the range capabilities. of the dead, but the answers, while Defender’s site is robbed. It is up to the A defender must also allocate one truthful, may be very ambiguous. The defender to track down and recover all weapon proficiency slot to a weapon length of time since the death of the of the missing treasure (with some help linked to a site. A pyramid defender petitioned soul is irrelevant, since this or hindrance from the voices of the suit- would choose a kopesh, for example, ability is tied directly to the site the Crypt ably annoyed dead). His superiors might while a defender of the catacombs of an Defender serves. become concerned that the defender is abbey would be required to pick the Special hindrances: Crypt Defenders not as dedicated to protecting his site as cleric’s favorite weapon, probably a lead an extremely solitary life. Even for he should be, sending him on a quest to quarterstaff or mace. the ranger, this life is lonely and has few prove his commitment. This quest would Non-weapon proficiency: Bonus: physical rewards. Adventuring is a rare be something relevant to the character’s Local history. Recommended: Ancient his- occurrence for the Crypt Defender, and duties such as discovering a piece of lost tory, blind-fighting endurance, etiquette, few choose this kit. But for that rare indi- history or locating a lost relative. hunting, persuasion, reading/writing. vidual, being a defender can be a fulfill- As an NPC, the defender is invalu- Armor/equipment: Crypt Defenders ing and even religious role in life. able. Perhaps the defender needs help have no restrictions on the amount of Defending a huge or well-known site to repel a drow invasion that has broken equipment they can possess, although can be extremely tiring and dangerous, through into the bottom level of his most adopt the spartan ways of their as wave after wave of adventurers, loot- mausoleum complex. Maybe the PCs brethren and donate any gifts or excess ers, or curiosity seekers swarm to the need assistance finding their way equipment. For armor, a Crypt Defender area. For this reason, most defenders through the haunted battlefield without adopts the ceremonial armor of the site employ numerous animal companions disturbing one of the many ghosts in the he protects. Some defenders use this to and traps to assist them in their task. area. An adventuring party could easily their advantage, creating the impression Training is also a solitary pursuit for a run afoul of a Crypt Defender in the that their locale is haunted by the ghosts Crypt Defender. Except in the rarest of course of their travels. of the deceased. cases, defenders are required to train Species enemy: Crypt Defenders do themselves as per the rules for self train- not choose a species enemy as do other ing in the DMG. rangers, and they do not enjoy the same Role in the campaign: Crypt attack bonus or reaction penalty. Defenders are a loosely organized While his own modesty prevents him Followers: Crypt Defenders receive branch of the ranger class. They have from saying so, since Ross Allen Clifton has only one follower at the appropriate no recognized leaders, preferring to fol- lived in his town, the cemeteries have never level. This follower becomes the next low their own council. Some are retain- been vandalized. Or haunted. defender of the site whenever the Crypt ers to kings and as such are sent to var- Defender retires or moves on. If the site is ious locales to defend for differing not a permanent one, the follower leaves lengths of time. Others are people with with the Crypt Ranger as an apprentice. an obligation to a certain site or person Special benefits: Reaction bonus. and they choose to pay that obligation Crypt Defenders receive a great deal of by becoming a defender. Many simply respect from everyone, as they are feel a calling to protect a certain site.

# DRAGON 234 27 by Steven Brown illustrated by Mark Nelson

With the release of the Requiem boxed set, “No sympathy the grave no longer guarantees a release from may I ever find ... the terror of Ravenloft ... in fact, for heroes virtue has become to who find themselves walking the demiplane in me a shadow ... grotesque, undead mockeries of their lives, happiness and affection are Ravenloft has become a painfully more terrify- turned into bitter and ing place. In Requiem, the PCs themselves loathing despair.” become monsters. Hated and feared by the Frankenstein common folk, they are mercilessly hunted by Mary Wollstonecraft Shelly former allies, friends, and heroes everywhere. The Requiem rules contain information on The Ravenloft® setting is one of the creating characters who are zombies, ghosts, most punishing places for heroes to ply vampires, and liches. Rules are also given for their trade. The Demiplane of Dread is transforming existing characters into undead home to the wickedest villains from all the shadows of their former selves. All the major planes of existence. Heroes seek comfort in the types of undead are detailed, but in a land such knowledge that they are doing good in a land as Ravenloft there are more varieties of undead that seems to be inherently evil. They take than can be described in any one volume. solace in that, no matter how long the Mists jeal- Presented below are three types of undead, not ously hold them prisoner, should they fail in their seen frequently enough to be included in the mission, death frees them from this cursed land. boxed set, but well suited for use in a Requiem Even this small comfort, however, is longer true. campaign.

October 1996 Boneless General Information Ability Score Requirements: Constitution 12+ Prime Requisite: Constitution Advance As: Rogue Combat Information Exceptional Strength? Yes Exceptional Constitution? Yes Hit Dice: 1d6 Attack As: Rogue Save As: Rogue Proficiencies Weapon Proficiencies: 5 Additional Slot: 2 Nonweapon Proficiencies: 2 Additional Slot: 5 Available Categories: Common Racial Corporeal Bonus Proficiencies: Constriction Required Proficiencies: Weapon Resistance (Blunt)

Constriction is a new proficiency not presented in the Requiem boxed set. See below for details.

Overview Often ignored as merely the left-over ingredients from the creation of a skeleton, boneless are among the most versatile Advantages undead species known. They are strong, flexible, and able to Along with the advantages common to all undead, boneless perform almost all the activities they did in life. Living creatures also find that their unusually flexible bodies provide them with find the boneless to be unsettlingly grotesque, even more than protection from blunt weapons. (They suffer only half damage other, more deteriorated undead such as zombies. from these.) They are also able to squeeze into incredibly small Description spaces, which can be quite handy when trying to hide from would-be monster slayers. Their unique physique likewise pro- Boneless are the animated shells of humanoid creatures that vides boneless characters with an unusual form of attack, con- have had their skeletons removed (generally for some nefarious striction. purpose). Their skin is translucent reddish-brown and severely wrinkled, folded, and puckered. More often than not, boneless Constriction must stitch their clothing directly to their bodies in order to keep Certain undead avoid using melee weapons in favor of it from sliding off. Their heads are shrunken, withered parodies grappling their victims and literally squeezing the life from of what they were in life (boneless are rarely recognizable even them. Instead of making a normal attack, the creature rolls one to close relatives) that sit on highly flexible, stretched out necks. attack die for each hand. Success means that the hand has Boneless limbs are distended and agile, able to slip through the been wrapped around the victim and may now begin squeez- smallest of openings. They do not, however, support the body ing. Each hand that successfully grapples the victim causes 1d4 well, and boneless can often be seen walking about on all fours hp damage per round until the victim breaks free. While in the for added stability. grasp of a constriction attack, a victim may not cast spells Role playing requiring somatic components, make any sort of physical attack, or initiate any action other than trying to free himself. Although they are usually mindless automatons, boneless To escape, the victim must make a successful bend bars/lift are assumed to retain most of their Intelligence. As with zom- gates roll. There is a 40% chance that anyone attempting to bies and other forms of undead described in the Requiem attack the constricting character will instead hit the victim. boxed set, this can give a player character boneless a distinct DMs who wish to make the constriction proficiency avail- advantage over living opponents, who will expect simple, able to all undead characters should add it to the Rare uncoordinated melee attacks. Imagine their surprise when the Proficiencies list in the Requiem rules book. boneless character springs a cunning trap. Boneless are generally sad, lonely creatures. They feel the Disadvantages pain of their new situation more keenly than many of the other Because of his highly flexible body, a boneless PC finds it dif- animated undead, because the only thing that separates them ficult to move about normally. His movement rate is halved from their original appearance is, quite literally, a backbone. Of when he walks upright. When he moves about on all fours, all the corporeal undead, they are the physically the closest to however, his ability to observe his surroundings is “normal” but are paradoxically also among the severely impaired and he suffers a -2 penalty most horribly disfigured. to all surprise rolls.

# DRAGON 234 29 Crawling Claw General Information Ability Score Requirements: None Prime Requisite: Dexterity Advance As: Rogue Combat Information Exceptional Strength? Yes Exceptional Constitution? No Hit Dice: 1d4 Attack As: Rogue Save As: Rogue Proficiencies Weapon Proficiencies: 2 Additional Slot: 5 Nonweapon Proficiencies: 5 Additional Slot: 2 Available Categories: Common Racial Corporeal Bonus Proficiencies: Dexterity Bonus +1 Required Proficiencies: Weapon Resistance (Edged)

Overview on those they like while scratching, poking, and even choking Although greatly restricted in many aspects, crawling claws those they don’t. Characters are never in doubt about how a are one of the most unsettling types of undead. With their tiny crawling claw feels about them; it becomes painfully obvious. size and phenomenal agility, they can move unnoticed as rats through the homes and cities of the living. Perfect for scouting Advantages missions and gaining entrance to locked buildings, crawling Being separated from the rest of its body during transfor- claws make invaluable additions to undead PC groups. mation into has done nothing to affect a crawling claws strength and, in fact, acts to increase his agility. This Description combination makes it possible for these creatures to move in Crawling claws are made from the severed hands or paws bursts of incredible speed. When doing nothing but running, a of living creatures (although the creatures are killed in the crawling claw can move at triple his normal movement rate, as process). They come in as many forms and sizes as do the liv- opposed to double the normal rate attained by most creatures. ing. Claws move by scuttling along the floor or leaping up to Crawling claws, being both extremely dexterous and extra- 15’ per “hop.” They are extraordinarily agile and, despite hav- ordinarily stealthy, often excel at clandestine activities. As a ing no musculature above the wrist, quite strong. Generally result, the jobs of scouting, removing opponents’ property, and good climbers, crawling claws can scramble up surfaces with gaining entrance to locked buildings, rooms, and items usually only the most meager purchase. They often lie in wait for their falls to them. To reflect this expertise, crawling claw characters prey atop large pieces of furniture or hiding among the rafters. receive a +2 bonus to any attempts to use the climb walls, find/remove traps, hide in shadows, move silently, open locks, Role playing or pick pockets proficiencies. Crawling claws are often considered the “poor relation” of corporeal undead. While they have material forms, they Disadvantages unquestionably lack most of what might physically tie them to The primary disadvantage all crawling claws face is, of the living world. They are completely unrecognizable, even to course, communication. Until a claw has spent a minimum of people who knew them intimately in life, unless they have a two weeks with a new group, its companions must make suc- particularly distinguishing feature (a tattoo or birthmark). cessful Intelligence checks in order to understand the meaning Crawling claws are uncommonly stealthy and, by their of the claw’s sign language (groups that were together prior to nature, make excellent scouts. Because they spend so much of their transformation to unlife can communicate normally from their time attempting to climb walls, hide in shadows, and the start). After that, they become adjusted to the claw’s man- move silently, crawling claw PCs usually fill as many of their nerisms and the limited telepathic ability of the claw begins to nonweapon proficiency slots as possible with “thief skills.” manifest itself. Communication is perennially a problem for crawling claws. Other than the practical communications problems, crawling Although they have no mouths, they are quite skilled at com- claws find their inability to speak severely hampers their capa- municating their feelings through hand signals and also have bility to cast spells. Crawling claw spellcasters find any spell with a limited form of telepathy with all other claws made in the a verbal component to be challenging, having to substitute sign same batch. This telepathy often extends to any group a claw language for spoken words, and they have extreme difficulty stays with long enough to form a bond. with spells that have both verbal and somatic components. They Since claws are not great communicators, they usually let suffer a -1 penalty to any proficiency check made to cast a spell their actions speak for them. They act out their emotions in with a verbal component and a -2 penalty to any attempt to overly demonstrative ways, rubbing against, petting, and resting cast spells with both verbal and somatic components.

30 OCTOBER 1996 Penanggalan General Information Ability Score Requirements: Strength 12+ Intelligence 14+ Wisdom 12+ Prime Requisite: Intelligence Advance As: Warrior Combat Information Exceptional Strength? Yes Exceptional Constitution? Yes Hit Dice: 1d12 Attack As: Warrior Save As: Rogue Proficiencies Weapon Proficiencies: 3 Additional Slot: 4 Nonweapon Proficiencies: 4 Additional Slot: 3 Available Categories: Common Racial Corporeal Bonus Proficiencies: Charm Gaze Required Proficiencies: Drain Constitution the penanggalan’s body), and causes 1d4 hp damage on a Overview successful attack roll. One of the stranger variant types of vampires, penanggalan The body of a penanggalan has the same number of hit are among the few undead who can move about freely both points it did in life (provided other abilities gained in undeath night and day. Otherwise, they have advantages and weak- haven’t changed this number). However, the head and tail, nesses similar to those of other vampires, although their noc- when separated from the body, also have an equal number of turnal form is much more unusual. Players looking to play an hit points. Each evening when a penanggalan assumes it’s unconventional type of vampire will find penanggalan an hunting form, it has its full complement of hit points regardless interesting challenge. of any damage the body has taken during the day. Since penanggalan are incapable of seducing victims, and Description since they only feed off unconscious beings, they have the Originally thought to exist only as human females, the power of hypnosis (which works according to the same rules penanggalan (like so many creatures) are found in a greater as the charm gaze proficiency) to help them lull potential variety of forms in the Demiplane of Dread and may be either victims to sleep. a male or female of any race. By day penanggalan appear as normal members of their race, although they have trouble Disadvantages interacting with the living in a “normal” manner. At night, how- As stated above, penanggalan interact poorly with the liv- ever, their heads separate from their bodies and fly off in ing. To represent this failing, any character turned into one of search of prey. Attached to the base of the head is a 3’ long, these creatures suffers an automatic -1 reduction to his slimy black tail, which tapers to a point at the end. In the dark, Charisma score. a penanggalan’s eyes emit a faint, red glow. Penanggalan all have lairs in which they store their posses- sions and leave their bodies after nightfall. A penanggalan Role playing character may have 1d6 lairs set up at any time, but they must Penanggalan, even in their “human” forms, cannot act all be within a 25 square mile area. Player character penang- suave and charming, like most other types of vampires. They galan must be at one of their lairs in order to transform into are aloof, haughty, and generally insensitive to the feelings of their nocturnal forms. If they are caught outside one of their living beings. Penanggalan feed only on sleeping victims and lairs after daybreak, penanggalan heads are paralyzed by the use their hypnotic gaze to render likely subjects unconscious. rays of the sun and fall helplessly to the ground until nightfall. They prefer victims of their own sex and race, particularly ones If the head and body are not reunited within seven hours, both with high Charisma scores, and they spend most of a night begins to decay rapidly, losing 2d10 hp per hour until the two looking for one. If no such victims can be found, they feed off are rejoined. any sentient, living creature they can find. Finally, a penanggalan’s body can be a disadvantage in They are generally solitary creatures, but they band together itself if any living creature discovers its lair. The headless body with other undead (preferably other penanggalan or, at worst, appears to be merely a decapitated corpse, although close other vampires) for mutual protection. examination reveals that the internal organs are shrivelled and mummified. The head knows if anyone touches the body. Advantages When attached to its body, a penanggalan is immune to holy A penanggalan’s tail is prehensile. It can be used to whip, symbols, holy water, and all other vampiric banes; however, it grasp, or choke a victim (with a Strength score equal to that of also loses the ability to drain victims’ Constitution with a bite.

# DRAGON 234 31

by Ed Greenwood illustrated by Storn Cook “The Creeping Doom”

he pryings of Volo (polished some- The implications of Daurgothoth’s of hired adventurers who were working what by Elminster, whose eye- fascinating endeavor are dark indeed. for him in — but whom he brows rose on more than one occasion The only reason hordes of adventurers judged had begun to suspect too much while reading them) bring us this time to haven’t descended on the dracolich, about him. His spells allow him to speak something the Old Mage had intended seeking his destruction, is that they with such underlings by means of pro- to omit from this survey of powerful don’t know about him. Plenty of wild jected (human-seeming) images and to dragons of the North: a dracolich. So rumors are, however, spreading.... spy upon them from afar. When doing you’re now reading something even Both Tolgar Anuvien and Malchor so, Daurgothoth customarily poses as Elminster decided to leave out of a book! Harpell are (independently) beginning to some sort of renegade, deliberately mys- Why would one of the most powerful uncover the location and activities of the terious mage. wizards in all Toril break his own rules undead wyrm, but the only folk who In such roles, this dracolich has begun now? Well, this undead wyrm bears know the broad truth about the nature to play an increasingly active role in the watching. Not only is his influence and aims of Daurgothoth are the Chosen shadier businesses of the cities of quickly spreading, but the dracolich of Mystra, powerful figures such as Waterdeep, Baldur’s Gate, Neverwinter, Daurgothoth is attempting to gain some Elminster, Khelben, Laeral, and Alustriel. and Secomber. At first, he pursued the abilities of other dragon types (he was These archmages will not act or speak acquisition of spells, magical items, and originally a black wyrm) and to “come out against him, because the magical substances that might serve as magical back to life” sufficiently to breed true experimentation and advances Daurgo- components, but this drew the attention and found his own new dragon species. thoth is making are precisely the sort of of too many alarmed mages and author- The twin obsessions of achieving per- thing Divine Mystra encourages, so that ities (one of whom dubbed the unknown sonal supremacy and fathering a new magic will continue to grow. cause of the thefts “the Creeping Doom,” race have kept Daurgothoth busy for Daurgothoth is under no such restric- a title Daurgothoth gleefully adopted), so over a century, improving his abilities tions and energetically seeks to slaugh- he’s taken to cloaking his activities however he can, and seeking a suitable ter any being who learns of his endeav- behind a web of often unwitting thieving mate — or planning how to construct one, ors or who stumbles upon his lair. He has bands and sharp-dealing gray market much as he’s been modified in undeath. already slain no fewer than three bands merchants.

# DRAGON 234 33 Once a great wyrm of considerable from 5’ wide to 20’ and remaining effec- cavern of Daurgothoth’s main lair. (The size, with a distinctive gouge in his left tive for 1 round. All undead coming into rock to be dug aside to reach it may well flank (an old, nearly mortal wound), contact with any part of it are affected underlie the dracolich’s bonepile itself.) Daurgothoth was transformed into a as follows: Daurgothoth is a brilliant crafter of dracolich by the crazed Cult mage Undead of 5 hit dice or fewer (such magic, an eternally inquisitive being, Huulukharn. He promptly slew the wiz- as ghasts, wights, shadows, ghouls, zom- and a practiced observer with an ard and vanished from the knowledge bies, and skeletons) are instantly ren- impressive memory. He is governed by a and influence of the Cult. dered into inanimate dead. Depending wary paranoia that keeps him always Today, the Creeping Doom possesses on their natures, this destroys them or on the lookout for lurking foes and pos- all of the normal powers of a dracolich leaves them as remains that could be sible attacks, and that makes him work and a great black wyrm, plus a tail sting raised to life or made into undead again constantly to better his personal powers that lashes out once per round for up to by subsequent magics (note that and defenses. This is one wyrm who will 36’ at his normal THAC0 of 1 to slash Daurgothoth can readily cause hostile never be found with most or all of his for 2d6+12 hp damage, or to stab for lesser undead to fall and then rise again spells exhausted. If he ever reaches such 4d4+12 hp damage. As his breath — by use of his undeath gout — as a state (in the heat of protracted battle), weapon, Daurgothoth can choose to undead under his command). he swiftly departs, to hide away until his employ (once in every three rounds) any Undead of 6-8 HD (wraiths, mum- magic is again strong. He is patient in his one of the following effects: mies, and spectres) are allowed a saving dealings and calm in battle; none can The original breath weapon of his throw vs. breath weapon to escape the successfully goad him, and pride never black dragon form: a stream of acid 5’ instant termination of their undeath. leads him into overconfidence in battle, wide and 60’ long in a straight line, More powerful undead can’t be or any stubborn refusal to retreat. For an dealing 4d4+12 hp damage. stripped of their undeath by this breath immortal dracolich who takes care to A bolt of lightning akin to that of a weapon. They do, however (along with safeguard himself from destruction, blue dragon, but slightly less potent: this lesser undead) suffer 4d4 hp damage there will always be another day for 5’ wide breath attack extends 70’ and from contact with a banish undeath fighting — or for seeking revenge. deals only 4d8+6 hp damage. breath effect. Daurgothoth is known to have a cruel A cone of fire 60’ long, flaring from Daurgothoth is known to be develop- sense of humor and to enjoy anticipating 5’ wide to 30’ and dealing 7d10+7 hp ing other breath weapon attacks — in tactics ahead in any struggle. He craves damage. particular seeking to modify certain of music and company from time to time, A cone of frost 60’ long, flaring his spells into this attack form. The full but he never lets these needs compro- from 5’ wide to 30’ and dealing 8d6+8 range and power of his spells far out- mise the security of his lair. Beautiful lady hp damage. strip those of normal dracoliches or bards who acquire mysterious lone male A bone spray (cone of whirling dragons of any sort, and they seem to human audiences at their campfires in bone shards) 60’ long, flaring from 5’ be on a par with those of an archmage the North are warned that they could be wide to 20’ and dealing 12d4 hp pierc- of 25th level. Rather than the normal entertaining simple travelers, lycan- ing and slashing damage. If Daurgo- spell roster for a black dragon, and the thropes or dopplegangers, Harpers — or thoth so chooses, this attack can cause “once per day” nature of dracolich the Creeping Doom. Daurgothoth sel- only half damage, but the bones then magic, Daurgothoth now wields a roster dom molests or devours good singers. gather together to form skeletons, rising of five memorized spells of each level 6 rounds later as 1d4+4 undead human that individually return to him 24 hours Daurgothoth’s lair skeletons under the absolute control of after being cast. To change a memorized The Creeping Doom lairs in the aban- the dracolich. If a “1” is rolled for the spell, Daurgothoth must undertake doned gnome city of Dolblunde north number of skeletons, that one skeleton study as a human mage does. He casts and east of Waterdeep. Known entrances is a giant skeleton (see “Skeleton, Giant spells and makes saving throws as a to this subterranean labyrinth include the in the MONSTROUS MANUAL™ tome). 25th level wizard, retaining the 45% “Bandit Tunnels” in nearby Maiden’s An “undeath gout” that takes effect magic resistance he had as a living great Tomb Tor, certain passages in the vast in a cone 40’ long, flaring from 5’ wide black wyrm. dungeon complex of Undermountain, to 20’ and affecting only dead creatures He is also known to have modified and a flooded tunnel leading from the in this area, animating them as zombies his undead body to achieve immunity to muddy bottom of the River Dessarin that rise in 1d3 rounds or skeletons that the following spells: imprisonment; power itself. This latter, largest route is the one rise in 1d2 rounds, in either case under word, kill; reverse gravity; sink; temporal most often used by Daurgothoth, though Daurgothoth’s absolute command. Note stasis; and time stop. the dracolich does employ teleport spells that this breath weapon can transform Daurgothoth’s host (see “Dracolich” on occasion. partial skeletal remains (of any body in the MONSTROUS MANUAL tome for the Daurgothoth’s spells have hollowed parts) into crawling claws and make function of a dracolich’s host) is rumored out many large caverns for his conve- snakes or flying creatures of any sort to be a black opal of insignificant size, nience, forming an ever-growing chain into deathfangs (detailed in the Ruins of hidden in a huge heap of gems of all that is tunneling slowly northwest, to a Undermountain boxed set, on the “Flying types and sizes that nearly fills a cavern planned emergence shaft in the moun- Fang” monster sheet). Living creatures that also holds the skeletal bodies of six tains north of Waterdeep. touched by an undeath gout are chilled lesser dragons that could serve him as a To discourage intruders, the undead for 1d10 hp damage (no saving throw). succession of replacement bodies. This wyrm has placed many traps in the A “banish undeath” breath weapon cave is walled away behind tumbled smaller gnomish passages surrounding effect that forms a cone 40’ long, flaring rock somewhere under the gem-filled the great caverns of his lair. There are a

34 OCTOBER 1996 few teeter-block pitfalls, but most of and it is subject to spells that control first; this sphere lies ready in a hollow these perils are stone spikefall traps undead or that influence bones. If one is beside the shaft. Much of the rest of this (sharpened stones on dangle-chains, severed from its base or separated into storage cavern is filled with a vast collec- that typically fall for 5d4 hp damage). its component parts, all of their anima- tion of odd substances that might serve These mechanical hazards are tion is lost; shards from shattered “sting as material components, including the assisted by unswervingly loyal undead bones have no properties beyond that pickled corpses of such large monsters servitors: deathfangs and a new sort of of any other (dead, not undead) bony as dragon turtles, purple worms, and monster created by the Creeping Doom material. remorhaz (and, of course, several sorts of — bone lurkers. At the heart of Daurgothoth’s chain dragons). These undead creatures appear as of caverns is a side passage large In his main lair, Daurgothoth’s mas- portcullises or gridwork-curtains of enough for a dragon to fly down. It is sive bonepile affords him raw material interlaced human and beast bones. guarded by a wall of monster skeletons for his bone-related attacks. He has the They function just as living lurkers, (the remains of a tribe of mountain ability to teleport all non-enchanted, except that their initial attack is a giants, still armed with their clubs) who non-undead bare bones within 40’ into piercer-like fall from above to thrust into have orders to attack all beings in the himself (they fly at MV 7, MC: D and foes for 4d6 hp damage. tunnel who aren’t Daurgothoth himself. cause no harm upon entering his skele- Bone lurkers have a Morale of 20 Above them hangs a death tyrant tal form), to breathe forth as necessary. and share all the usual spell immunities (undead beholder, its precious surviving If away from his bonepile, he can trans- of undead (suffering only half damage eyestalk powers unknown) with similar port bones from it over any distance on from edged weapons, as skeletons). orders. Toril to his innards. After its first plummeting attack, a bone Beyond these guardians, the tunnel lurker tries to wrap itself around foes, as leads to a closed stone door that is itself Daurgothoth’s domain do living lurkers, dealing entangled a stone golem that attacks anyone trying From Dolblunde, Daurgothoth keeps opponents 3d4 hp piercing damage per to open it and reflects all spells used watch over traffic on the High Road, the round. It moves by flying (as a lurker) against it 100% back at their source. The Long Road and on the River Dessarin, as and fights foes it hasn’t enfolded by door opens into a vast, ravaged cavern well as overland from the walls of slapping them once per round for 1d6 almost half a mile in length, its walls Goldenfields south along the west bank hp damage. Bone lurkers never retreat scorched and scarred, and its floor of the Dessarin to Zundbridge, and north from foes except by Daurgothoth’s com- heaped with broken stone. This is the from there along the coast roughly as far mand. A bone lurker has an XP Value of dracolich’s spellcasting chamber, where as Mount Sar. He lacks the time to spy 4,000 — but some have been encoun- he experiments with magics. much in Waterdeep but employs a mod- tered that unleash one of the Creeping A smaller tunnel leads off of one side ified, long-range wizard eye spell for Doom’s spells upon foes with such of this cave, doubling back on itself sev- hours at a time to peer at things in the effects as paralyzation, weakness, magi- eral times, to reach the gem-filled cave City of Splendors when he’s interested in cal fear, or blindness; these are thought where Daurgothoth sleeps and broods something (when word is abroad in the to be magics cast into the lurkers and upon a huge pile of bones. Aside from city about a wizardly duel, for instance, somehow held for passing on to living the rumored secret, walled-away cham- or the Watchful Order is gathering to dis- targets. These spell-holding bone lurkers ber that holds his host, two lesser cav- cuss something important). Daurgothoth are worth 5,000 XP. erns are known to branch away from the is interested in all things magical and in Certain passages in Daurgothoth’s main one: a treasure vault crammed news of dragons and their doings. He’s lair also boast what can only be the with all manner of magic, statuettes, not, however, interested in being identi- wyrm’s salvaged early attempts at creat- coins, and the like; and a storage room fied and located by nosy priests or ing a tail-sting: great snakelike assem- where the dragon keeps his spellbooks, mages, and he seldom acts openly in his blies of bone that are fixed to the wall, the magical items he knows enough “territory.” ceiling, or floor at one end, but they can about to feel safe in using (just what One day, when his lair reaches to the coil and lash out from that anchor point, these are remains a mystery), and a surface somewhere in the mountains, he to slash or stab foes with a bone “sword- smooth-walled prison pit into which he may fly forth each night to destroy any spike” as long as some men stand tall. drops living creatures he wants to keep who dare to question his authority — This fearsome edged weapon pierces for for later. This pit is a a smooth-walled once his traps are ready to deal with the 3d8 hp damage or slashes for 2d6 hp (the stone walls fused into an almost archmages who will inevitably try to damage. glassy state by many applications of destroy him. Soon, perhaps.... These bony “stings” range in length fiery breath and certain spells) shaft 30’ In the meantime, Daurgothoth prefers from 70’ to 30’ (although they can across and 100’ deep. The pit floor is to employ various unscrupulous minor retract into a compact stack as short as damp sand, and lost in it is a staff of the mages (including, notably, several 20’). Although they are unintelligent magi (unknown to Daurgothoth). The Zhentarim magelings who fled the fall of constructs (unaffected by spells dragon typically loops a rope around Zhentil Keep) and adventuring bands. He designed to control the mind or deceive prisoners and tosses them down the keeps these forces believing they’re the senses), they seem able to sense all shaft, securing the upper end of their working for a Waterdhavian noble who living beings within their reaches. They pull-rope under a “lid” consisting of a uses magic to conceal his identity and attack all such targets, and each has 4 to huge, four-ton slab of stone that covers tries to keep each group of his agents 8 HD and an AC of 7. A sting has one the top of the shaft. Dangerous prisoners ignorant of the existence of the others. stab and one slash attack in a round, at (such as spellcasting adventurers) are Sometimes he tests their loyalty and met- the THAC0 appropriate for its hit dice, encased in a set of iron bands of Bilarro tle by sending various agents after the

# DRAGON 234 35 same thing, to see who prevails, how, power in Candlekeep do regularly, as If a target of this spell successfully and what they report to him about it. such infiltrations have been attempted saves against the bonemelt attack, only These agents serve to seize various so often in the recent past). one limb is affected (determine randomly magical items, spells, and substances Daurgothoth’s current activities between arms and legs; heads and tails — that could serve in spellcasting. include trying to infiltrate temples of if any — are not targeted by the magic). It Daurgothoth often employs such aliases Lathander to gain magic related to the turns to a dangling, jelly-like mass lacking as “the Masked Master” or “Onalibar” creation of life (for his own breeding the strength to hold or carry things. If the when dealing with his underlings (the plans) and personally trying to develop limb is used for locomotion, the creature’s latter name is a private joke: it once a breath weapon that will act as a movement rate drops by three-quarters belonged to a Cult mage who tried to ’s disjunction on everyone’s (round up), and spellcasting or activities enslave the dracolich soon after his ini- magic but his. (Thus far, he can breathe requiring careful balance or deft manipu- tial rebellion — and who was promptly out a dispel magic conical effect, but he lations typically become impossible. eaten for his pains). He rewards the resists using it in battle, because it tends Worn or held items may or may not be mages with useful spells from his collec- to spin wild magic away from its verges, dropped, depending on the situation and tion, steering them into stealing or sometimes doing him more harm than the actions of the victim. developing other magics for him in good.) return. Daurgothoth’s fate Daurgothoth’s magic The Creeping Doom is so ambitious The deeds of Daurgothoth The Creeping Doom commands that his schemes seem destined to fail- Freed of the need to hunt or consume almost as wide an array of personally- ure. Even Daurgothoth himself is aware any sort of food, Daurgothoth can pur- modified spells as do , that spawning a race of descendants sue ever-greater magical achievements or such mighty mages as Elminster and having powers akin to his own could more or less constantly. Khelben Arunsun. This magazine could well be bringing on his own eventual Daurgothoth tries to hide from other be filled several times over with them, doom (at their hands). Still, even if he dracoliches and living dragons as much but one deadly magic deserves mention never mates, his continual growth in as possible, as well as from the annoy- because it is so spectacular: power is a matter of grave concern for ingly energetic members of the Cult of folk all over Faerûn, both draconic and the Dragon. He has decided that if the Bonemelt human. latter organization proves to be too (Necromancy) This dracolich will stop at nothing, much of an annoyance, he will attempt Level: 8 and Mystra seems content to let him to take over its leadership (concealing Range: 10 yds. + 10 yds./level build himself into the greatest creature his true nature) and put it to work for Components: V of magic in all Toril if he can achieve this him, in his quest for the finding or mak- Duration: 1 day/level aim. At the same time, his lonely search ing of a perfect mate. Casting Time: 1 for a mate opens him to attack from Daurgothoth is especially wary of, Area of Effect: One creature wily foes, and if his seizures of magic and yet fascinated by, amethyst dragons Saving Throw: Special grow more successful, he’ll soon have and faerie dragons. He judges that their This spell transforms the bones of a no shortage of those. skills make them unpredictable and living mammalian creature to jelly, caus- therefore dangerous, yet he also consid- ing the victim to collapse (at the end of ers them possible sources for something the next round) into a helpless, amoeba- that could be bred or modified into his like slithering blob. Breathing and move- mate. He is also interested in fire lizards ment (by creeping, at MV 4) is possible, Ed Greenwood is an overweight, bespec- and firedrakes as possible “raw material” but climbing, flying, wielding items, and tacled, hirsute rogue who loves crawling breeding stock, so he follows news of the like becomes impossible. Death through caves and swinging swords at imag- their movements. Studying the activities won’t directly occur from this alteration inary foes. What he did to the armorer at the of the Cult of the Dragon and of mages but it often results from the lack of swift local museum last year was purely a misun- in general (while keeping well away mobility the spell causes. Daurgothoth derstanding. from strongly organized groupings of can reverse the effect at will (usually so mages such as the Red Wizards of Thay that the victim can be slain and then or the archwizards of Halruaa) makes up made into a servitor undead), but it much of his daily work. He’s always con- otherwise lasts for 25 days when he sidering schemes to improve the powers casts it. of any underlings or constructed servitor “Boneless” creatures do not need to creatures to “snatch” newly developed eat, sleep, drink, or breathe, but they magics from such sources undetected — suffer 4d4 hp damage per day if sub- or at least in such a way that they can’t jected to full sunlight for more than reliably be followed. Often he ponders seven continuous hours. A full day after how he might mind-control a scholar of the spell affects them (24 hours, or 144 Candlekeep well enough to learn things turns), they are allowed a Constitution mind-to-mind and direct what books the check. If the save succeeds, the victim individual read, while at the same time changes in 1 turn to the same state as if eluding the efforts of anyone searching he had saved against the spell originally for such a mind-link (which those in (see below).

36 OCTOBER 1996

attendees to have a great time without spending the money necessary to attend a Hotel Con. Many School Cons also offer Network games, much more now than ever. The smallest convention-like experi- ence out there is the “Game Day,” an event run wherever the organizer can find space. Churches, schools, and even the organizer’s house are likely sites, but any community center might offer space for a Game Day. The local game store often obliges, if it has gaming space. This type of event usually offers only gaming, but that’s what the attendees want. Network tournaments appear by Robert Wiese even at Game Days. Many Network clubs are starting to hold monthly Game Days, and anyone can do it. Having a the convention’s special guests, acted as The RPGA Network staff just returned club is helpful but not necessary for from the GEN CON® Game Fair, and we all Master of Ceremonies for our Sunday organizing such an event. had a wonderful time. The Network runs awards ceremony. What’s the point of this classification role-playing games in the old sports All of the people I passed were play- of gaming conventions? I sit in my office arena, across the street from the main ing games and having a good time. surrounded by tournaments that are cry- part of the convention, connected by a That’s the essence of a convention expe- ing out to be sent to more events. I want skybridge. We need a space that size rience: to have fun playing games with to see the tournament program become because we run a lot of games . . . and I old friends or new ones. The dealers, the more useful to players and judges who mean a lot of games. This year we ran anime, the seminars — they are all icing do not or cannot travel to many Hotel close to 900 tables of role-playing events on the cake. Cons in a year. A convention of any size over a three-and-a-half-day period — Conventions are held in many places can provide excellent gaming. While that’s more than we have run in years, and come in a wide variety of sizes, but hotels and long weekends provide an and maybe more than we have ever run. they all revolve around this central exceptional vacation atmosphere, they theme: the fun of gaming. No matter At our peak, there were more than 90 aren’t necessary for good gaming; a day where a con is held nor how many peo- tables playing at the same time. at the local YMCA can be just as fun. On Friday morning, the Network ran ple attend, gaming is the reason people Acquiring Network events for a con- its first Free-For-All, a carnival-like event attend. vention is easy. The convention organizer The GEN CON Game Fair is the largest showing off various Network programs submits a request for the events desired at gaming convention in the western hemi- in “characteristic” booths. Over 400 peo- least four months in advance (six months ple attended. About 600 players showed sphere, but it falls into a category I call when requesting first-run events). There is up for the huge LIVING CITY™ interactive “Convention Center Cons.” The members a $10 fee for each tournament round (and game on Saturday afternoon, and a of this group are the really huge shows a late fee for those who do not plan in series of seminars that were compara- such as the GEN CON Game Fair, Origins advance), but we at the Network try to be tively intimate filled out the Networks and Dragon*Con. flexible in granting requests. Request events for the weekend. Our charity auc- The second size category I call the forms and more information on this tion and other events raised more than “Hotel Con,” because, of course, they process are available from Network $7,000 for the American Cancer Society take place entirely within a hotel. Headquarters. and almost $4,000 for Children’s Attendance for these smaller shows is The GEN CON Game Fair is an experi- Hospital of Milwaukee. Garret Wang generally 400 to 1,600 people. Hotel ence that every gamer should have, but (Ensign Kim of Star Trek: Voyager), one of Cons offer many of the same experi- the quality of gaming doesn’t depend ences that the Game Fair offers, but on a on the size of the show. The best game The RPGA® Network supports con- smaller scale. There are dealer rooms, you ever play could be waiting for you sometimes seminars, and always lots of ventions all over the world with tour- at a local Game Day just down the gaming. Frequently there are a good naments designed for many different street. game systems. The Network also pub- number of Network games, as the lishes Polyhedron® Newszine, which Network is now supporting more con- members receive monthly. ventions than ever before. For more information about the On a more local scale are “School Network's programs, write to: RPGA Cons.” These events are held in a high Robert Wiese is the tournament coordi- Network, 201 Sheridan Springs Rd., school or on a college campus, usually nator for the RPGA Network. Before joining Lake Geneva, WI 53147, or send e- with an attendance of 100 to 400 peo- that rag-fag bands of rebels and iconoclasts, ple. These events offer local gaming at mail to: [email protected]. he earned much experience by helping to its best, occasionally a dealer room, and *indicates a product produced by a company organize conventions in Illinois. other than TSR, Inc. sometimes other activities that allow

38 SEPTEMBER 1996

Powerful relics for the Dark Sun® setting

by Kevin Melka illustrated by

The savage world of the Dark Sun The artifacts presented here supple- setting has many powerful artifacts that ment those from the Psionic Artifacts of have come into being throughout its Athas, which contains many of the merciless history. Some of these relics famous artifacts from the Prism Pentad are the stuff of heroic legends, while novels by . As with arti- others are malicious items with terrible facts presented there, should the DM power and purpose. All are potent deem the powers of these devices inap- devices that can bring about the defeat propriate, choose new powers (and of an evil foe or spell doom for adven- curses) from the artifact random powers turers under the crimson sun. chart.

October 1996 This artifact of the thri-kreen appears at first glance to be a regular dasl chatkcha (produced from crystalline kreen venom secretions), though it glistens like polished metal. The relic is sil- ver colored, but its crude edges give it a dull appearance. Surrounding the hole in the center are cryptic runes, and the edges of the item appear razor sharp. History A memory of the Great One is present in every member of the kreen race, a recollection triggered by the sight of various images. One such image is the chak’sa, the huge thri-kreen head carved from white stone that rests in the Hinterlands. Another is the appearance of an avangion. The third is the weapon known as the Chatkcha of the Great One. The racial history of the kreen is sketchy at best, and much of the knowledge regarding the Great One is left to interpreta- tion by individual kreen. However, in regards to the Chatkcha, all tales and legends are the same. It is said that before he dis- appeared from Athas, the Great One gave his greatest student, a kreen named Ka’Cha, a chatkcha of great power. A warning came with the weapon, decreeing that if it were ever used for a corrupt purpose, the item would shatter, and memory of the Great One would vanish from the land. indestructible, immune to physical, magical, and psionic pow- In the thousand years since its first appearance, the ers. Anyone with a Dexterity greater than 20 who is specialized Chatkcha of the Great One has passed through the hands of in chatkcha can throw the weapon one additional time per generations of thri-kreen who followed the teachings of Ka’Cha. round. The Chatkcha was last seen in the lands of a kreen named When wielded by a member of the kreen race, on a natural T’katk, who took it to the chak’sa to see if his vision of the Great roll of 20 the chatkcha acts as a vorpal weapon and severs the One would become clearer. He was never seen again. head of the victim — or causes triple damage if the target has Campaign use no head. Thri-kreen wielders also ignore all modifiers for weapon speed when used in combat. The Chatkcha of the Great One is the only artifact specifi- Invoked Powers — Once per month, a thri-kreen possessing cally designed for the kreen race, and it is an important part of this artifact can raise the chatkcha above its head and sum- their history. A quest for the Chatkcha could be a grand adven- mon all kreen in a five-mile radius to its location. As long as the ture-for a group of PC kreen. Should word of the Chatkcha’s summoned kreen are not of a diametrically opposed align- return surface, kreen from across the Tablelands and beyond ment to the wielder, they follow the possessor for a number of would seek out the possessor. Some would seek knowledge of hours equal to its Charisma, performing any task that would the Great One, while others would wish to possess the benefit (or at the very least not harm) the kreen race. Chatkcha for its famed power. Curse — The possessor of the chatkcha is driven to the same Since the Chatkcha of the Great One was last known to be goals of Ka’cha — peace, prosperity, and harmony. For every in the vicinity of the Hinterlands, it is quite possible the last pos- day the weapon is in his possession, there is a cumulative 1 % sessor took the item into the unexplored territory of the chance per day for the possessor to throw away his weapons Crimson Savannah, far beyond the Jagged Cliffs. and travel across Athas to preach the message of Ka’cha. No If the possessor of this artifact is not kreen, any kreen they power short of a full wish can remove this effect. encounter instantly asks for the item. If the owner does not com- ply, the kreen attack. If the possessor kills the kreen, he has com- Suggested means of destruction mitted an evil act and is struck dead by the item. The Chatkcha of the Great One can be broken only if it is used by a kreen for an evil purpose. In this event, the artifact Powers shatters irreparably. Constant Powers — The Chatkcha of the Great One has a magical +5 bonus on attack and damage rolls, and it ignores all non-magical armor on an opponent. The weapon is also

# DRAGON 234 41 The points of this crown are ragged and uneven. Otherwise, the crown boasts some of the finest workmanship to come out of the Green Age. It is studded with precious gems of all kinds, with a large diamond at the front. Its body consists of a type of metal that has not been identifiable since the Cleansing Wars. This artifact fits a head roughly the size of a dwarf, so it does not fit half-giants, thri-kreen, or . History From the Green Age to the conclusion of the Cleansing Wars kings of great strength and insight have ruled the dwarven people. Since the time of King Thoren Andiron, second king of the Dwarves, rulers of this stouthearted race have done so with the Crown of Dwarven Kings upon their brow. The crown was created by Thoren’s wife, a powerful psionicist, to help her hus- band protect the dwarven race. Upon his death the crown was passed to his son, and generations of Andiron to rule over Kemalok for 12,000 years. With the coming of First Sorcerer and the Cleansing Wars, the dwarven race was faced with extinction by Borys of Ebe, thirteenth Champion of Rajaat. Lead by Rkard Andiron the dwarves fought the forces of Borys — the Crown of Dwarven Kings displayed for all to see. For nearly a century Rkard led his people against the enemy, but it was not enough. In the end Rkard and Borys became locked in a battle to the death, one in which the Champion of Rajaat emerged victorious. However, through increases the MAC (Mental Armor Class) of the wearer by four force of will Rkard dealt Borys a terrible blow, and he was car- points, six if the wearer is a dwarf or mul. ried from the field before being able to claim the crown from Any dwarf viewing the Crown of Dwarven Kings recognizes the dwarf’s body. Afterward, the body of Rkard and the Crown the relic from legend, and if worn by a dwarf or mul, no dwarf of Dwarven Kings, along with Borys’s weapon, the Scourge, can initiate violent actions against the wearer. When worn by were sealed in the ruins of Kemalok until another king of the a nondwarf all encounter reactions with dwarves or muls begin dwarven people could be found. as friendly (see Chapter 11 of the DMG). Recently, following the rise to power of Tithian, the Crown of Invoked powers — Twice per day the wearer of the crown Dwarven Kings was stolen from Kemalok by agents of the new can choose to ignore one psionic power used against him, king of Tyr. Later the crown resurfaced in the hands of a young regardless of discipline or whether it is a science or devotion. mul named Rkard, son to the human gladiator Neeva and the When worn by a dwarf who is a true king of his race, the dwarf sun cleric Caelum. Rkard was given the crown by the dwar- wearer can call a conclave of dwarves. This sends waves of ven banshees Jo’orsh and Sa’ram, who told him he would suc- psionic force across Athas, calling dwarves to his location for a ceed where the king Rkard failed and kill Borys of Ebe. Afterward, great gathering. Dwarves of similar alignment to the king the crown was returned to the tomb of Rkard Andiron. (either same ethics or morals) cannot defy it, while dwarves of diametrically opposed alignments are allowed a saving throw Campaign use vs. spell to resist or travel immediately to his location. This The Crown of Dwarven Kings has remained in Rkard’s tomb power can only be used once by any one dwarven king pos- is in the buried city of Kemalok, awaiting the time when the sessing the crown. dwarves of Athas are again united under one king. Only then Curse — Should the wearer of the crown intentionally cause will the banshee of Rkard bestow his crown to the next king of physical harm to any dwarf, the crown immediately reduces his the dwarves. Intelligence and Wisdom scores to 3. Powers Suggested Means of Destruction Constant powers — The Crown of Dwarven Kings bestows Legend tells that the crown will explode in a tremendous formidable psionic upon its wearer. When worn, the crown fireball should all dwarves on Athas be slain.

42 OCTOBER 1996 This artifact is a breastplate of armor sized to fit a human, half-elf, mul, or elf. The armor is a dull light gray, with a jagged texture and small spikes protruding along the front and back. There are no seams on the armor, and the wearer has to crawl into it to put it on. Those touching the armor experience a creepy feeling, as of insects crawling across the flesh. History Who created the Dragonskin or where it came from is a mys- tery, but one thing is for certain — it is literally the hide of a drag- on. The Dragonskin has been around for at least 2,000 years, and by process of elimination it cannot be the hide of King Kalak or Borys of Ebe. That leaves only the sorcerer-queen of Yaramuke who was killed by Hamanu of Urik long ago, or the ruler of Kalidnay, Kalid-Ma. The body of Kalid-Ma was said to have disappeared following his rampages. In both instances Hamanu of Urik was present, and if anyone knows the truth its the Lion of Urik. Another theory is that a sorcerer-king may have given a copy of his defiler metamorphosis spell to some- one, then slew the victim for his carcass. Whoever created the armor likely lost possession of it long ago, for tales of great warriors wearing the Dragonskin have surfaced over the years across the Tablelands. Whether worn by great heroes or terrible villains, accounts of these warriors commonly become legend. Each story ends the same, with the wearer being slain in one fashion or another and the armor disappearing for another hundred years. The Dragonskin was last reported in the hands of an elf lord named Ke’oosh, who raided dozens of across the Ivory Triangle before he and his entire tribe disappeared in Free Year 8 of the Tyr calendar, Invoked powers — Once per day the wearer of the Dragonskin can become ethereal, as per plate mail of ethereal- Campaign use ness for up to one hour. This ability cannot be negated by using The Dragonskin is a potent artifact for warriors. Should a a phase door spell. character with this artifact become well known, others cov- Once per day the wearer can also chose to have 100% etous of the Dragonskin’s power will surely come in search of magic resistance to one specific spell or effect. The exact the item. Should they know the item’s weakness, it would be a nature of the spell must be known by the wearer before this simple matter to claim it for their own. effect can be invoked. For instance, the wearer can make him- The wearer might think himself invincible enough to con- self completely immune to a fireball spell, if he knows his front a sorcerer-king, a conflict that would surely lead to the enemy is about to cast one at him. wearer’s death. Curse — While wearing the Dragonskin, the possessor’s mind is considered to be “open” versus psionic attack regard- Powers less of any defenses. His MAC (Mental Armor Class) is consid- Constant powers — Anyone wearing the fabled Dragonskin ered 10, and he can use no psionic powers of any kind (even has a base AC 4 vs., all physical attacks. Adjustments for wild talents). Dexterity and other bonuses are added to this number. The Suggested means of destruction wearer also suffers half damage from all fire, electrical, and cold-based attacks, saving for no damage where applicable. Bathed in the light of an avangion for 24 hours, the The wearer of the Dragonskin is under the constant effect Dragonskin crumbles into ash. For each two hours of exposure of a ring of coolness and requires half the normal water require- the Dragonskin loses one armor class rating until reaching AC ments each day. The possessor also has 70% magic resistance 8, when it is destroyed. vs. all priestly magic, 40% vs. wizardry magic, and 20% vs. effects produced by magical and other items. The Dragonskin also prevents the wearer from losing Constitution points as a result of being exposed to the Gray, the endless space where Athasians go when they die. Continued on page 46

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This artifact is a four-inch diameter globe resembling the slit pupil of a large cat’s eye. The pupil of the eye floats in a gelati- nous yellow substance, and the artifact is always warm to the touch. The Eye of Psurlon is heavier than it appears, weighing slightly more than 15 pounds. History The Eye of Psurlon is not native to the world of Athas. The worm-like psurlons, who are also not from the Prime Material world of Athas, brought the artifact from their dying world to the Astral Plane thousands of years ago. The Eye of Psurlon has always been entrusted to the care of the most powerful psurlon adept, who was usually the leader of the community. The adept typically used the relic to help the psurlons survive on the unyielding Astral Planes, as many of them perished with the destruction of their world. When members of the psionic community discovered the existence of psurlons two centuries ago, some of the more cor- rupt psionicists took to summoning them to Athas to harness their psionic knowledge. One of the first psurlons summoned in such a manner was the adept possessing the Eye of Psurlon. The psionicist was not fully prepared for the might of the psur- Ion adept, and in the end the psionicist was slain. The psurlon adept then took to exploring this new world of Athas. The adept traveled the Tablelands for years, and after which decided to move the surviving psurlons to Athas where they would be supreme. Before the adept could do so he was attacked, slain, and devoured by an Athasian roc. To this day the Eye of Psurlon rests in the mountain lair of one of the largest creatures on Athas, somewhere in the Ringing Mountains. Psurlons who come into the possession of the Eye of Psurlon are able to use all powers from both the Campaign use Psychometabloic and Clairsentience disciplines. The Eye of Psurlon has many psionic and non-psionic pow- Invoked powers — Once per week the owner of the Eye of ers, and is a dangerous artifact to possess if the owner is not Psurlon can conjure an area one mile in diameter that is “dead” psurlon. Very few people know of the existence of the Eye of to both psionic and magical powers for one hour. This area is Psurlon, since it never left the possession of the adept from the stationary, and only the possessor of the Eye of Psurlon can time it came to Athas until its death. Finding the Eye of Psurlon use psionics or magic in this area. No psionic or magical pow- would likely be an accident on the part of characters. ers function here, and any permanent enchantments are nulli- Any characters finding the Eye of Psurlon are sought after fied for the effect’s duration. Only the superior might of by some of the few psurlons living on Athas. These creatures Champions of Rajaat are able to ignore this power. do anything to possess the Eye of Psurlon, since it is considered If the possessor is psurlon this power can be used instead to to be an icon and savior of the psurlon race. remove psionic and magical power from one target. There is no saving throw for this effect which lasts for 2d10 days. Powers Curse — Non-psurlon possessing this artifact slowly lose Constant powers — Possession of the Eye of Psurlon greatly their sight, becoming completely blind in one month. increases the owner’s psionic powers in the areas of Possessors are forced to rely on the Clairsentience powers of Psychometabloic and Clairsentience. If the possessor is a psion- the Eye to supplement their senses. Psurlons who possess the icist, he can use powers of either of these disciplines at 20% of eye lose all personal ambition, concerning themselves with the normal PSP cost (to initiate and maintain), and the range of only the survival of their race. Psurlons aware of this curse are the power is doubled. Psionicists who do not possess one or loath to touch the Eye, caring less for the race as a whole than both of the above disciplines can now learn sciences or devo- for their own desires. tion from them but lose said powers if the Eye is later lost. Wild talents who possess the artifact can choose one Suggested means of destruction Psychometabloic or Clairsentience devotion to add to what- Conflicting legends suggest that the bite of a roc or expo- ever powers they already have. sure to the ethereal plane can destroy the Eye of Psurlon.

46 OCTOBER 1996 Creature/Rhul-tal: AC 0, HD 10 The rvk’choel (pronounced rak—coal) is a “living artifact, a parasite that attaches itself to a living host. The Rvk’choel is a thick necklace — like a collar with a large talisman section con- taining a dreadful eye. The skin of the living artifact is a dark, scaly gray whose surface slowly pulses with life. The eye appears as an ebony pupil amidst a swirling green mass. The portion of the collar that encircles the wearer’s neck does not connect in the back, but instead burrows into the skin at the collar bone. History The Rvk’choel is the last of its kind. Created by the nature-benders of the Blue Age, the Rvk’choel were intelligent, corrupt creatures that fed off the evil thoughts and emotions of their hosts. The Rvk’choel was created by the nature-benders for use in their war against the nature masters 14,000 years ago — a war the nature-benders lost. Only a handful of the Rvk’choel survived the conflict, and over the millennia fewer have survived the rigors of the various ages. Only one Rvk’choel has survived to see the Age of Mortals. The last Rvk’choel has survived the years by carefully choos- ing its hosts. Until the 188th King’s Age, the Rvk’choel has remained in the Ringing Mountains of the Forest Ridge, being passed down from generation to generation of the Ogo tribe. When the halfling chief Urga-Zoltapl formed an alliance with Hamanu of Urik, the Rvk’choel traveled out into the Tablelands with Urga’s eldest son Ykaa-Zoltapl. Once away from the Forest Ridge the Rvk’choel realized the extent of evil capable by the Rebirth races, and at the soonest opportunity caused the death of Ykaa and disappeared into the Tablelands. Campaign use Like many other living artifacts, the Rvk’choel should not be by any means. The Rvk’choel does not allow its host to have haphazardly introduced into a campaign. Anyone possessing any other rhul-thaun items on its person. the Rvk’choel eventually turns to evil, and would then be con- Invoked powers — Once per day the Rvk’choel can regener- sidered an NPC under the control of the DM. ate up to 30 hp damage taken by its host. Also once per day The Rvk’choel cannot be harmed or influenced with magic the creature can cure any disease or other physical impairment or psionics, existing long before the creation of both powers. It (other than normal damage), such as restoring its host’s sight has the equivalent of 100 hit points, regenerating all damage or lost character ability points sustained in one round when attached to a host. When sepa- Curse — The Rvk’choel is pure evil. While the wearer of the rated from its host, it regenerates five hit points per round, Rvk’choel sleeps, the vile artifact possesses his body and seeks even when taken below -10. The Rvk’choel has a movement to commit acts of great evil against the wearer’s comrades or rate of 21 when not attached to a host. other innocent characters. When the wearer awakes, he has no knowledge of what occurred while he was sleeping, not even Powers the vaguest dreams. Since only death can remove the Constant powers — The host of the Rvk’choel has 100% Rvk’choel from its host, the wearer must take extreme mea- magic resistance to any spell from the priest sphere of Plant. sures to insure the safety of others while he sleeps — assuming Carnivorous and other dangerous plant life that populates he ever learns the nature of the curse. Athas completely ignores the possessor, even if they later attack the plant. Suggested means of destruction In addition, the possessor suffers no ill effects from any If bathed in the waters of the Last Sea, the Rvk’choel dis- other rhul-thaun living item (except other living items consid- solves like so much salt. ered to be artifacts) used against him. Living weapons cause no Held in the hands of an avangion for a week, the Rvk’choel damage, and rhul-thaun creatures cannot detect the possessor loses all of its powers.

# DRAGON 234 47

THAC0, better fighters than most other where Aes Sedai (magic-users) are rarer character classes and that this situation and regarded with awe. This is so much had to be changed by adding one point more satisfying than a scenario in which to their THAC0 from levels one through players yell, “Oh, another wizard. Let’s nine, which I think is unnecessary. One waste ‘im and grab the treasure!* point for my opinion is that although In my own campaigns, the wizard’s thieves might be statistically better fight- class has several additional restrictions. ers at one level (namely level 3) than Wizards are required to be trained in most other classes, they are ill suited for a spell by one who already knows the close combat. spell. In addition, wizards must roll First, a thief PC most probably has against their Intelligence every time they lower hit points than a priest of equal cast a spell. If it fails, they slowly become level. As every boxer can tell you, a suc- addicted to the power of magic, until cessful fighter is not necessarily the one they burn out their ability to cast spells. who can deal the best-placed punches, While some of you may say that this but the one who can also take a few hits is excessive, it has greatly reduced the “Forum” welcomes your comments and himself. number of encounters with wizards. opinions on role-playing games. The second point is that thieves are Give a rationale for limiting magic, and In the United States and Canada, send loners by nature, and a correctly played make those magic users who survive be any correspondence to “Forum,” DRAGON® thief character will not fight well in held in much more respect than those Magazine, 201 Sheridan Springs Road, groups, since he lacks the experience of found in a magic-rich campaign. Lake Geneva, WI 53147 U.S.A. In Europe, fighting in any formation. In addition to I welcome any views on this idea. send mail to “Forum,” DRAGON Magazine, that, most thief characters shun direct Lucas Ashlar Lee TSR Ltd., 120 Church End, Cherry Hinton, confrontation but can fight much more Malaysia Cambridge CB1 3LB, U.K. You can also send efficiently if attacking someone by back- e-mail to [email protected]. stabbing. If pressed, a thief will usually Recently I came up with an idea to We ask that all material be neatly typed or flee to return at a later time. represent the various axe weapons in a handwritten. You must give us your full name In general, thieves favor hit-and-fade more realistic manner. For years I have and mailing address if you expect your letter tactics above all others. I don’t think enjoyed playing dwarves in the AD&D to be printed (we will not consider a letter sent Jamie’s opinion about adding one point game, and the typical dwarf prefers an anonymously), but we will withhold your to their beginning THAC0 is fair just axe as a weapon. Unfortunately, the axe name if you ask us to do so, and we will not because the PHB states that thieves are is possibly the most underpowered print your full address unless you request it. only little better suited for fighting than weapon in the game. wizards and that all character classes Recently, my DM and I came up with I am writing in response to Nick start with an unmodified THAC0 of 20. a great compromise. We use the dam- Spear, who wrote about magic in the I think a beginning THAC0 of 20 at age of the long sword but reverse the AD&D® game (DRAGON Magazine issue level one shows that all characters are, large and small damage values. Since an #229). at least at the beginning of their careers, axe is a cleaving weapon, it stands to He wrote that magic is what makes at the same level as an inexperienced reason that it causes more damage to AD&D fun, and I must disagree on that swordsman, no matter which class they small creatures than to large ones. (A and some other parts of the letter. Magic belong to. large creature would suffer a slashing is by no means essential for the game to Of course a DM is always free to wound, while a small one would lose be fun. In fact, the most enjoyable cam- change the standard rules if he or she something.) So, according to our new paign l’ve played in was pretty much thinks that his own homemade rules are method, the battle axe causes 1d12 hp magic dead. There were mages and better suited for his own campaign. damage vs. S-M and 1d8 hp damage vs. such, but all the magic we had in our Jochen M. Kaiser L. We’re still trying to come up with an party was a cleric who couldn’t heal and Germany idea for a good two-handed battle axe. a single short sword +1. There were many Robert Armstrong things that made this campaign better I have several opinions I’d like to McMurray, PA than most. For example, we had the voice over the views of Michael D. Bugg added thrill of knowing that our charac- in issue #232. I have one gripe about the AD&D ters might actually die for good. In most First off, I agree with his views on the 2nd Edition game rules. I recently campaigns, death is a small problem use of magic in a campaign. In my opin- switched over from the original edition, taken care of in a few days, but here we ion, the ® setting—with and I think that the spellbooks as really had to think about what our char- wizards like the Simbul and Elminster, described now are absurdly small. If all acters did. It was really great. Halaster, Khelben, and all the Chosen of of the kind readers out there would per- Roni Saari Mystra — lacks a sense of wonder with form the following feat, it will be easy to Vantaa, Finland regards to the art of spells and wizardry. illustrate my point: Hold the first one While I don’t deny that the FORGOTTEN hundred pages of the magazine I am Writing in response to Jamie REALMS setting is a great place in which between your fingers. That is how thin Nossal’s letter in DRAGON Magazine issue to adventure, this overbalance of magic your mage’s spell book is! The DMG #230 in which he pointed out that somehow makes it less magical. Take even reads, ”... compare them to bulky thieves were, at least in respect of their for example the Wheel of Time series, coffee-table books of today or large

# DRAGON 234 49 hefty dictionaries.” Can you believe it? It which a human fighter had an 18/00 Which is not to say there have not makes one think that the pages are Strength and specialization, and his been problems with game balance. I made of wood or something. (Maybe magic-wielding buddies kept augment- also ran a solo campaign DMing for an they are.) If they’re not, then I suggest ing his strength for combat. One Sunday elven ranger. As time progressed he that you ask your DM to let you have I had not completed writing the adven- accumulated magical weapons and spellbooks of at least 400 pages. (About ture, and so the party fought and armor, each thing with its own abilities. the size of the MONSTROUS MANUAL™ tome, thought its way through an old module, The problem was in that the player, which is about an inch thick.) picking up a long sword +2/+3 vs. giants Adie, worked out a number of tactics for Ian Bloomsburg along the way. It was in the module, so his PC in which these various abilities Via e-mail they got it. That sword became the bane complemented each other all too well. of my existence until it fortuitously failed We gamed with this PC less and less I’ve been role-playing now for about a saving throw when breathed on by a often as the game balance deteriorated. 12 years, DMing for about ten. Some black dragon. Since then I have not let It was fully my fault, as I had not thought things that have been discussed in any magical weapons with permanent things through when designing the “Forum” recently have touched on ques- pluses into my campaigns. As suggested magic (each piece was designed sepa- tions my gaming group has asked of the by various DRAGON Magazine articles, I rately). Eventually Adie said that he did- rules. The biggest help in our deciding might give out weapons with charges, n’t really want to play this character any more as it stood, but he had a sugges- tion. Adie’s character was deeply reli- gious, and he suggested that the adven- “. . . we have happily discarded the few tures following from gaining the magic rules that do not suit our group, without the be a dream-sequence test in the corrupt- ing influence of too much power, sent feeling that what we are playing is any less by Herne. We thrashed out the details the AD&D game.” and Amroth (the ranger) awoke with a start, five levels lower and considerably less encumbered by equipment. The rejection of the power meant the test what to do about each case was the line but most just have a number of different had been passed, and Amroth earned at the front of the various rule books abilities of varying power. Every weapon Herne’s favor. Three years on, Amroth about each rule being optional and is now an individual, or at most part of has risen four of his lost five levels, and open to interpretation. With this advice a set. The philosophy that magic is not we still look back on the Dallas - style we have happily discarded the few rules about mass-production comes through ending quite fondly. that do not suit our group, without the in the magic item creation process; now Irresponsible giving out of magic has feeling that what we are playing is any no two weapons in my campaign are been the greatest destroyer of game bal- less the AD&D game. the same. The problem of facing crea- ance in my campaigns. I’m just lucky Over the last few months there have tures hit only by weapons of +X is with the players I have. been several letters concerning the level solved by assigning the weapon a value Martin Scutt limits of demihumans and the dual based upon the number and power of Nottingham, UK class/multiclassing system. I agree the abilities it has. Using this system, I wholeheartedly with Christopher have not since encountered the same Myers’s comments in DRAGON Magazine problems with game balance. issue #225. In my own campaign, there are no dual-class characters. Our group cannot see any reason why humans cannot multiclass, so I allow this in my campaign. It has not affected game bal- ance, and it makes for some happier players. As far as level limits for demihumans go, I agree somewhat with Steven Shaffer (issue #231) but would go further in as much as we totally disregard this rule. Again there has been no adverse effect on game balance. More impor- tantly, the gamers with human PCs have not felt themselves disadvantaged with respect to the demihuman PCs. In issue #228, Rick Maffei mentions some of the problems associated with the muscle subability and high Strength damage bonuses in general. Several years ago I started DMing a campaign in

50 OCTOBER 1996

tle has been done over the years to improve their basic design. Human armies have specialists, men and women trained to perform specific tasks. Why wouldn’t undead armies have specialists as well? Of course, since zombies and skeletons are non-intelligent, specialists must be created rather than trained. The question then is how necromancers would go about creating these special- ized undead. Skeletons and zombies are not really creatures to a necromancer; they are tools. As such, they can be modified and reconstructed, provided certain guide- lines are followed. Two basic kinds of modifications are possible: physical and magical. Making physical modifications means either substituting one material for another (replacing a hand, for example, with a mace) or adding new material (extra limbs, etc.). Magical modifications are special abilities derived from spells or materials, such as potions or scrolls, that are added to the flesh and bone basics. To modify a skeleton or zombie phys- ically, the right materials are necessary. Grafting a steel mace onto a skeleton’s arm in place of its fist won’t work, since the steel won’t actually become a part of the skeleton once it is animated. It would fall off as the bones crack and splinter under the strain of combat. A bone mace, however, could be animat- ed along with the rest of the skeleton, becoming a part of its body. Of course, the bone used to make the mace must be of the same type as the rest of the skeleton. Human bones must be used for a human skeleton. Mortar used to cement this new material into place must have as its major components such substances as ground bone, blood, and bone marrow. Finally, the ‘new material must be infused with portions of the creature to be animated, perhaps by being coated with a paste made of by Rudy Thauberger ground bone. This way, the magic of the animate dead spell can affect the entire illustrated by Ray VanTilburg creature, modifications and all. Without this final step, any modifications suffer We saw the lich standing at the head of a their eyes when my legions take the field. I rejection, remaining inert even after the legion of zombies and skeletons. They did not sculpt my soldiers, hone them, imbue them spell is cast. look anything like the hordes we had faced up with dark magic. Each one is both a weapon Adding extra limbs becomes more to this point We saw skeletons with weapons and a work of art.” with that, he vanished, problematic. Skeletons and zombies, by in place of their hands, zombies with four and we were left facing a wall of dried bones their very existence, break many natural arms, and other monstrosities too strange to and rotting flesh with forms and capabilities laws. They do exist in a describe. The lich gazed upon us with his hol- we had never seen before — and likely would and are restricted by that world’s physi- low eyes. never see again. cal laws. A zombie with wings, therefore, can’t necessarily fly. Extra arms on a “The living tremble at the sight of the walk- Skeletons and zombies are the foot skeleton can’t just float in the air; they ing dead,” he said, *‘but even the gods avert soldiers of any undead army, yet very lit- must be attached to shoulder joints,

# DRAGON 234 53 which are in turn attached to the skele- vessel for powerful magic might prove Here are six examples of creatures ton’s spine. Furthermore, extra limbs hazardous to the existence of a skeleton that can be created by modifying the don’t guarantee special attacks, unless or zombie. Activating special abilities basic design of zombies and skeletons. the necromancer includes additional might forever destroy the creature. Unless otherwise stated, the creatures materials and spells in the creation of Magical modification need not stop described have all the normal character- the undead. For example, a necro- when the animate dead spell is cast. The istics of regular zombies and skeletons. mancer who builds a scorpion tail for Complete Book of Necromancers contains All are non-intelligent, capable of follow- one of. his skeletons might have to coat a list of spells that can be used to ing only basic commands. They are the bones in a mixture made of scorpi- enhance, undead both before and after immune to sleep, charm, hold, death on’s blood. Otherwise, the tail just flails they have been created. (A favorite is magic, poison, and cold spells. Holy around uselessly. transmute bone to steel.) Also useful is a water inflicts 2-8 hp damage on them. Modifying a skeleton or zombie is spell from the FORGOTTEN REALMS® Skeletons still suffer only half damage more complex and time-consuming Adventures book called imbue undead from edged and piercing weapons, and than simply performing physical modifi- with spell ability. zombies still attack last in the round. All cations. First, the body must be prepared The process of creating specialized creatures mentioned in this article are to accept the magic, This involves undead is basically the same as the turned according to their hit dice. As spe- inscribing special glyphs and signs on process for creating a magic item. The cially created undead, none of these the bodies to be animated. Gems, best materials must be used. Bodies to creatures has any habitat, society, or carved stones, and other small items be animated have to be in almost per- ecology to speak of. A list of suggested might be required to hold the magic. A fect condition, as well as tougher and spells and special components appears potion might have to be poured onto more resilient then the average corpse in the description of each creature under the body, or perhaps a scroll burned and found moldering in a graveyard. the heading “Special ingredients.” the ashes placed in the body’s mouth. Preparation is lengthy and complex, cre- Second, spells must be cast either imme- ating additional strains on the raw mate- diately before or in conjunction with the rial. As a result, specialized skeletons Spike skeletons animate dead spell. A special version of and zombies tend to have more hit dice CLIMATE/TERRAIN: Any the spell might even be required, modi- and better combat capabilities than their FREQUENCY: Very rare fied to take into account the spells being regular counterparts, but they are also ORGANIZATION: Band cast in conjunction with it. Acting as a very rare. ACTIVITY CYCLES: Any DIET: Nil INTELLIGENCE: Non- (0) TREASURE: Nil ALIGNMENT: Neutral NO. APPEARING: 2-20 (2d10) ARMOR CLASS: 6 MOVEMENT: 12 HIT DICE: 3 THACO: 18 NO. OF ATTACKS: 1 DAMAGE/ATTACK: 1-6 SPECIAL ATTACKS: thorns, bonespray, blood bum SPECIAL DEFENSES: As skeleton MAGIC RESISTANCE: As skeleton SIZE: M (5’-6’) MORALE: As skeleton XP VALUE: 650 From a distance, spike skeletons look perfectly normal, except that they are unarmed. Closer inspection reveals that they are covered with bony thorns up to an inch long. Somewhat tougher than regular skeletons, these creatures are often used to demoralize enemy troops with their horrific and agonizing special abilities. Combat: The bony thorns of these skeletons allow them to cause as much damage as a normal skeleton wielding a weapon. Furthermore, 1-3 (1d3) spikes explode each time the creature hits or is hit, inflicting 1-4 hp damage per spike in a 5’ radius (save vs. breath weapon

54 OCTOBER 1996 for half damage). The skeleton itself suf- advantage of their longer reach. They fers 1 hp damage for each spike it loses are generally used against individual this way. The purpose of the bonespray fighters, rather than as massed troops. is to draw blood. Once this is done, the Combat: As their name implies, acid nearest creature to the skeleton is then zombies exude a powerful acid from subjected to a version of the 4th-level their skin. In melee combat, this acid wizard spell Beltyn’s burning blood (from causes 1-4 hp damage in addition to the FORGOTTEN REALMS Adventures book). any normal damage caused by the zom- The victim must save vs. spell at -3 or bie’s fists. Unlike regular zombies, acid suffer 3d4 hp damage as all the blood zombies have two attacks per melee from open wounds catches fire. A save round. Both occur at the end of the must be made each round for three round, but if both hit, the zombie is able rounds. The moment a successful save is to bear hug its victim, doing an addi- made, the damage stops. Each skeleton tional 3-12 hp damage. A victim of this can cast this spell only once, and must hug must make a Strength check to be “re-charged” to cast it a. second time. escape. Those who fail automatically Special ingredients: The thorns must suffer an additional 3-12 hp damage be specially carved from bones taken the next round. Anyone touching an from the same type of creature that is to acid zombie with bare flesh suffers 1-4 be animated (i. e. human bones for a hp damage. No acid of any kind can human skeleton). A glyph is carved into harm an acid zombie. each thorn before it is attached to the Special ingredients: Before anima- skeleton with a resin made with fresh tion, each body must be coated in oil of bone marrow. During animation, a shat- acid resistance. The spell Melf’s acid arrow ter spell is cast in conjunction with ani- must be cast in conjunction with animate mate dead. After animation, the 6th-level dead. A mixture of bear’s blood and necromancy spell imbue undead with snake scales must be poured into the spell ability is cast, along with Beltyn’s body’s mouth before animation to burning blood. “teach” the creature how to bear hug. Acid zombies Dust skeletons CLIMATE/TERRAIN: Any CLIMATE/TERRAIN: Any FREQUENCY: Very rare FREQUENCY: Very rare ORGANIZATION: Band ORGANIZATION: Band ACTIVITY CYCLES: Any ACTIVITY CYCLES: Any DIET: Nil DIET: Nil INTELLIGENCE: Non- (0) INTELLIGENCE: Non- (0) TREASURE: Nil TREASURE: Nil ALIGNMENT: Neutral ALIGNMENT: Neutral NO. APPEARING: 2-20 (2d10) NO. APPEARING: 2-20 (2d10) ARMOR CLASS: 8 ARMOR CLASS: 10 MOVEMENT: 6 MOVEMENT: 9 Hit Dice: 4 HIT DICE: 1-1 THACO: 17 THACO: 20 NO. OF ATTACKS: 2 NO. OF ATTACKS: 1 DAMAGE/ATTACK: 1-8/1-8 + special DAMAGE/ATTACK: 1 point SPECIAL ATTACKS: Bear hug, acid SPECIAL ATTACKS: Choking cloud touch SPECIAL DEFENSES: See below SPECIAL DEFENSES: As zombie MAGIC RESISTANCE: As skeleton MAGIC RESISTANCE: As zombie, plus SIZE: M (5’-6’) immunity to acid MORALE: Special SIZE: M 6’) XP VALUE: 65 MORALE: Special Although they look like normal skele- XP VALUE: 975 tons, dust skeletons weigh about one- Acid zombies are almost pure white, fifth as much, as their bones are dried all color having been bleached from almost to the point of disintegration. their flesh by the acid oozing from their Wherever they walk, they leave a trail of pores. Their skin glistens, as though blue-gray dust hanging in the air. This sweating. When not fighting, the zom- dust is poisonous, and anyone bies moan softly, as though they are in approaching within 10’ feels mildly nau- constant pain. During combat, the moan seous. Dust skeletons are used to break becomes louder. Acid zombies tend to enemy formations by disabling large be created from taller creatures to take numbers of troops.

# DRAGON 234 55 Combat: Since they were created specifically to be destroyed, dust skele- tons never carry weapons and cause very little damage in melee. Unlike regu- lar skeletons, dust skeletons take full damage from edged and piercing weapons. When they are reduced to 0 hp, the skeletons shatter, spreading a cloud of dust in a 10’ radius. Anyone breathing in the dust must make a save vs. poison or be paralyzed for 2-12 rounds. Those who make their saves spend one round coughing and choking, and are unable to attack or cast spells but are otherwise unaffected. Special ingredients: Bones used to create dust skeletons must be specially dried to the point where they are ready to crumble. A special resin containing a paralyzing venom is then used to coat the bones. Transmute water to dust is used in conjunction with animate dead to dry the bones further. Quick zombies CLIMATE/TERRAIN: Any FREQUENCY: Very rare ORGANIZATION: Band ACTIVITY CYCLES: Any DIET: Nil INTELLIGENCE: Non- (0) TREASURE; Nil ALIGNMENT: Neutral NO. APPEARING: 2-20 (2d10) ARMOR CLASS: 4 MOVEMENT: 24 HIT DICE: 2 THACO: 19 NO. OF ATTACKS: 2 DAMAGE/ATTACK: 1-8 SPECIAL ATTACKS: Enhanced speed, first strike SPECIAL DEFENSES: As zombie MAGIC RESISTANCE: As zombie SIZE: M (5’-6’) MORALE: Special XP VALUE: 175 Quick zombies are thinner than regu- lar zombies, and they constantly twitch and jerk, even when ordered to stand still. In combat, they run as swiftly as horses and are used as shock troops. Quick zombies decay very rapidly, last- ing no more than a few months before crumbling into dust. Combat: Quick zombies have two attacks per round and always strike first (as a sword of quickness). Special Ingredients: A paste made from a potion of speed must be smeared on the bodies before animation. During animation, a haste spell must be cast.

56 OCTOBER 1996 Absorbing zombies SPECIAL ATTACKS: None CLIMATE/TERRAIN: Any SPECIAL DEFENSES: Defiling FREQUENCY: Very Rare regeneration ORGANIZATION: Band MAGIC RESISTANCE: As skeleton ACTIVITY CYCLES: Any SIZE: M (5’-6’) DIET: Nil MORALE: Special INTELLIGENCE: Non- (0) XP VALUE: 975 TREASURE: Nil Defiling skeletons are found only in ALIGNMENT: Neutral the DARK SUN® campaign, where they are NO. APPEARING: 2-20 (2d10) among the most feared and reviled of ARMOR CLASS: 8 undead soldiers. An obsidian jewel is MOVEMENT: 6 imbedded in each skeleton’s forehead. HIT DICE: 3 Many of them have blackened bones, as THACO: 18 though they’ve been burned. All carry NO. OF ATTACKS: 1 weapons, usually swords or clubs. DAMAGE/ATTACK: 1-8 + special Combat: Defiling skeletons absorb life SPECIAL ATTACKS: Shocking grasp energy in order to regenerate. When a SPECIAL DEFENSES: Absorb magical defiling skeleton is reduced to 0 hp, it damage collapses and becomes inert for one MAGIC RESISTANCE: Special round. The next round, it defiles an area SIZE: M (5’-6’) equal to the casting of a 3rd-level spell. MORALE: Special While this defiling takes place, the obsid- XP VALUE: 650 ian jewel in the skeleton’s forehead Absorbing zombies are the bane of glows brightly. The next round it rises up, wizards, as they are immune to spells restored to full hit points. Striking the that cause damage, actually absorbing skeleton while it is inert or regenerating their power. They appear to be regular has no effect, nor does it delay the zombies, except for their eyes, which regeneration. Only the destruction of the glow with an unnatural silvery light. jewel embedded in its forehead or a suc- When charged with magical energy, cessful dispel magic can stop the regener- small sparks are constantly emitted from ation. The jewel is AC 4 and has 6 hp their flesh. (which do not regenerate). During melee, Combat: These zombies suffer no it can be struck with a called shot. Dispel damage from spells that would normally magic prevents regeneration for one cause direct damage. Every 2 hp damage round per level of the caster and causes is converted into 1 hp electrical energy. the skeleton to collapse. During this time This energy is stored up to a maximum the jewel must be destroyed, or the of 24 hp total, then discharged the next regeneration starts again. time the zombie makes contact with a Special Ingredients: An obsidian creature. jewel must be implanted in the skele- Special Ingredients: A protection from ton’s forehead. The jewel is inscribed magic scroll must be burned and the with a special glyph. A second animate ashes inserted into the mouth of the dead spell must be cast in conjunction body before animation. Shocking grasp with the first, along with vampiric touch. must be cast during animation. Conclusion Defiling skeletons The best thing about creating special- CLIMATE/TERRAIN: Any ized undead is the element of surprise. FREQUENCY: Very rare Too often, players see battles against ORGANIZATION: Band zombies and skeletons merely as a pre- ACTIVITY CYCLES: Any lude to the real battle against their mas- DIET: Nil ter. Adding a few specially modified INTELLIGENCE: Non- (0) skeletons and zombies to the mix lifts TREASURE; Nil these battles against the most basic ALIGNMENT: Neutral types of undead out of the ordinary. NO. APPEARING: 2-20 (2d10) ARMOR CLASS: 6 MOVEMENT: 12 HIT DICE: 4+4 Despite the rumors, we maintain that THACO: 17 Rudy Thauberger’s personal experiments NO. OF ATTACKS: 2 are not the cause of the recent disappear- DAMAGE/ATTACK: 1d6/1d6 or by ance of neighborhood pets. Besides, it’s all weapon in the interest of science.

# DRAGON 234 57

62 OCTOBER 1996 # DRAGON 234 63 n the breezy shadows of the manor’s highest bed- The Knights entered the room with keen efficiency, chamber rest two figures. One reclines upon the bed, no doors bursting open, no furniture smashed. That I left hand in calm repose upon his belly, his right would come later, after the arrest, if they chose to punish drooping lazily over the edge. His head leans toward his the owners for harboring me. Six of them made a neat visitor, as if in rapt attention. The second figure slouches line by the far wall, crossbows leveled at individual tar- in a fine gilt chair drawn close to the side of the bed. A gets throughout the room. One bolt was trained directly huge burlap robe drapes his heavy frame, making him on my eye. look like one of the old Seeker priests so common before The rest of the Knights spread out along the other the brief return of the gods. His hands are gnarled and walls, careful not to interfere with the bowmen, but also ugly in the poor light of a lone candle. cautious not to stand close to any of the men sitting “I’ll tell you my story,” he says to the man in the bed. inside. One of them remained near the door, a device His voice is a deep, dry whisper. upon his breastplate suggesting higher rank. “I want you to understand.” “Vance,” he said. Immediately, half the greasy fingers And so he continues, his low voice like an old wind’s in the room pointed at me. The Knights’ crossbows memory of thunder. turned the way of the fingers. “Out,” commanded the officer. The other tenants van- ished amid the the faintest trembling of the furniture. The sword-bearing Knights began to pull the chairs and Warm light slanted in through the open window of the tables aside, clearing a path before me. boarding house. As usual, I sat alone, near the window. “Put it down,” said the officer, staring grimly into my The other tenants clustered in little groups, exchanging eyes. I stared back blankly for a second, then looked at the latest gossip. Lord Khellendros was returning, they the spoon in my hand. Laughter overtakes us in the most said. The name sounded familiar, but I so rarely listened inappropriate moments, but I wrestled mine into a smile to the city talk that I couldn’t remember whether he was that I hoped didn’t look as mad as it felt. Since I was likely Knights of Takhisis. It didn’t matter. This was to be my last to die soon anyway, I licked the wooden spoon clean supper in Palanthas. before laying it back in its bowl. I was weary of all the useless killing, the ruined towns, “Stand up,” he said. “Slowly.” He tried to control his and the spoiled land around the once-great city of voice, but he sounded as nervous as if I were pointing a Palanthas. Even the weather joined in, raking dry storms weapon at him. The fear with which soldiers treat assas- across the plains, turning fertile fields into rough desert. sins still puzzles me. We murderers are rarely warriors. I And still men fought over it. obeyed his order, rising to stand away from the table. What was the point? None of them, not the Solamnics Two of the other Knights stepped in to grasp my arms nor the draconians — and surely not my employers — and bend them behind me. Their grips were strong, but none wanted anything but blood and ruin. For more than they took care not to twist my arms painfully. Soon I was ten years I’d offered something better. Now I was bound in manacles at wrists and biceps, but my captors exhausted. stood carefully away from me. My work paid well, and I lived modestly. Waiting in “Search him.” They did, finding nothing more danger- towns across Solamnia were my savings, small caches of ous than the canvas pouch in which I kept my coins. gemstones I’d bought with my pay. None was a great “Nothing, sir,” reported one of the younger Knights. He fortune in itself, so I could stand to lose two or three to had patted me down with arms stretched as long as he pillagers or lucky masons. Once I had traveled far away, I could make them, as if he feared an attack from me at would build a business and hire someone to run it for any moment. Beaded sweat made a pox on his face. me. There would be time for friends, time to court a wife “Look again.” They did, found nothing, and said so. and make a family. Time just to live. “Into the street.” They were trying to be careful, but I saw them as they They didn’t drag me, as I’d expected. Even as I walked moved down the street in what they thought were toward certain death, I took a secret delight in their fear. inconspicuous pairs and trios. Their eyes flicked toward If only they knew how easy it is to strangle a sleeping the boarding house. The younger ones couldn’t keep governor, or to break the neck of a drunken council their hands from their sword hilts. There was only one member, they wouldn’t be so wary of me. On the other thing they would want here, and that was me. hand, if they left me with only one or two guards, and Maybe I was just too tired to run, or maybe all my one of them turned his back for a moment . . . but they strength fled when I saw their blue cloaks and black were too careful. armor: Knights of Takhisis. Regular soldiers were reason- Out in the street stood a long wagon drawn by a able enough. They would bargain, and I could probably team of four draft horses. An iron cage had been bribe my way free. These Dark Knights were something attached to its wooden bed, and within slumped a dozen else, even more fanatical than the Solamnics. They would people. Some were dirty street beggars; others looked never stoop to employing an assassin themselves. They’d like laborers, carpenters, or smiths. One fat fellow wore rather raze an entire county than kill its rebellious gover- the fine clothes of a merchant. nor and install one more amenable to their demands. “Get in,” said one of my captors. I turned to glance at They lived for killing. They were insane. him, and though fear still lingered on his face, his jaw

64 OCTOBER 1996 was firm and resolute. I’d have to wait for a much better It wasn’t that I expected the Knights to need proof, opportunity. but surely Sivaan would have wanted to question me Climbing into the wagon, I felt the space open up himself. We had an understanding, I thought. I gave him around me as the other prisoners shrank against the good service, killing the rebellious mayors who would wagon’s side. Their eyes flicked away from mine as I rather see their towns burned, their people killed and looked at them. What did they know about me? raped, than allow the Knights to install their own gover- There was nothing to do but shrug and find a com- nor. These petty officials were as insane as the Knights of fortable spot in the dirty straw on the wagon’s bed. Takhisis. It was up to me to provide a sane solution. The guards closed and locked the gate. Then half of “Is it true?” the crone persisted. I almost answered her, them stepped away while the others formed ranks to but something from my years of caution kept me from either side. The driver cracked the reins, and the wagon confession. There was no reason not to admit it, but then wheels groaned against the cobbles. I’d have to explain why I killed Krakus. Not many would understand that. I shrugged at her. “What does it matter? Truth is what they think it is. Maybe I annoyed someone. Maybe they They drove us out of the city, toward the Northern don’t need me any longer.” Wastes. Except for the clopping cadence of hooves and “So you are the assassin.” the creaking of the wagon, the first hour was silent. The I hesitated for just a second before nodding. It felt Knights marching to either side were grimly disciplined, good to admit it. glancing regularly into the wagon and out toward the “So why did you kill that general? The Solamnics finally plains. I hoped they’d be less wary when we stopped to decide to fight fire with fire? They’ve lost so much, its rest, assuming we did so. Even then, my work had never easy to see why they’d change their tactics.” She grinned required me to escape from alert sentries, and I couldn’t at me, her teeth jutting awry. The old woman seemed kill more than one or two before they would cut me somehow familiar, but I was sure we hadn’t met. down. Something about the way she cocked her head and Still I thought of escape. Perhaps there would be a looked at me . . . It put me on my guard. time later, when the wagon stopped for the night. More “I don’t know what you’re talking about,” I lied. Her likely we were to be executed out in the new desert. peculiar smile made me think it was too late. She had That was no more than I deserved, but not from these already learned something about me, something I didn’t Dark Knights. I had committed only one crime against want to give up. them, and they couldn’t possibly know about that. But “You don’t have the look of a killer about you,” she why else had they arrested me? said. “You look sad and tired. Is the money so good? In the meantime, I appraised the other prisoners. Most “No.” I surprised myself with such a quick denial. No were men, but two women shared the cage. One was a one but Sivaan had ever talked to me about the killings lean, muscular woman with the hard eyes of a merce- before, and he seemed more interested in my methods nary. She met my eyes briefly, then looked away. The than in my motives. other woman was a whiskery crone. Her tattered shawl “That’s not it at all. The money doesn’t matter.” lay over a dress patched so variously that I couldn’t guess Something opened inside me, and I wanted to explain the original color. She was the only one who kept my myself. I wasn’t afraid to talk then. I should have been. gaze. She made a gap-toothed grin and shuffled over to Her smile softened. As she waited for me to speak, I sit by me. From her dirty clothes and ruined teeth, I looked at the other prisoners, but none of them seemed expected her to smell frightful. Instead, she had a strange, to be listening to us. A few ragged laborers whispered dry, snaky odor. Old age does peculiar things. together near the gate, probably planning an escape or “They’re all frightened of the Knights’ assassin,” she debating whether we were headed for prison or execu- said. “Not me. We’re all here to die, yes?” tion. The mercenary woman sat cross-legged, her wrists “Yes,” I agreed. It wasn’t likely that the Knights had resting gently on her knees. She was saving her strength. gathered us all up for a work camp somewhere. With so “When the Knights came to Palanthas, I was with my much of the once-fertile farmland near Palanthas turned father in the fields. My brother and sisters were younger, to desert lately, there were more farmers than there was so they were at home.” When I paused, the old woman land. The resulting food shortages made robbery and nodded patiently. Her smile was gone, and her eyes hoarding punishable by death. Who among us criminals never wavered from mine. was here for hiding stores from the soldiers? Who, like “My father and I watched as they marched in from the me, was here for murder? outer fields. They didn’t seem terrible to me. They “Even the Knights are afraid of you,” she said. “Is it seemed wonderful. So many men wearing the same true that you murdered one of their generals?” colors, marching in formation, looking like a single, So they knew I had killed Knight-general Krakus. But gigantic creature. I wasn’t afraid. I was awed.” how? I had been careful, waiting for months after the The old woman didn’t nod or grunt to encourage me. massacre at Stonebrook before visiting Krakus. When She just watched me. I nodded to her. they arrested me, I knew it had to be for his death, but ‘The whole day they gathered. That night we watched only now did it sink in that they were certain. their campfires appear in the distance. It was as though a

# DRAGON 234 65 new constellation had fallen to earth, all the stars ringing think about it. What I had done was wrong, if you didn’t our village. For a night, we were at the center of the world. look at it very deeply. But for every man I killed, how “Father came home from the village meeting angry. many were allowed to live because he died before He and the other men had talked about what to say to setting them to war? Only those who choose war the Knights. They would want our harvest, he said. To should have to suffer it. refuse them would be to invite disaster. “The guards say you killed their Knight-general.” “But the headman saw it differently. He rallied the “He was insane!” I snapped. “Even after I killed the majority in a decision to defy the Knights, to refuse them governor in Ligett for him, he ordered the town razed. our crops. He called it a matter of principle. There was no need for that!” “The next morning, the Knight-general sent an envoy “Oh, Vance,” said the old woman. The smile returned, to the village. The headman told him to find slaves half-sad. Disappointed? Hearing her say my name sur- somewhere else. By noon, all of the men of the village prised me less than it should have. Then the woman were dead or imprisoned. That day was worse for my stood up, slapping away the dirty straw in a most mother and the other women, but they lived. So did I.” uncronelike manner. She seemed to grow taller. I looked at the old woman to see how she felt about As I looked up, the old woman’s body flowed like a this story. Her dry lips had parted and I could see her reflection in a rippling pool. I blinked, but my eyes were teeth lightly grating. clear. I heard a murmur behind me, and I turned. The “Four years later the Knights came again. There other prisoners pressed farther away from us, no longer weren’t nearly enough Solamnics to keep and hold the afraid of me as much as the crone. Looking back at the fields near Palanthas. Again, I watched them arrive. old woman, I saw her melt into another shape. A tall, “The headman of this other village was a cousin to muscular man with perfectly smooth skin and silky black the one who had died four years earlier. When I joined hair stood before me. the other men that night, most of them my own age and “Sivaan!” I blurted out. The man smiled smoothly as also orphaned these past four years, the headman had he always did when I reported a successful killing. already persuaded them to refuse the Knights. I couldn’t “None other,” he purred. His mouth smiled, but his believe it! He was mad. We would all die for his defiance eyes were unhappy. “You hated Krakus for razing that — if he lived. town after you did his killing. I knew it had to be you, but That night I took a reaping knife and climbed into his I had to hear it for myself.” window. When the Knights’ envoy arrived the next My lips worked, but no words came. Sivaan smiled morning to ask for the headman, I came out of the again, but it was a fleeting thing. He looked at my chest, man’s house and showed what I had done. The other unable to meet my eyes. young men hated me for it, but later I think they realized “I didn’t want it to be true, but it became obvious. The that, had I not acted, what remained their families would Solamnics never employ assassins. have been raped and killed. Still, I couldn’t stay there any “They have other enemies, of course. But there are longer. I had chosen to be a killer. fewer than a dozen assassins capable of killing a man “The envoy’s name was Sivaan. He liked what I had like General Krakus.” He looked to see that I was listen- done, thought it showed “intelligence and talent.” I ing. I’d closed my mouth. There was little point in protest. thought it was the only reasonable action. We had Sivaan dropped his gaze again. enough in common that when he offered me the chance “There were no substantial clues. But it had to be to save other towns the same way, I took it. someone talented, and I know all of our assassins. “A natural talent, Sivaan called me. I had never been “If anyone had employed Shona to kill Krakus, there to war, but I wasn’t afraid to enter a man’s house at would have been some trace of poison, however faint. night and slit his throat or throttle him — as long as I “Monsat always uses that knife. He’s obsessed with knew his death would save a dozen families from the thing. Have you ever watched him hold it while he massacre. Over the years, I became skilled. After every talks?” Of course, I had never met Monsat or any of the job, Sivaan would show me something new: a way to others. silence a man with one hand while cutting his throat “He couldn’t kill a man any other way, even to with the other, a way to hold a man’s arm and paralyze disguise his identity. I considered the Ferret and Kameran. him, or a way to break a man’s larynx to prevent a Either of them could strangle a man with Krakus’s bull scream. neck, but each is too far afield to have returned so “Sivaan sent me to kill governors, high priests, even quickly. Krakus never employed a bodyservant, so the Solamnic Knights. I never failed because I was never Ferret wasn’t likely. Kameran could never have entered afraid. Either I’d kill the man or I’d be caught and proba- the keep unseen; his methods are more direct.” I had bly executed. Either way, the world would be rid of a known that Sivaan procured others like me, but I’d never murderer.” met them. Some of the names were familiar, but only That was more than I’d planned to say. This time the from whispers in the darkest alleys and most despicable woman smiled at me with amusement. public houses. “You fancy yourself a hero,” she laughed. “The method wasn’t the most important thing, though. “No,” I said. “Nothing like a hero. I’m a . . .” No one who could have reached Krakus had a motive to I didn’t know what I was. Perhaps I didn’t want to kill him.”

66 OCTOBER 1996 The wagon came to a halt with no obvious order from hard to the ground, still within our cage. Unprepared for Sivaan. The guards marching outside maintained their the rude crash, we fell together, hoarders and thieves, discipline, watching the horizon, the road, and the wagon brawlers and murderers. Only the hard-looking merce- in turn. All the other prisoners stared at Sivaan and me. nary avoided the spill into the crowd, clinging nimbly to “No one but you, Vance.” the bars. “Get off!” grunted the fat merchant who had cush- ioned my fall. He punctuated his demand with a power- ful elbow to my ribs. My hands were on his arm before Sivaan had no trouble leaving the cage. For a moment he saw whom he had struck. My right thumb pressed I thought wildly of using him as a hostage. The other hard into the spot that hurts and stills. His eyes swelled prisoners must have had the same thought. Something in with pain and fear. I carefully regained my feet and stood his cool demeanor was more deterring than any weapon as far back as possible while maintaining my hold. he could have carried, and no one touched him as he “I’m off you,” I noted. Then I let go his arm, placing my stepped down from the wagon. Sivaan watched the own carefully neutral by my side. He was one of the pris- guards secure the cage again before walking around to oners with friends in the cage. I wasn’t ready to die yet, take a seat with the driver. The wagon jerked forward, and apparently neither was he. He stepped away as and we continued our journey. quickly as from a snake, and he said no more. Three days later we were deep into the ruined waste Meanwhile, our guards were busy erecting tents some land north of Palanthas. The road had vanished late on distance from the ring of stones. Near the huge shading the first day, and the wagon leaped and fell as much as it rocks behind us stood a line of crates covered in dusty moved forward. We passed vast flats of parched mud, dry canvas. This was not the first visit the soldiers had made gulleys shriveled like the veins of some gray gargantua to this place. lying dead of thirst. The mountains withered to sharp and They worked quickly, and the first of the tents — a barren crags, the giants cracked and splintered bones. richly dyed affair, far too luxurious for petty Knights — Great stones jutted like tumors from dying flesh. was ready before full darkness had fallen. I couldn’t see Inside the cage, the straw stank of waste and sweat. Sivaan anywhere, and I guessed he was inside that tent. Our throats were parched, for the guards gave us precious He emerged an hour later. little water. None of us had eaten in that time, and I saw He wore a blue silken gown that glimmered under the the fat merchants jaws move in a pantomime of eating, rising moon. Such elaborate dress seemed incongruous his hopeful stomach pining for a meal. Few of the prison- to the neat, understated clothing he had always worn ers were talking now, and still none had come near me. when briefing me on a killing. Indeed, his bearing had I listened to their conversations as much as I could. changed from the curt, businesslike manner I knew. He What talk there was usually concerned our destina- now assumed a regal, almost religious air. As he passed tion. No one believed we were headed for death. If we the soldiers, they stood back and lowered their gazes, were to have been executed, we’d be three-day old like suppliants bowing before a priest. corpses dangling from poles outside the city walls. Why Sivaan strode past the cage, his eyes staring up into would they take us so far into the wastes only to kill us? the blue-black sky. He seemed to be concentrating or It had to be a labor camp of some sort. meditating, even praying. I couldn’t imagine what he was Occasionally I caught a hateful glance from one of the doing as he walked serenely past us and into the circle thick-bodied prisoners, laborers who had been arrested for of stones. brawling or fighting with soldiers. They grumbled that their The merchant who had struck me earlier found his punishment would be worse for being captured along with courage then, or something close to it. “What are you the man who had killed a Knight-general. Perhaps they doing?” he demanded. “What are you planning for us?” were right. Somehow I knew that we were heading for A sharp hiss silenced him. I looked back to see the something far, far worse than a mere labor camp. mercenary frowning at him. The other prisoners all The answer came on the third night. As the sun sank stared at Sivaan as he approached the center of the bloated and bloody on the western horizon, the wagon circle, his arms half-lifted in what might have been the passed through a wide gap between a pair of monstrous, prelude to a slow, graceful dance. Then the cage shifted ragged stones. The land beyond them was remarkably flat, again. I saw that the soldiers were pulling us around to except for a ring of dark standing stones, perfectly the edge of the circle, between two of the menhirs. All arranged. They encircled a clearing perhaps twenty yards but one of them moved quickly away once the entrance in diameter. to our cage faced Sivaan and the center of the circle. The We passed under the shadows of the rocks, where the last soldier held the padlock to the gate in one hand, air was startlingly cooler. I suppressed a shudder. The inserted a heavy iron key with the other, then turned to wagon drew near the ring of menhirs and clattered to a await a signal from Sivaan. stop. The horses stamped and puffed, their coats steam- We waited with the guard, staring at the man inside ing in the sudden cold. the circle of stones. He was speaking, but I couldn’t make Our guards threw latches and pulled hitches below the out the words. All around him, the stones seemed to wagon. We couldn’t see what they were about until the grow wet, their surfaces glittering in the silver light from ‘vehicle snapped forward again, tilting and dropping us the moon and the stars. Now I could see that the rough

# DRAGON 234 67 surfaces were carved by chisels, not the wind. Whorls The twisted get of dark magic and stolen dragon eggs and arcs curled upon their faces, patterns suggestive of had created the shock troops of the Dragonarmies ocean waves or stormclouds. Jagged slashes cut through before the Second Cataclysm. Common in the War of the here and there. Scars, perhaps. Or lightning. Lance, draconians were a dying race, unable to propa- A shout from Sivaan galvanized our attention. He gate as do natural creatures. Some of them, those looked toward us then, and the guard quickly turned the wrought from silver dragon eggs, were said to change key and dropped the padlock, running outside the circle. shape. We stared blankly at the open lock, and then the merce- Against all reason, I felt betrayed. You’d think a killer nary grabbed it through the bars, twisted it from the would have stilled his heart against such feelings, but chains, and threw it aside before pushing through the you’d be wrong. Sivaan was the only constant in my life. gate. No one else followed at first. We all watched to see He had given me the chance to kill those I considered what would become of her. responsible for so much senseless death, and I had She glanced to either side, looking past the stones to eliminated his obstacles. It seemed fair that he would see the soldiers standing well back from the circle. They punish me for killing Krakus, but unforgivable that he watched her too, but none moved to intercept her. Then wasn’t even human. she turned to Sivaan, her knees bending slightly in a Sivaan’s jaws parted wide and bestial, but his eyes fighter’s stance. She wasn’t ready to approach him any glittered with intelligence. “No more secrets,” he said. more than she was prepared to run through the stones “Soon we will share everything.” into the waiting arms of the soldiers. He turned to point a crooked finger at the mercenary. I slipped out of the cage but was careful not to “You,” he said. “Kill that one, and you shall live.” His finger approach the mercenary. Instead I moved to the side, moved to the fat merchant. His thick face paled as he keeping an eye on Sivaan as I tried to get a better view met the woman’s gaze. He stepped back to gain the of the circle and the soldiers beyond. The moonlight left protection of his friends, but they were gone. His eyes plenty of shadows, perhaps enough for a stealthy bulged with fear as he saw the hard-limbed woman pick prisoner to escape. But the guards must have thought of up a sharp stone and begin stalking him. that. I waited for a sign. “You three,” Sivaan said. This time he pointed at a trio Sivaan’s gaze moved between the mercenary and me. of muscular prisoners. “If you would live, kill him.” The other prisoners gradually emerged from the cage, but His scaly finger jutted straight at me. he paid them no heed. He was speaking again, still too At first it was almost comical. The mercenary woman low for us to hear. A flash of light ran across the stones, chased the fat merchant, who immediately tried to but I heard no thunder. Another flash, and this time I saw escape the circle. A sheet of lightning snapped between spidery threads of lightning arc from stone to stone. the menhirs at his approach, hurling him backward onto Then Sivaan laughed. the hard desert floor. The shock made his pursuer pause “It is time!” His voice was clear and loud now. long enough for him to regain his feet and run again, “Time for what?” shouted the fat prisoner. He and his trying to use others as shields. All the while, Sivaan friends had gathered behind the mercenary, like children continued to point to prisoners and bargain their lives hiding behind their mother. with a trade of murder. Sivaan sounded like a street actor or a preacher. “Time “Kill that one, if you would live.” for rebirth!” he cried. “Time for absolution and renewal.” For my part, I must have looked as ridiculous as the Had Sivaan brought us out here to indoctrinate us into merchant, because I ran at first. The three Sivaan had some religion? I couldn’t believe that. chosen to kill me were not warriors, but they knew “And for some of you,” he said, “time to die.” That I enough to attack me from all sides. They spread out, try- could believe. ing to trap me among them. This was not my sort of The mercenary ran at him, silent and quick. But what killing. I needed to find a victim, not face an opponent. she saw brought her up her short, her bare feet skidding Better to face them, though, than to await an assassin. on the rough ground. The trick was to deal with them one at a time. They Sivaan burned in a halo of lightning. His body was must have realized that too, because each time I moved shifting, changing again. He thickened, his shoulders toward one, he backed away just enough for the others hunching. The fine robes remained, but his skin melted to step in from my flank. I skipped away when two came away, shrinking into a gray sheen of scales. Two great close, narrowly avoiding the third. Soon they would have sheaves of flesh rose upon his back, stretching into bat- me near a menhir, or between them. That gave me a like wings through long slits in the fabric of his robe. thought. Sivaan’s face stretched long and angular, splitting into an I spared a glance at the other prisoners. The merce- impossibly wide grin as his transformation was complete. nary had made quick work of the merchant. She clutched “Sivak! Shapechanger!” I didn’t recognize my own a bloody stone and glanced at Sivaan, who calmly voice at first. I hadn’t questioned Sivaan’s transformation pointed at another prisoner, one who had refused to from the body of the crone, assuming he had found attack his chosen victim. The mercenary went to work some ancient magical device that created illusions. But without hesitation. mortal wizardry had died with the gods. This made more One of my attackers took her example and pried a sense. Sivaan smiled at me, pleased at my revelation. small but sharp stone from the hard, dry earth. The

68 OCTOBER 1996 others kept to either side, herding me toward the edge of I hadn’t made it halfway to him before he spotted me. the circle. This time I let them. When their companion Like the mercenary, I stopped rather than attacking him had his weapon ready, they closed, fingers working on when he was prepared. the empty air, aching for my arms and throat. “Well done, my friend,” he congratulated me. “I wasn’t I feinted to the left. When they moved, I spun to the sure you could survive an honest fight. You have never right and ran toward the space between two stones. been a good soldier, only a killer. Now you are ready.” When the closest one followed, I dropped to the ground He raised his voice for all to hear. before him. When his legs hit my shoulder, I thrust “All of you are blooded, prepared.” upward, throwing him into that dangerous, empty space. “Prepared for what? The electric crack was deafening so close. My enemy lay His answer was to look up, raising his arms in that on the ground just within the circle, stunned and lightly graceful gesture again. I followed his gaze. There was the burned, but not dead. moon, lonely in the sky since the death of its siblings One of the remaining attackers hesitated, but the man three decades ago. But the stars were gone. with the rock took his opportunity and swung. I wasn’t fast No, there I saw a trio of stars not far from the moon’s enough. He struck me on the cheek and brow, smashing edge. And there appeared a sliver of white, then two. my left eye. The blow stunned me, and I nearly stumbled Eyes. And then the mouth split in a galaxy of perfectly into the invisible barrier between the standing stones. sharp teeth. The sky was gone. We were surrounded by Catching myself on the menhir, I spun away to get a night-blue Dragon. some distance. Now the pain came, and blood All sound in the circle vanished. We stared as one up smothered my eye. My head felt light and hot. into the deep blue expanse. I had felt the killing blood “Yes!” cheered Sivaan from the center. “Feed your coursing in my veins, but now it turned cold. Strangely, anger! Kill the weak, and the strong shall gain great just as I had felt so many years ago when the blue wave power!” He said other things, too. Words I couldn’t make of Dark Knights washed across the fields, I was not afraid out through the thrumming pulse in my ears. I focused but awed. The Dragon was not terrible, but magnificent. on my remaining attackers. The one with the stone had Its voice was thunder, too vast for human ears. It to be first. spoke to Sivaan, who responded as the gull answers the He had both hands on the sharp rock now, and he sea. My ears were insufficient for the words, and I heard came on carelessly, heartened by the sight of my blood. only their far, distorted echoes: “ . . . strongest children . . . This time I feinted down, as if the wound had done its process . . . the tear . . . Kit.. .” work. He believed, and I lunged for his legs, pulling them My blood surged faster. My heart pounded, my skin together and shoving him down hard. I had only a sec- crawled with chill, my breath panted. I watched as a glis- ond before his friend was on me, but that was enough tening star formed under the Dragon’s eye, falling slowly for me to put my knee upon his neck and crack. toward Sivaan. Behind it, the Dragon opened its mouth, The last one wanted to wrestle. He was stronger than and the sky flashed white. I, but I was quicker. Soon our hands were on each other’s throats. I would have died if he knew where to put his thumbs. Unfortunately for him, I knew exactly where to place mine. Darkness, silence, numb insensibility. Waiting. When I was done, I moved quickly to the one who Long waiting. had been dazed by the lightning from the stones. He When the presence came, I knew it meant to kill me. I blinked hard, still trying to recover his vision. When I couldn’t see it. I knew only that it was there, a malicious lifted his shoulders to gain a good grip, he mistook me entity, bodiless as me. It was waiting for something from for one of his friends. me. Then it would strike. “Thanks,” he said. “Where’s —” There was nothing to hold, nothing to break, no way The sound of a neck breaking is surprisingly loud, to kill it first. I couldn’t see it, smell it, hear it, or touch it, even in a field of battle. but there it was. Waiting to kill me. When I looked up, everywhere there were bloody I couldn’t feel my body, but something like a heart hands and wild faces. About a third of the prisoners were quickened within me. The presence responded, excited. I dead, and the rest chased or fled each other. Several imagined hot breath on my neck, and I thought: Either I groups had formed, but each time they made a kill, will die, or I will not. Whatever ran inside me slowed, Sivaan divided them by choosing killer and prey from slowed, and waited with me. within their ranks. Near me, the presence became impatient. It needed When I saw that killing circle and felt myself a part of something I wasn’t giving. I sensed a shuffling discomfort, it, I knew I had changed. I’d killed to stop war, but now but it wasn’t mine. I was calm. I was in control. I’d become a part of the massacre. This wasn’t the way I It grew frantic then and gave me hands that it might wanted to fight. I wanted to kill the killers. have them too. It gave me a neck that it might strangle Everyone in the circle focused on predator or prey. me, but my hands found its throat sooner. They murdered or died, never seeking the source of their I knew where to press. frenzy. None would approach Sivaan. None except me.

# DRAGON 234 69 An unmeasurable slumber cradled me warm and Only half of the guards remained. While one hurried blank before the first dull sensation returned. At first I felt back to the tent, the other five grabbed long, barbed like a drowned corpse, rising to the surface of a moon- spears and cautiously approached the edge of the circle less sea. My lungs wanted air, but my face smothered in of stones. Others hurried toward us from their farther a mud-heavy grip. Some thick, wet mass covered me stations. They bore crossbows, all held ready, but none completely. Slowly, the pressure of suffocation began to trained directly on me. rise, and I tried to move. A sucking sound arrested my attention. Not six feet Every muscle was a flame stretched thin across the away, another blue claw had pierced the spawning mass. coals that were my bones. Nothing could have impelled A triangular snout followed, gasping for breath. Its tiny me to move against that agony except the scream that eyes glittered not with intelligence but with the natural possessed me then. It jerked my tortured body alive, wicked cunning of a newborn eel. thrust my arms deeper into the binding mass around me, “Children!” called a gleeful voice. Sivaan emerged from and split my mouth open, yet the only sound was a the tent. He wore his true form beneath the ritual robes, pitiable wet mewling, muted and submerged. gray claws gripping a heavy wooden staff for support. Something loosened on my face. Panic joined the Whatever that night had taken out of him, he hadn’t pain, and together they thrashed and clawed, and my regained it all. Still, his draconian jaws appeared to smile. terror was powerful. One hand tore free, pushed up “Sivaan,” I rasped. My voice had become a tumble of toward my face, then broke through a thick, gelatinous stones, echoing from the bottom of a deep well. membrane. My jaws gaped, and my lungs greedily His scaly brows rose, and his rough jaws parted in gulped cool air. surprise. My body lay still again, but this time with piercing “You know me? You can speak already?” He peered at exhaustion, not the insensible stupor from which it had me, amazed. “Vance!” just escaped. I could feel every limb now, throbbing with “You miserable bastard! I’ll kill you!” I stepped toward pain but responsive to my thoughts. My legs were still him. My legs felt strong but uncertain. My weight was all trapped by whatever muck buried me, but I had one arm wrong. I could feel my skin drying, hardening, thickening. free, and the other was drawn up near my chest. I “Incredible!” he exclaimed. He didn’t seem to hear my wriggled to free them both. A cooling gelatinous mass threat. I continued to move toward him. “You’ve kept covered my eyes, but I could sense — not really see — your own mind. It is unprecedented! Khellendros will be light through it. so pleased.” Soon I had both arms out of the muck, and I wiped my Whatever I tried to say next was drowned in a bestial eyes with the back of a hand. It felt rough and scabrous. I snarl. Three of the other spawn had emerged around me scraped at the glop on my eyes, feeling a strange mask now. One crouched low, unfurling its wings as I had where my face should be. The only familiar mark was a done. Another hissed at me like a cat, crawling nearer. tender scar upon my brow. What had Sivaan done? My savage growl of warning frightened it almost as Then I opened my eyes. I saw ragged claws before my much as it frightened me. face. For a mad second I thought some monstrous My hissing brother (sister?) leaped at me. Its wings creature had freed me, but then I realized that I was that had not opened fully, so its attack was clumsy. Had I a creature. These claws were my hands. My body was some- moment to choose, I would have thrown the beast aside, thing like Sivaan’s true form, but with scales as dark and but faster than I could think, my claws were wet with blue as his masters. ichor. My spawn-mate sprawled at my feet, mewling I scrambled out of the mess with even greater panic almost pitiably. than before, slipping to fall on another slimy lump. Two “Magnificent! With your killer’s mind and this powerful dozen glistening, fleshy cocoons lay within the circle of body, what an assassin you shall be!” Sivaan was stones, mired together in a disgusting pool of mottled oblivious to my hatred. “At the price of one foolish tissue. Some were shaped like corpses, withered and human general, we have won a great soldier.” curled. They must have died early, and part of me “No,” I said. The other newborns were wary of me already envied them. Others were round and thick, and a now, some snapping at each other, others tearing into few pulsed with movement. More of us were coming out. the spawning mass with hungry teeth, devouring their Being born, I thought. still-born siblings. I felt that hunger, too, but it could be I stood weakly and nearly fell again. Something sated only by another death. weighed at my shoulder-blades. I stared over my “Can you feel it?” cried Sivaan. “The spirit that lives shoulder. Wings. with you in there — can you feel its fury? It gives you My body knew more than I did. My shoulders power. It makes you one with us.” He stared at me, shrugged, and I and saw the wings unfold. They felt like admiring my new form even as I stalked closer to him. two great hands upon my back, impossibly thin fingers I understood now, I thought. What Sivaan had done spreading to draw the blue webbing far and thin. Wings! to me, it was meant to affect my mind as well as my A tiny delight blossomed and died in my heart then. body. Whatever had died in that dream was supposed to What a wonder among the horrors. have killed me, to have lived in this monstrous body. There!” cried a man’s voice. They’re coming out! “I killed it, Sivaan. I murdered it. And now ...” I was Tell Sivaan.” upon him.

70 OCTOBER 1996 Had I waited an hour for strength, I might have had Malkom were both in Kalaman, so I made the long trip him. My claws rendered his robes to ribbons. I felt his hot to visit them together. They were surprised to see me. ichor upon my fingers, in my mouth. His scales were “Last week I visited your neighbor, Knight-general hard as armor, but I raked lines in them. Urkohn. “Stop!” he cried. I wouldn’t. “Was it his funeral that prompted those guards below, Then I felt a painful stab in my side. The Knights had general? I like to think so. My work is much easier if one advanced, and I faced their weapons. I whirled and doesn’t expect a visit, but your preparations were gratify- leaped away, only to face another trio of Dark Knights. ing. If I had to walk past that legion of bodyguards Their crossbows followed my chest. below, I might never have made it. Wings are the one “Don’t kill him! He must be kept alive,” said Sivaan. He gift I do not begrudge Sivaan.” was out of breath, surprised by my attack and exhausted He rises to stand near the bed. Bending, he takes the from the ritual that had transformed me. I refused to be general’s dangling hand in his own huge, gnarled claw. taken again, but everywhere I turned, more enemies: “There’s only so much I can accomplish single-handed. there the pikes protecting the wounded Sivaan, there the But I don’t think I’ll be alone much longer. I’ve been visit- crossbows, and there the other dragonspawn. ing the camps they’ve set up in the desert. Khellendros is Wings. pleased with his new children, and he wants more. I can I ran toward the dragonspawn and reached out with see the wagons leaving the city all day long. With each the strange new fingers upon my back, hoping to catch one, there’s another chance that someone else will the air and . . . and I was aloft, flying clumsily — but become like me — free of the Dragon’s control. Like me, flying! My shins barked the edge of one of the menhirs, some will escape.” and I scrambled to grasp it. There I perched, looking back He lays the dead man’s hand gently over the other down at the circle. other upon his chest. “Don’t shoot!” ordered Sivaan again. Then he looked “I’ll find them,” he says, returning to the window. He up at me, his own rough claws pressing the shallow shrugs off the concealing robe and stretches his wings. wounds I’d given him. From this vantage, I saw that they The candle dies in the wake of their motion. were minor at best. “And I will show them how to find the rest of you.” “Come back, Vance. You can’t escape. The spawning links you to Khellendros, body and spirit. You are a part of him, always.” “No!” I shouted, my voice painful. I felt as if I was Dave Gross used to brew beer, play games, bake bread, choking. A fire raged in my chest, and my eyes burned paint miniatures, collect comics, read books, watch way too as from tears. I wanted to bite, to spit. My mouth shot many movies, and play with his three spoiled cats. Now he open and wide. With a sharp report, a hot spear of light- edits DRAGON® Magazine ning flashed down to blast the Knight nearest Sivaan. He lay on the ground; moaning in pain as the ruined meat of his leg sizzled. “That’s it, Vance! Let the rage fill you. It’s the only way you will ever be whole. The process must be complete!” Now the burning in my eyes dissolved to tears, and all the strength my anger had brought fled. “No,” I croaked. Sivaan didn’t hear me. I stood high upon , spread my wings, and let the hot desert winds lift me.

The room is silent for a long time after the hooded one stops speaking. Even the wind has died, as if it had been sustained only by speech, now fading since the words have passed. The yellow candlelight has grown brighter in the stilled air. Now it gutters and hisses as it reaches the base of its holder. Slender peaks of tallow form a ring of pillars around the perishing flame, their shadows undulating on the walls and ceiling. “I’ve been busy these past months,” says the hooded figure. “You move around quite a bit. Now that you have both the Legion of Steel and your old enemies to face, it’s impressive that you’ve held so much territory and conquered even more. Of course, you serve the Dragon. “You are my fifth since that day. I found Rogand in his new home near the keep. I heard that Stavros and

# DRAGON 234 71 72 OCTOBER 1996 raphy as Niles describes — in this vol- technique, as the borrowing is all too ume, at least — is cloudy in the extreme. obvious and there’s no underlying lan- We’re told that the human lands of guage-convention to make the renam- Dalethica are separated from the ings feel consistent. The individual char- Faerine, home of a variety of magical acters Rudy encounters are pleasant races, by impenetrable mountains bro- enough, but their too-artificial racial ken only by a single pass, and in turn, backgrounds detract from the adventure that a similar mountain barrier divides rather than enriching it. the Faerine from Dassadec’s realm of A further complication derives from Duloth-Troi. Thus, goes the logic, the one of Niles’ narrative techniques. Some dark god must get through Faerine to of the background material is framed as attack humanity. What’s not explained, part of a volume of reminiscences © 1996 by John C. Bunnell either in the text or on the accompany- — which proves, partway through the book, to be written by one of the major secondary characters. While its a conve- A Breach in the Watershed nient way to deliver some of the settings more colorful history, the strategy under- cuts the epic’s long-term suspense. We Ace $5.99 know from the narratives that Raine will There’s a reasonably intriguing story survive and can deduce several likely at the heart of A Breach in the Watershed. plot twists based on other hints dropped But Douglas Niles has surrounded it with in the course of her recollections. a web of distractions and miscues that One wants to like A Breach in the badly undercut the genuinely distinctive Watershed Rudy and his traveling com- elements of this first volume in a planned panions are a pleasant band, very much trilogy. in the tradition of epic quests and heroic The Watershed itself is a clever con- adventurers, and when Niles is concen- struct. In addition to the ordinary water trating on their exploits of the moment, that fuels mortal life, there’s Aura, the story moves along briskly enough. defined as pure magic distilled into liq- Likewise, the interludes featuring evil uid form, and Darkblood, the essence of minion Nicodareus are smoothly crafted evil embodied in a similar substance. and generally chilling. But Raine’s later Each sort of water is the province of a writings are ultimately too intrusive, and different god — one for man, one for the the Faerine too obviously cloned, for Faerine, one for the powers of darkness. Niles’ world to be truly convincing. Which And of course the god of darkness, one is too bad, because the Watershed done Dassadec, is perfectly willing to break all right could easily have been a highly suc- the rules he needs to in order to control ing map, is why Dassadec’s troops can’t cessful fantasy realm. Instead, it’s merely and destroy the entire Watershed. simply detour around the opposite side another in the long list of series that Likewise, human protagonist Rudy of the world and sneak up on Dalethica merely repeat the genre’s conventions Appenfell’s mystical destiny is quickly from behind. If the Watershed is an ordi- rather than transcending them. and effectively defined. After being nary Earth-like planet, there’s no reason wounded by a Darkblood-forged this shouldn’t work — and if it’s not, Niles Palace weapon and healed by the power of fails to make the matter clear. Katharine Kerr and Aura, he becomes the living embodiment Then there are the Faerine them- Mark Kreighbaum of all three waters and, by implication, selves: sylves, twissels, diggers, gigants Bantam Spectra $5.99 the one man uniquely able to perceive and so forth. The names come from If you define “cyberpunk” as that sub- and perhaps counter Dassadec’s plans. Niles, but the folk they label are painfully set of SF featuring people who hard-wire It’s at this point that the distractions familiar — elves, sprites, dwarves, giants, themselves into enormous and exotic set in. The first of these is that such geog- and the like. It’s a peculiarly annoying virtual-reality manifestations of cyber-

# DRAGON 234 73 space, then Palace conceivably qualifies. ious secondary characters stops just gifts, and the powers that enable it to exist But while this new novel from Katharine short of requiring a scorecard, and its at all are also neatly worked out. Kerr and Mark Kreighbaum is chock-full sometimes difficult to figure out what’s a A solid cast of secondary characters of “cyber,” it isn’t “punk” in the slightest. subplot and what’s a red herring. (In par- rounds out the book, distinguished by Instead, Kerr and Kreighbaum have ticular, the matter of saccule intelligence several players whose shifting loyalties blended their cybertech with a healthy doesn’t get as much of a payoff as cer- (all eventually well-justified) fuel a clev- dose of space opera and a setting that tain incidents suggest it should, and it’s erly suspenseful plot. Though Watch- might reasonably be summarized as hard to tell whether this is a loose end or mistress Aidris Akalan is our heroes’ “the French Revolution on drugs.” a deliberate opening left for a possible overt nemesis, aid and opposition arise There are nuns and cardinals, an influ- sequel.) But even if the attention from a variety of quarters before the ential network of guilds, a Versailles-sized required is a bit more than one needs adventure is done. And though there’s a palace complex,, hidden assassins, and for the average SF adventure yarn, Mark solid, permanent conclusion to the decadent nobility. But though the power Kreighbaum and Katharine Kerr offer novel, Bradley and Lisle have left room struggles and intrigues would be entirely more than sufficient rewards for for a sequel. at home in eighteenth-century France, expending the effort. At present, Marion Zimmer Bradley’s the novel takes place on a remote colony name on Glenraven’s cover is likely to world in a part of space referred to as “the Glenraven sell more books than Holly Lisle’s, Pinch.” Humans are the dominant Marion Zimmer Bradley although Lisle’s string of credits is by no species, but there are other races as well. and Holly Lisle means undistinguished. But while that The subservient saccules are bought and Baen $23.00 may be a commercial fact of life, what sold as slave labor, though they may in Europe is full of pocket countries, lit- readers will find in this novel are the fact be sentient, and the more advanced tle lands so small they exist mostly as results of a genuinely shared vision, one reptilian Lep are tolerated — more or tax havens or tourist novelties. But that neither writer alone could have pro- less — despite previous conflicts with Glenraven, tucked into a tiny space on duced. This is collaboration as it ought humanity. the border between France and Italy, is to work, and the result is a memorable Kerr and Kreighbaum — who make it neither one of these. Rather, its a land and absorbing fantasy with more of a clear up front that theirs is a full-bore col- with a mystery attached to it, where the conscience than most. laboration — develop their multifaceted medieval scenery is more authentic than setting with impressive vividness. We get travelers expect and where the head of Reign of Shadows a vibrant picture of Palace, the city in state is rather more than a professional Deborah Chester which the action takes place, from dan- politician. Ace $5.99 gerous low-class neighborhoods to busy It’s an intriguing creation, and readers Trilogies and series are a fact of life entertainment districts to the baroque of this new novel from Holly Lisle and nowadays; if one is going to read fanta- elegance of its wealthiest citizens’ homes. Marion Zimmer Bradley learn Glenraven’s sy in the first place, one has to get used The virtual realm called the Map is no secrets only slightly faster than Jayjay to waiting for the next book in a given less detailed if substantially less crowded, Bennington and her traveling companion sequence to come out. Some authors and in fact Kreighbaum and Kerr give the Sophie. The pair are abroad fleeing per- are more skilled than others at design- Map a rich texture and flavor unlike most sonal crises: Jayjay’s husband has yanked ing stories to match today’s publishing of the cyberspace-environments found in the rug out from under their marriage, requirements, either wrapping up most typical cyberpunk adventures. and Sophie is still emotionally frozen from subplots by each books end or leaving But though Palace gets much of its the accidental death of her young daugh- the heroes facing mortal peril on the last energy from its densely atmospheric ter some years before. Why Glenraven in page. Deborah Chester’s debut novel, scenery, its more than a tourist guide- particular? Simple enough: Jayjay had billed as first in a trilogy, regrettably book. Three characters out of a substan- found a guidebook for the country in a adopts a different convention: it merely tial cast share the lead roles: Vida, a local bookstore. Once the duo reaches stops partway through its tale, neither young woman plucked from impover- Glenraven’s borders, it rapidly becomes resolving its characters’ futures nor ished obscurity to assume a position of clear that both book and country conceal threatening their lives. considerable influence; Rico, a junior- unexpected and exotic secrets. Stranger still, one gets the distinct grade map technician who comes across Both collaborators’ strengths are visi- impression that Reign of Shadows is dangerous knowledge; and Vi-Kata, a ble in the storytelling. Lisle has often made up of parts of two mostly separate Lep assassin whose mysterious sponsors demonstrated a knack for creating realis- books which have been grafted togeth- want both Vida and Rico out of the way. tically troubled characters, and Jayjay and er so that we get the first half of each Of this trio, Vida is the prime mover, Sophie are both products of that ability. To story. One plot concerns the would-be quickly proving more adept at games of some extent, that may make the novel warrior Caelan, who is determined not diplomacy than her own supporters more appealing to female readers than to to follow in his father’s footsteps even have anticipated. While the plot is men, as both women’s problems derive in though he’s inherited a measure of the impressively convoluted — to the extent part from male insensitivity. But family’s magical healing gift. The sec- that even at novel’s end, the reader Glenraven is much more than a “woman’s ond, introduced halfway into the vol- knows more than most of the characters novel.” Bradley’s talent for worldbuilding, ume, involves a young woman who’s about what’s going on — its never so for creating exotic settings and distinctive been raised as a servant to nobility baroque that the reader feels lost. cultures, is also much in evidence. despite her own noble blood, and That’s not ‘to say that Palace is an Glenraven is home to several races pos- whose destiny involves exotic magic effortless read. Keeping track of the var- sessed of divergent yet complementary and a dynastic marriage.

74 OCTOBER 1996 Alone, each tale is compelling and A thin mantle of snow lay upon the city, The “invading barbarian” scenario well-told. Chester’s milieu is lightly but reflecting the gleam of the full moon, Roberts establishes is short on originality vividly detailed, and we see very little in silver-gilding its towers, its mansions and (yet another un-Krynnlike element), but this first book of the dark emperor great public buildings. what the adventure lacks in freshness it whose impending doom is driving the That’s right — though the cover car- makes up for in engaging protagonists: fates of both Caelan and Elandra. But the ries the DRAGONLANCE® logo, the Tarsis in the stylish Nistur, the dour mercenary two protagonists are appealing; each is a which this novel occurs can’t possibly be soldier Ironwood, and the deft young strong personality, but knowledge, cir- Krynn’s. While a reference a few pages rogue Shellring. cumstance and custom prevent either later specifies the moon as Solinari, one But while Murder in Tarsis is at least a one from rising too high too quickly. is left to wonder where Lunitari and passable mystery adventure, it simply The structure of the novel is extraordi- Nuitari have gone. Nights when Solinari won’t fly as a credible DRAGONLANCE novel, narily frustrating. The first half of the alone is full and visible ought to be rare and that’s not easy to forgive — especial- book, labeled “Part One”, belongs entirely at best, and if the night that opens this ly considering that until now, no chroni- to Caelan. The second, while split more or book is one of these, its a wonder that cler of Krynn besides and less evenly between Caelan’s and the narrative fails to mention it. has rated hardcover sta- Elandra’s separate stories, doesn’t do any- This is just the beginning. Though we tus. Fans of DRAGONLANCE fiction deserve thing so conventional as merely alternat- meet a number of magic-users during better than this. ing chapters. Instead, we get several chap- the course of the tale, not one of these ters featuring Elandra, then several more wizards wears the robes of one of the Recurring Roles about Caelan, then one more chapter three great Orders of Magic. A single concerning each. As a result, Elandra ends renegade such as the minor scholar Swashbuckling in a very different up with scarcely a quarter of the book to Stunbog might be believable, but its dif- milieu dominate Season of Storms, herself even though she’s clearly one of ficult to imagine that the Orders would (DAW, $5.99) Ellen Foxxe’s second its leading characters. permit one of Tarsis’ nobles to sponsor a “Summerlands” novel. Former spy As the volume closes, neither Caelan houseful of renegade mages as does Rolande Vendeley is now a privateer, nor Elandra has so much as heard rumors ’ Lord Alban. and much of the tale takes place on the of the others existence, and while each Then there’s the chronological puzzle. high seas between the New World and has reached a turning point in While Murder in Tarsis clearly postdates Albin as Rolande aids her former adver- life — Caelan has won status as a gladia- the Cataclysm, internal inconsistencies saries and dodges a host of intrigues. tor, Elandra is set to embark on a course make it unlikely that the tale either pre- Foxxe has the atmosphere down cold, of magical training — their independent cedes or follows the Wars of the Lance. It and readers should definitely hope for adventures are clearly far from over. It’s must be at least the Age of Dragons, more volumes in this well-imagined reasonably safe to project that they’ll because there’s a black dragon lurking in world. spend at least half of Chester’s second the background, but the Wars can’t be too book, if not all of it, still on their own. far advanced or Tarsis’ ruling council of , meanwhile, The conclusion is clear. Chester seems merchant-class nobility would be far less turns from the exploits of Liriel Baenre to have a three-part story to tell: Caelan’s comfortably entrenched. Yet there’s no to those of Arilyn Moonblade in Silver rise as a fighter, Elandra’s development sign that Ansalon’s larger political and Shadows (TSR, $5.99), and the story she as a seer and bridal candidate, and the magical conflicts have touched Tarsis, and tells is well worth the wait. This time adventure they share once they’ve met. one character even says that wars else- Arilyn is in Tethyr, unraveling a convo- Logically, you’d expect each of these sto- where have “petered out.” Nor are there luted plot which threatens an ancient ries to occupy one book out of the antic- real clerics anywhere to be found, which elven forest and its beleaguered popula- ipated trilogy. But instead, Chester or her makes matters even more confusing. tion. Followers of Cunningham’s work publishers appear to have taken the first Eyebrows also rise at the appearance will recognize the opposite sides of sev- two books, shuffled them together, and of rapiers and basket-hilted gentleman’s eral key scenes from earlier tales, intri- given readers the top half of the resulting swords, such as that wielded by the cately and cleverly woven into the new manuscript. The book doesn’t so much poet/assassin Nistur, in polite Tarsian novel. (On the flip side, events here end as simply stop. society. These aren’t weapons one don’t seem to integrate well with those That makes Reign of Shadows a dis- expects to encounter on Krynn, where in ’s . But that’s tinct disappointment taken by itself — bloody warfare and rugged monster- a puzzle for expert Realms historians to especially given that what we do see of slaying have been more the rule than ele- unravel, and doesn’t detract from the Chester’s writing is sensitive and inven- gant duels and affairs of honor. present adventure.) tive. There’s promise in this book, and it’s As a pure storyteller, Roberts doesn’t a shame that modern publishing trends fare badly, although his plot mutates in have conspired to prevent her from mid-book. Initially, the tale looks like a offering readers a viably structured story. fair-play deductive whodunit; an early scene in which Nistur investigates the John C. Bunnell has rarely been seen in Murder in Tarsis site of a barbarian emissary’s murder public without a book since 1976. John Maddox Roberts shows cleverness worthy of a Sherlock Correspondence regarding “The Role of TSR $18.99 Holmes yarn. But along the way the tale Books” may be addressed to him at 6663 SW The problems begin with the very turns into a thriller, with a villain who Beaverton-Hillsdale Hwy. #236, Portland, first sentence: isn’t properly introduced until very late. OR 97225-1403.

# DRAGON 234 75 COMMON UNCOMMON TROOPS TROOPS

Ravager Annihilator

by David Eckelberry

he war on Esfah grows desperately equal to the buried unit from your dead Raider Attacker fierce with the invention of magical pool to your army. Titems, and even more of the world The Swamp Stalkers follow a simple has grown battle scarred as points of doctrine: they worship putrid water and minor terrain become contested. the blackness of death. The embrace of Fortunately for the forces of good, death is a gift the Swamp Stalkers seek Nature constantly creates savage Feral to to bestow on all of the “lesser races” of fill the ranks. Death’s foul minions send Esfah. out a cry for assistance, and their works his twisted sorceries again, Pretty poison combining his own essence with water. The Swamp Stalkers have several So the Swamp Stalkers are born. special action icons unique to them. Kicker Pack #5 introduces the newest These icons allow you to mold your Bog Runner Marsh Swimmer evil race in the DRAGON DICE™ game. The Swamp Stalker army and focus it on any Swamp Stalkers are a snake people, form of combat that you choose: melee, twisted and deceptive. Here is an intro- missile, or magic. The new special action duction to the serpentine world of the icons are as follows: Swamp Stalkers and some ideas for Poison: Found on the swamp giant unleashing them in battle. and swamp beast monsters as well as on the rare light infantry troop, the Power corrupts invader, it is a fearsome addition to the Swamp Stalkers follow the same list of Swamp Stalkers weapons. During basic rules as do the other races; it is melee, choose four health of opposing their special ability that makes them units. These units must save or be killed; unique. Infused with the corrupting pow- those that die must save or be immedi- ers of Death, the Swamp Stalkers seize ately buried. Some commanders of Sprayer Stormer upon the fallen dead and them to a Swamp Stalkers armies forbid the use of semblance of life — but their twisted this power by their troops; after all, units breath also transforms the newly risen that are buried cannot be mutated. into more Swamp Stalkers! Coil: Found on the rare cavalry unit, In game terms, this means that at the the waverider, and the ormyrr monster, start of your turn, your armies that con- this icon inflicts four points of damage tain at least one Swamp Stalker unit at a against a target unit. The target unit rolls terrain can mutate. Bury one dead unit to save; any melee results on the save of any size belonging to any other play- roll inflict damage on the coiling unit, er for each terrain at which you have a which cannot rolls saves against the Swamp Stalker unit. In return, you can damage. The wise commander will com- recruit a Swamp Stalker unit of size mand his unit to coil a unit that cannot Bog Adept Marsh Mage

76 OCTOBER 1996 Destroyer Invader Waverider Deluger Swamp Wizard

RARE TROOPS

deal enough damage to kill it during the The Swamp Stalkers’ new spells add none be left to mutate into more Swamp counterstrike — in other words, not a unique power. Foul water is like a hail- Stalkers. monster or heavy melee unit. storm, but only one-point units can be Powers combined: Abhorrent as the Wave: The swamp beast is the only affected, coincidently benefiting their idea may be to combine good and evil master of this power. When an opposing mutate power. The mire spell prevents a units, the DRAGON DICE warlord will do army rolls for saves at a terrain occupied terrain die from being adjusted. Their anything to win. Combine Swamp by the swamp beast, roll this unit. If the ultimate water spell, black rain, halves Stalkers with the Feral and your units wave icon comes up, subtract four save the saves of all armies at a terrain will be springing back to life at an aston- results from the army’s roll. In addition, (including the caster’s army, if present). ishing rate. Adding dragonkin to your if this icon is rolled during a maneuver New death spells include decay, an army is never a mistake. roll, subtract maneuver results from one easy enchantment that subtracts melee Draw thy blade: In truth, Swamp opposing army. Because of the order by hits from a target army; disease, which Stalkers were made for combat. They which dice modifiers are applied (sub- kills and buries opposing units much as maneuver well enough, and they can tract, multiply, divide, then add), the the poison special action icon, and engage in a contest of missiles or magic swamp stalker’s subtraction power is bloodlust, which fills an opposing army without any shame. But the trial of arms actually more powerful than if it simply with so much anger that its units attack is where they excel. Why? Swamp added additional results. one another in a frenzy. Stalkers average a few more saves than In addition to these new special other units. action icons, the Swamp Stalkers have a Murky strategies Villains are priceless: No race is per- good mix of the old. They can make tail The Swamp Stalkers could easily be fect. While the Swamp Stalkers consider attacks, adding additional damage like a the best all-around units that the forces Goblins a weak race to be enslaved and rend; surprise, which negates an oppo- of evil have seen. They have few weak- eventually mutated into superior serpen- nent’s ability to counterattack during a nesses and many strengths. Here are tine forms, they share one weakness with melee; and smother, which kills an some strategies for using the Swamp their dark allies: The Swamp Stalkers lack opposing unit unless it maneuvers Stalkers in battle: a spell that can return to life their more quickly away. Of course, Swamp Stalkers Kill, divide, and mutate!: To take powerful units. Their only spell for resur- do not lack the popular talent of . advantage of their special ability — and rection, reanimate dead, can affect only in the DRAGON DICE game, you must seize one-point units. Whenever possible, pre- Trust me . . . every advantage or be lost — the steps vent the loss of the stronger units. Death has taught his new children for a successful commander are simple. Another solution is to augment your clever new sorceries to make them pow- For Swamp Stalkers to mutate the oppo- Swamp Stalkers with a race that can cast erful sorcerers. That they can use green nents, they must first send some enemy spark or life or breath of life. Or include a (water) magic is crucial. Until now, only units to their graveyards. This also regenerating unit like a troll. the Coral Elves had the gift of water means that Swamp Stalkers are ideal for magic. Thus Swamp Stalkers are only combination with Coral Elves and the second race to protect themselves Amazons, natives of those terrains. with watery doubles and walls of ice, to Mutate, don’t The power to obfuscate terrain with walls of fog, to double black magic through burying the Dave’s office looks like a swamp lately, bog down armies with flash floods, or enemy’s dead has always been a fear- and even his friends think he’s cold-blooded, summon a green dragon. They are not some talent of death’s servants, but the so he is the most appropriate authority on without the ability of other creatures of Swamp Stalkers should be cautious lest the Swamp Stalkers. Death to use black magic. they bury so many of the enemy that

# DRAGON 234 77 78 OCTOBER 1996 he M ONSTROUS MANUAL™ tome description of the lich warns that T“adventurers should be prepared to face magic the likes of which they have never seen before when stalking a lich.” This is because liches need no sleep and often devote their every waking hour to the study of new and more powerful magical spells and items. This article pre- sents nine new magical items that were created by, and for, liches. At the DM’s discretion, they may also be used by spellcasting vampires and other power- ful undead creatures. However, due to the nature of most of these magical items, they will not be of use to PCs. This gives the DM the freedom to “power up” his lich NPCs without worrying about the items getting into the hands of the PCs if they defeat their undead opponents. Although the following items are cre- ated primarily only by liches, both expe- rience point and gold piece values are listed after each item. PCs would be hard-pressed to find a buyer for any of these lich-created items once their true nature is known, but the information might be of value to the DM nonethe- less. In some cases, he might wish to award the experience point value of a lich-crafted item to PCs involved in the item’s destruction. Amulet of the undead An amulet of the undead can be used only by an intelligent undead creature, such as a lich or vampire. It consists of a golden disc, about 3” in diameter, with various gemstones of different colors set Lich Magical Items in a circular pattern along the outer edge. Each of the gemstones represents a different type of undead (vampire, lich, ghost, and so on), determined at the by Johnathan M. Richards time of the amulet’s creation. The amulet illustrated by Bob Klasnich is worn around the neck, often on a necklace of human finger bones. By means of the amulet the lich can each direction surrounding the lich. By detect the location of the nearest traveling in the direction that increases undead creature by tracing its link to the the brightness of a particular gem, the Negative Material Plane. To do this, the lich can eventually track down that indi- lich must hold the amulet in his hand vidual undead creature. Note that the and spend one round in concentration, amulet ignores the presence of the holding perfectly still. At this point, one undead creature that currently wears it of the gemstones begins to glow. The when indicating the nearest type of brightness of the glow indicates the undead (otherwise, it would indicate proximity of the undead creature to the “lich, very near” in all directions when lich (the brighter the glow, the nearer worn by a lich). The range of detection is the being). If the lich continues concen- 10 miles per level of the lich (and since trating while slowly turning in a circle, wizards must be at least 18th level the amulet’s gemstone indicators alter, before they can become a lich, this providing information on the closest makes for quite a large range indeed). type of undead and general proximity in Since the amulet “homes in” on magical

# DRAGON 234 79 links to the Negative Material Plane, guarded in their lairs, hoping to tempt substances such as stone and lead can- and punish those who would intrude not shield undead creatures from being upon and steal from them. In typically detected by this device. devious fashion, the amulets are often An amulet of the undead can be very stored in an untrapped wooden box useful to a lich, enabling it to track down along with bogus instructions claiming undead allies. It would be of extreme the amulets have powers of protection value to PCs as well, especially those from undead, regeneration, or any num- pledged to hunting down and destroy- ber of beneficial effects. Woe be to the ing undead creatures, but the main adventurer who believes the lich’s fraud- source of the amulet’s power stems from ulent claims! the lich’s link to the Negative Material XP Value: 2,000 GP Value: 8,000 Plane. Without such a link themselves, an amulet of the undead is useless to PCs. Brooch of turning resistance XP Value: 5,000 GP Value: 20,000 Similar to a brooch of shielding, this magical brooch allows the lich to resist Blackfire wand being turned. When a priest or paladin is Blackfire wands are as twisted and attempting to turn the lich and the die black as the hearts of the foul creatures roll indicates success, instead of the lich involved in their creation. Usually tipped being turned, one charge of the brooch with an opaque crystal, they are often of turning resistance is used. Note that the carved with minute magical runes into priest or paladin is not prevented from which molten silver is poured. attempting to turn the lich on subse- Unlike most other wands, a blackfire quent rounds, but until the brooch’s wand has no charges, acting instead as a charges are depleted, no attempt suc- channeling device. With it, a lich is able ceeds. A charge is not expended if the to focus its aura of absolute cold into a die roll indicates that the attempt at narrow beam of dark energy capable of turning fails. striking a single opponent at any range The brooch, when first created, holds within sight. Like the lich’s touch, the from 10-24 (2d8+8) charges. After the beam inflicts 1-10 hp cold damage, but last charge is expended, the brooch it has no paralyzation effect. No saving crumbles to dust. throw is allowed, although creatures These magical items are highly normally immune to cold damage are sought by intelligent undead. They often unharmed by the wand’s beam. are worn by vampires or other intelli- In the hands of a PC the wand is use- gent undead who provided some ser- less, for it merely focuses energy from vice to the lich in exchange for the the lich’s link to the Negative Material brooch of turning resistance. They are Plane. worthless to PCs, even paladins, who XP Value: 3,500 GP Value: 15,000 are normally susceptible to being turned by evil priests of high level. If a paladin Bonebriar amulet Any PC who dons a bonebriar amulet were so foolish to wear a lich-made This amulet is carved from bone and and calls out the command word causes brooch of turning resistance, he would find usually has its command word inscribed bonebriars to jut out from all over his that evil priests could turn him as if they in plain sight on the front. It is almost body, piercing flesh and armor alike. were actually three levels higher. always circular, with rays of varying The PC must immediately make a sys- Brooches of turning resistance can be length projecting in all directions like a tem shock roll at a -30 penalty, with made in many different forms, but are twisted compass or a madman’s carving failure resulting in immediate death. most often carved from platinum. A of the sun. Even if the roll is made successfully, the favored design is a grinning skull with When activated, the bones of the PC loses 3d6 hp with an additional 1d6 small gemstones (usually rubies) for lich’s body produce sharp, thorn-like lost on subsequent rounds. Until healed eyes. protuberances. These “bonebriars” by means of a heal, limited wish, or wish XP Value: 2,000 GP Value: 10,000 cause an additional 1d4 hp damage to spell, the PC continues to lose 1d6 hp anyone struck by the lich; anyone grap- per round. Lesser magic, such as cure Gauntlets of aura suppression pling with the lich suffers 1d8 hp dam- light/serious/critical wounds spells and Upon occasion, a lich finds it benefi- age from the numerous bony spines. potions of healing/extra-healing, cannot cial to pass among humanity without The bonebriars will remain in place until prevent death after damage on such a being detected as an undead creature. the lich “deactivates” them by calling out massive scale. Deactivating the bonebri- There are many illusion-based spells the command word a second time, at ars causes no further damage to the (and magical items — see the sfaff of flesh, which point the spines melt back into injured PC. below) that allow a lich to look like a liv- the lich’s bones. The lich suffers no dam- Because of the damage such an ing being, but if he wishes to interact age from the forming or recession of the amulet can cause to living beings, liches with people, these gauntlets are neces- bonebriars. will often leave bonebriar amulets poorly sary. While appearing to be a normal

80 OCTOBER 1996 pair of well-made leather or linen made by PC wizards if the procedures A nightmare harness is expensive to gloves, gauntlets of aura suppression were properly researched. However, make, as it is studded with platinum and negate the aura of absolute cold that each memory globe is a single-use item, precious gems. The gems used in the normally causes cold damage and para- able to hold only the selected memories harness’ construction are usually the col- lyzation to living beings. In this way, the of the wizard creating it and unable to ors of flame and often glow with an disguised lich does not give away his be “erased” other than by its destruction. inner fire. A PC could use one of these true nature when coming into contact Furthermore, there are few instances devices to summon a nightmare, but the with the living. when a living PC wizard would find it creature immediately attacks the PC Both gauntlets must be worn in order necessary to purge his own memories in upon arrival, fighting until either it or the for the suppression to occur; wearing such a fashion. PC was slain. only one has no effect. A PC who dons XP Value: 1,000 GP Value: 5,000 Those thinking to steal a nightmare a pair of gauntlets of aura suppression harness in order to strip it of its gems had gains absolutely no benefit, but neither Nightmare harness best think again — once used in the cre- is he harmed. By means of this leather harness, the ation of a nightmare harness, each gem XP Value: 1,000 GP Value: 4,000 lich can summon a nightmare from the becomes cursed. Anyone with such a Lower Planes (see the MONSTROUS gem in his possession is plagued each Memory globe MANUAL™ for statistics on the nightmare). night by terrible dreams, dreams in Often in the early stages of lichdom, a The nightmare arrives in 1d4 rounds, has which he is chased over a desolate, bar- lich becomes despondent over what he maximum hit points, and willingly serves ren wasteland by a vicious, flame-snort- has lost, the price he has paid for his the llch indefinitely as a riding mount. If ing nightmare intent upon his death. immortality. Memories of loved ones, of the nightmare is ever killed in the lich’s Each night the gem remains with the the times spent in the company of service, the harness crumbles to dust. thief, he loses 1 point of both Strength friends — these can only be distractions and Constitution. Once either attribute to the power-hungry lich. For this reason, reaches zero, the PC dies. many liches early on create memory XP Value: 2,000 GP Value: 10,000 globes to help them deal with such annoyances. Potion of yellow mold distillate In appearance, a memory globe looks Liches like yellow mold. The mold’s like a simple crystal ball, although these spore clouds are deadly to living organ- items often seem to be filled with a dis- isms yet cannot harm the lich, as it does torting, hazy mist that shifts and wavers not breathe. Liches often have patches inside the glass like a heat mirage in the of yellow mold growing in the entrances desert. It has been filled at the time of its to their hidden lairs, as one level of creation with the memories the lich no defense against intrusion. longer wishes to have. These memories Many liches have investigated and inhabit the globe. When touched, the experimented with yellow mold to great memory globe displays random images extent, developing potions of yellow mold of the memories it contains. Since they distillate. These potions are extracts from were purged from his mind during the yellow mold spores, magically suspend- creation of the globe, the images are ed in liquid and mutated to have meaningless to the lich. extremely fast-acting effects when they However, the memory globe is a two- come into contact with living or once-liv- edged sword. While the creation of such ing flesh. As expected, the distillate is a a device can be extremely useful to a lich, cloudy yellow color, often with clots of allowing him to forget about the painful gray-green or milky-white substances parts of his past existence that he can floating in the mixture. never have again, it can be a deadly When a potion of yellow mold distillate weapon in the hands of his enemies. If is quaffed, the drinker’s flesh and organs discovered by an enemy, the images in are transformed into yellow mold in the the memory globe can be very revealing, space of a single round, exploding into a perhaps giving away some weakness of 10’ cloud of spores the following round. the lich that can be used against him. No saving throw is allowed; the drinker Additionally, if the globe is shattered, the perishes instantly, collapsing into a pile memories immediately return in full force of bones, and those caught within the to the lich, who is stunned for 1d4-1 spore cloud must save vs. poison or die rounds (one round minimum). While themselves. stunned, the lich is unable to move or As liches are found in varying stages take any actions, and he is at his most of decay, those that still retain a layer of vulnerable. For this reason, a lich’s mem- mummified, leathery skin are able to ory globe is usually as well-hidden and drink the potion of yellow mold distillate protected as is his phylactery. themselves, transforming their remain- Memory globes are not inherently evil ing skin into a deadly cloud of spores. As in nature and could conceivably be the yellow mold distillate does not eat

# DRAGON 234 81 away bone, and the lich is not discom- merely undoes what it did, with no fur- fited by the lack of skin and organs, the ther effect to the victim. However, at the lich is not harmed in any way by this lich’s option, he may use the life-force action. His opponents, however, are not present in the staff of the flesh to clothe so lucky — not only must they deal with his own bones in flesh for up to 24 the spore cloud, but such a display will hours. This magical effect gives the lich often (in the RAVENLOFT® campaign) call the exact appearance he had in life, for a Fear Check as well. regardless of the appearance of the vic- Liches have also been known to tim. In this fashion, the lich can pass chain human captives in a location lead- himself off as one of the living. The only ing to their inner lairs and leave one of hint as to the artificial nature of this these potions, unmarked, within their appearance is that the lich’s body will reach. After several days without food detect as magical under the scrutiny of and water, most captives eventually an appropriate spell or magical item. give in to their thirst and take a chance Furthermore, being clothed in flesh does on the potion. This creates a new patch not prevent the lich from using his aura of yellow mold for the lich and also of absolute cold to paralyze those he gives him a fresh new skeleton to ani- touches (and those liches that wish to mate as a servant. hide this ability while disguised as living It should be noted that psionic liches beings will wear gauntlets of aura suppres- do not generally have such a liking for sion, detailed above). yellow mold, since the larger patches A staff of the flesh can only hold the can develop psionic abilities and life-force of a single victim at a time. attacks, to which no psionic lich would While one life-force is being held, the wish to subject himself. staff cannot be used to drain another vic- The success of potions of yellow mold tim of his until the stored life-force is distillate have encouraged at least one either returned to its original body or lich to investigate the possibility of a used by the lich to clothe himself in potion of phycomid distillate. To date, such flesh. Often a lich will drain the life-force a substance has eluded him, but it’s of a member of a PC party, and use that surely only a matter of time — and time victim as a “hostage,” forcing the other is one thing liches have plenty of. party members to do the lich’s bidding XP Value: 800 GP Value: 2,000 in order to “earn back” their comrade’s life. Staff of the flesh PCs are able to use the staff of the A staff of the flesh is fashioned from a flesh, both as a weapon and to drain a sturdy, twisted branch of light-colored victim of his life-force, but the latter use wood, often bleached until it takes on of one of these weapons is an evil act, an almost bone-white color. and could result in an alignment shift. This magical staff serves two purposes For PCs in the RAVENLOFT setting, such use for the lich. First, it can be used as a of one of these weapons is grounds for weapon, striking as a staff +2. In addition, a Powers Check. by using a charge, an opponent struck by When first created, a staff of the flesh the staff must save vs. death magic or has 1d6 + 19 charges. These staves can have his skin and organs shrivel up to be recharged by the liches who create nothingness, leaving behind a pile of them. bones and any clothing and equipment XP Value: 8,000 GP Value: 35,000 worn or carried. The intent of this use of the staff must be made before the attack roll is made, and one charge is used up whether the staff hits its target or not. When a hit is successful and the vic- Johnathan M. Richards seems perfectly tim fails his save, the life-force of the vic- human on the telephone, but we wonder tim is absorbed into the staff. When this about the jewelry he fancies, not to mention occurs, the victim cannot be raised or res- that mean horse. And those gloves . . . urrected by normal means — his life-force remains imprisoned in the staff. Only by touching the staff of the flesh to the vic- tim’s remains and invoking the com- mand word can the victim be returned to life. In such a case, no resurrection or system shock roll is necessary; the staff

82 OCTOBER 1996

Convention Calendar Policies This column is a service to our read- ers worldwide. Anyone may place a free listing for a game convention here, but the following guidelines must be observed. In order to ensure that all conven- tion listings contain accurate and October Westward Ho 1 board, and miniatures games. timely information, all material October 5 TX Other activities: tournaments, should be either typed double-spaced Conventions or printed legibly on standard manu- Best Western, Midland. anime, open gaming, and art script paper. The contents of each list- AtCon III Events: role-playing, card, show. Registration: $12. ing must be short and succinct. October 3-6 TX board, and miniatures games. Alison Tashima, Director of The information given in the listing Ramada Inn, Austin. Other activities: dealers and Public Relations, Memorial must include the following. in this Student Center, A&M, order: Special guests: , open gaming. Registration: $4 1. 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84 OCTOBER 1996 79233 or e-mail: agriego@ Haven Role Playing Games card, board, and miniatures ity auction and workshops. stic.net. Society, R.D. #2 Box 309C, games. Registration: varies. Registration: $30 on site. Mill Hall, PA 17751, or e-mail: M. Forner’s Games Only Hampton Roads Science Middle fair ‘96 [email protected]. Emporium, 230 S. 8th St., Fiction Association, Inc., c/o October 12 WV Lemoyne, PA 17043. Mark Shaffer, P.O. Box 9434, Middletown Mall, Fairmont. Fantacon Hampton, Virginia 23670, or Events: role-playing card, October 26 IN November e-mail: [email protected]. board, and miniatures games. Porter County fair- Conventions or http://www.earthlink.net/ Other activities: MtG* tourna- grounds, Valparaiso. Events: ~scicon. ment, recreationists, costume role-playing, card, board, Ork Con ‘96 exhibitions, and computer and miniatures games. Other November 1-3 Configuration 7 software. 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Guests: Roxanne MtG* tournament, Japan- November 15-16 IN tournaments, board games, Longstreet, Cat Conrad, Joy imation room, and dealers French Lick Springs Resort, miniatures, and collectible Marie Ledet, and Elissa area. Registration: $10/week- French Lick. Events: role-play- card games. Other activities: Mitchell. Events: role-playing end, $5/day, plus 50¢/game. ing card, board, and miniature movies and a game auction. card, board, and miniatures Game Lords of Corpus games. Other activities: Star Registration: $3. Bob von games. Other activities: deal- Christie, P.O. Drawer 987, Trek Con, dealers, home film Gruenigen, 804 Willowdale ers, tournaments, art show Odem,TX 78370. contest, costume contest and Ave., Kettering 45429. and auction, and costume ball. Tentative guests: Grace contest. Registration: $25/ Novagcon ‘96 Lee Whitney, Bjo Trimble and Totally Tubular Con IV weekend, $15/day. Outpost November 2-3 VA NASA. Registration: varies. October 18-20 CA Productions, 503 Courthouse Kena Temple Hall, Fairfax. Send SASE to: Chimaera, P.O. Days Inn, Fullerton. Events: Ave., New Boston, TX 75570. Events: role-playing painting Box 42, West Baden Springs, role-playing card, board, and contest, historical and SF IN 47469. miniatures games. Other Sibcon ‘96 miniature wargaming and activities: a LIVING City™ tour- October 26 PA card games. Registration: $8 Pentacon XII nament. Registration: $25 Days Inn Conference NOVAG members, $10 gener- November 15-17 IN preregistered, $30 on site. Center, Butler. Events: role- al admission. Send SASE to: Grand Wayne Center, Totally Tubular Con, P.O. Box playing, card, board, and NOVAG, P.O. Box 7158, Downtown Fort Wayne. 18791, Anaheim Hills, CA miniatures games. Other Reston, VA 22091. Events: role-playing, RPGA 92871-8791, or e-mail: activities: dealers, demos, and Network tournaments, col- [email protected]. tournaments. Registration: $5 Sci-Con 18 lectible card games, board preregistered, $7 on site. November 8-10 VA games, auction, miniatures Rucon VIII Circle of Swords, P.O. Box Holiday Inn Executive painting contest, charity raffle October 25-27 PA 2126, Butler, PA 16003. Center, Virginia Beach. and art show. Other activities: Lock Haven University. Special guests: artists Larry seminars and computer Events: Magic: the Gathering* Organized Kahn Fusion Elmore and Melissa Benson, games. Northeastern Indiana tournament, masquerade 20 - General Con SF author Charles Sheffield, Gaming Association, P.O. Box ball, and speakers. For infor- Oct 26-27 PA and others. Events: Starfleet 11174, Fort Wayne, IN 46856, mation send a SASE to Newberrytown Fire Hall, Battles* MtG* and live-action or e-mail: 102654.230@ William E. Donges Ill, Lock Etters. Events: role-playing, games. Other activities: char- compuserve.com.

# DRAGON 234 85 86 OCTOBER 1996 Garden State Games Pittsburgh Comicon door. SyndiCon ‘96, P.O. Box ments, dealer area. Faire November 23-24 PA 1602, Portage, IN 46368. Registration: varies. LAGA, November 21-24 NJ Pittsburgh Expomart, 1006 Colebrook Rd., Ramada Inn, East Windsor. Monroeville. Special guests: December Lebanon, PA 17042. Contact Andrew Dawson, 470 John DeLancie, artist William Conventions Ironstone Dr., Boyertown, PA Stout, and Marvel/DC artist Dominicon 19512. Scott McDaniel. Events: Magic: Albuquerque Game Fair December 13-15 the Gathering, Star Wars CCG, ‘96 St. Patrick’s College ShaunCon XXIII charity auctions and more. December 6-8 NM Maynooth Co., Kildare. November 22-24 MO Other Activities: free auto- Pinnacle Four Seasons Events: role-playing, card, Holiday Inn, Kansas City. graphs, comic and game Hotel, Albuquerque. Guests: board, and miniatures Events: LIVING CITY™, LIVING sales. Registration: $7 single- Margaret Weis and Tracy games. Other activities: CCG JUNGLE™, and LIVING DEATH™ day pass. Michael George, Hickman also, artist Quinton tournaments and more. tournaments, Masters and 1002 Graham Ave., Windber, Hoover. Events: role-playing, Registration: £3 for a day Grand Masters events. Other PA 15963. card, board, and miniatures ticket, £5 for the weekend. activities: Amber*, Call of games. Other activities: RPGA Karl Monaghan, 27 Great Cthulhu*, GURPS*, Necro- SyndiCon ‘96 tournament, art show, Oaks, Mullingar, Co. munda*, *, Star Nov 29-30, Dec 1 IN dealers area, computer room. Westmeath, Rep. of Ireland. Wars* and many more. Ramada lnn, Portage. Registration: varies. AGF ‘96, Registration: $23 at door, dis- Events: role-playing, cards, 3422 Central Ave SE, counts for pre-reg and/or comics, miniatures, board Albuquerque, NM 87106 or RPGKC members. RPGKC, P.O. games, painting contests, e-mail [email protected]. Box 7457, Kansas City, MO and RPGA Network events. Lagacon * indicates a product produced by 64116-0157, or send e-mail: Other activities: AD&D Arena 21 a company other than TSR, Inc. [email protected] or web: Combat event, Friday the December 7 PA http://users.aol.com/RPGKC/ 13th, all-weekend Photo Eagles Hall, Lebanon. Events: RPGKC.html. Killer game and interactive role-playing, card, board, role-playing. Registration: and miniatures games. Other $15 until October 15, $20 at activities: AD&D tourna-

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90 OCTOBER 1996 sequences. For example, a paladin don- ning a hat of difference and assuming the druid profession could find himself fac- ing a big atonement or even the loss of his paladinhood as he strives to follow the druidical ethos.

Can oil of impact be used on slashing and piercing weapons? Does the oil by have a lesser effect on these weapons? Sure, you can pour oil of impact on an edged or pointed weapon, but it doesn’t do much good. The oil creates a magical If you have any questions on the games A hat of difference allows the wearer to effect only when poured on a blunt produced by TSR, Inc., “Sage Advice* will follow any new character class, but the (type B) weapon. answer them. In the United States and assumed class must be different from Canada, write to: Sage Advice, DRAGON® the character’s current class. Once a How can someone tell if a material Magazine, 201 Sheridan Springs Road, character dons a particular hat of differ- component is used up in a spell? Lake Geneva, WI 51347, U.S.A. ln Europe, ence, he cannot change the class the hat Sometimes the spell description says write to: Sage Advice, DRAGON Magazine, allows him to assume thereafter (though whether the material components are TSR ltd., 120 Church End, Cherry Hinton, he could follow another class if he consumed and sometimes it doesn’t. Cambridge, CB1 3LB, U.K. You can also acquired another hat of difference). While Priests’ holy symbols usually are not e-mail questions to [email protected]. following the assumed class, the charac- consumed when used to cast priest We are no longer able to make personal ter must abide by the alignment and spells. Likewise, most priest spells that replies. Please send no SASEs with your ethos restrictions imposed by that class. require holy water require only a small question. SASEs are being returned with If he violates those restrictions, he suf- sprinkle, say a tenth of a vial, per spell. copies of the writer’s guidelines. fers the consequences. If the character Beyond that, assume that any spell’s This month, the Sage considers ques- violates his own alignment while main- material component is consumed in the tions about magical items for the AD&D® taining an alignment required by the casting unless the spell description game, pauses to count pummeling attacks, assumed class, he also suffers the con- specifically says that it is not. Some spell and responds to a critic.

There is an evil cleric: we will call him Bob. Bob casts a hold person spell on a fighter we’ll call Joe. Joe fails his save. Joe’s fighter companion Sam has a ring of free action. Sam puts his ring on Joe’s finger. What happens? What if Bob dies before the spell ends? Is Joe freed from the hold person spell then? I recommend that nothing happen when Sam puts the ring of free action of Joe’s finger. The ring prevents hold spells from affecting the wearer after the wearer dons it, but it doesn’t necessarily help him with effects that already were in place when the ring goes on his finger. Generally speaking a spell that does not require concentration from the caster (such as hold person) runs merrily along until dispelled or until its duration runs out, no matter what the caster does or what happens to the caster.

Does the hat of difference allow races to assume classes that they wouldn’t be able to normally? For example can a dwarf don a hat of difference and become a paladin? Are there any nega- tive effects of using a hat of difference to assume the form of a priest and follow- ing different deities each time?

# D RAGON 234 91 descriptions go out of their way to note quicker than pummeling or martial arts pummeling or martial arts attacks at the that the material component is con- attacks. Not so, because anyone armed standard (non-specialized) warrior rate. sumed, but that’s just a reminder. with a weapon uses his base initiative In table form, the attack rates would phase or the weapon’s base initiative look like this: I have a question concerning detect- phase, whichever is worse. Now, on to ing scrying. The subject matter I read the rest of your question: Pummeling and martial arts attack was the crystal ball description in the Nonproficient pummelers and martial rates (expert characters) ® Guide It seems as if artists can make no pummeling attacks Character Level Attacks/round there are two different checks for or martial arts attacks at all. Any Class 1-6 1/1 detection. The first check is a percent- Characters familiar with pummeling 7-12 3/2 age based on class, with a cumulative can make one pummeling attack each 13+ 2 addition for Intelligence above 12. This round using one hand. There is no such I understand. Another sentence says thing as familiarity with martial arts — Pummeling or martial arts specialists there is a check based the target’s level, one is proficient at a martial art or one must be single-classed fighters unless (e.g., a 9th-level victim would have a is not. the campaign uses the optional rules 45% chance). Is this second check valid? Characters proficient in pummeling from the PLAYER’s OPTION™: Skills & Powers Should there only be one check using or martial arts attack once a round if book. These characters attack as spe- the higher or lower percentage? I’m they’re not warriors or at the standard cialized fighters (as do master charac- confused on the matter, and it makes warrior rate if they are, like so: ters, see next section). In table form, the a difference on a campaign we’re cur- attack rates would look like this: rently playing. Pummeling and martial arts A character has only one chance to attack rates (proficient characters) Pummeling and martial arts attack detect scrying each round. The value for Character Level Attacks/round rates (specialized, master, and high the subjects level or hit dice is added to Non-warriors Any 1/1 master characters) the base chance, which is determined by Warriors 1-6 1/1 Character Level Attacks/round class (treat most monsters as fighters) 7-12 3/2 Fighter 1-6 3/2 and Intelligence. A 9th-level wizard with 13+ 2 7-12 2/1 an Intelligence score of 18, for example, 13+ 5/2 would have a 74% chance each round Characters who have become pum- Characters must be single-classed (8 + 21 + 45) of noticing the scrying. meling or martial arts experts make fighters to achieve martial arts mastery, Note that creatures with Intelligence scores lower than 13 have no chance of detecting the scrying without some kind of magical aid no matter what their hit dice or level.

Could you please clear up the confu- sion about attacks per round when it comes to unarmed combat. In particu- lar I’m asking about the system used in PLAYER’s OPTION™: Combat & Tactics book? For example, if I have a 7th-level fighter with mastery in pummeling, how many attacks does he have each round? Is this figure per hand or a total of the two? A table containing figures for attacks per round for unarmed combat (including martial arts) would be nice. While we’re on the subject, what bonuses do master and grand master pummelers (and martial artists) gain? What is the base phase for a pummeling or martial arts attack? I’ve been resisting answering the first part of your question because it would take a lot of space to explain some pret- ty simple things. Hang on, we’ll get there in a moment. The base initiative phase for a pum- meling or martial arts attack is the same as the attacker’s base initiative phase. Some people think this means daggers and other fast weapons are actually

# DRAGON 234 93 unless the campaign uses the optional A wish cannot be activated in any the correct answer. For example there rules in the Skills & Powers book. As area where magic or 9th-level spells or was a question about elven gestation. noted earlier, characters who become the type of magical item containing the The answer was that there was no writ- masters and high masters at pummeling wish do not work. However, a wish ten information on that subject and that or martial arts have the same number of directed at such an area can affect that it was something for the philosophers. attacks as a specialist does. A character area, provided magic works at the user’s Well, the local idiot said, “I’ve seen some- who achieves grand mastery at pum- location. For example, a wish could thing on elven gestation in the elves meling or martial arts receives an extra destroy an antimagic shell or cause a handbook.” Naturally we didn’t believe attack per round, as follows: beholder’s antimagic ray to cease func- him. Much to our surprise, though, when tioning for a time (I’d suggest 3d10 we picked up the book there it was. Pummeling and martial arts attack rounds) if the user was standing outside Under the “Life Cycle of Elves.” Co figure. rates (grand master characters) the ray or shell. A wish also could be I wouldn’t have thought to look for Character Level Attacks/round used to rescue a character from within a something about elves in the elves Fighter 1-6 2/1 dead magic area or even allow magic to handbook either. I also enjoy reading 7-12 5/2 function in a dead magic region for a your articles in “Sage Advice” where you 13+ 3/1 short time (say 5d4 rounds). A wish, bash people for asking stupid questions. however, cannot create a magical effect Now, instead of wasting space for ques- All the foregoing assumes attacks inside an area where magic doesn’t tions about barbarians blowing up pow- with only one hand. Any character mak- function. While a wish could summon a der kegs in treasure rooms with an elven ing pummeling or martial arts attacks whole party out of a beholder’s ship, I suggest that you start putting in (remember that a nonproficient charac- antimagic ray, it could not restore that articles that have relevance to the actual ter can’t pummel or use martial arts at party to full hit points. AD&D role-playing game. I would hope all) can gain an extra attack each round to see better information in the future, by attacking with both hands, but the I have found that a lot of the informa- or I have no reason to subscribe. If the two-weapon penalty applies (Though tion in DRAGON Magazine is useful. information isn’t correct, it doesn’t do martial arts styles A and B negate the However, I found some of the informa- the subscribers any good. penalty in some cases, see C&T, page 95). tion in your “Sage Advice” columns to be Actually, what I said (back in issue Pummeling and martial arts masters amiss. I feel that if you are going to #228) was that there is no hard-and-fast gain all the bonuses listed for weapon answer questions that you should at rule in the AD&D game for the gestation master using a melee weapon in least spend a little bit of time looking for periods of PC races. And there isn’t. I did Chapter Four of the Combat & Tactics book. That is, an attack bonus of +3 and a damage bonus of +3. High masters (who must be at least 6th level) gain the benefits of mastery and improve their base initiative by one category. For example, a human high master making a pummeling or martial arts attack has a base initiative of very fast. (Note that no action in the C&T system can be faster than very fast.) Grand Masters have the benefits of mastery and high mastery, the extra attacks noted on the table above, and use a bigger die to deter- mine damage. A pummeling grand mas- ter inflicts 1d3 hp damage with his bare fists and 1d4 hp damage with mailed fists. A grand master martial artist inflicts 1d4 hp damage with his bare hands or 1d8 hp damage with his feet. Further, grand masters can inflict critical hits on rolls of 16 or higher (rather than the standard 18 or higher, see C&T, page 101). Grand master pummelers and mar- tial artists also add their +3 attack bonuses to their opposed Strength rolls when checking for knockdowns (see C&T, page 84).

Since a wish is a magical spell, can it be used or operate properly in an antimagic shell, a beholders antimagic ray, or in a dead magic region?

# DRAGON 234 95

make mention of philosophers in my answer, but that was regarding whether a lie had been told and had nothing to do with elven gestation. Several readers have pointed out that the Complete Book of Elves makes a refer- ence to two-year pregnancies for elves. (It’s on page 50, in the Rituals section of Chapter Five: Elven Society; my copy doesn’t seem to have a section entitled “Life Cycle.“) In any case, I don’t regard You don’t want to that as a hard-and-fast rule. The entire explain to this guy book is optional, and as I explained in that you forgot the issue #228, any gestation period much SASE! longer than nine months is too long given an elf’s body mass. In any case, If you write us with an article query this is not the kind of “rule” a DM should and expect a reply, don’t forget to feel obligated to follow when a player enclose a self-addressed, stamped envelope unexpectedly pulls it out of his hat in an (SASE). Readers from outside the United States should enclose two attempt to get the DM to change his International Reply Coupons (IRCs) with a self-addressed envelope. Note mind about a decision he has made, that “Sage Advice” cannot make personal replies, and our busy schedule does not which was the situation the reader who allow us to answer game questions or other lengthy inquiries. You can always submitted the question described. send article queries, “D-Mail” and “Forum” submissions, and other correspon- I was remiss, however, in not specifi- dence to us via e-mail at [email protected]. To request writers’ guidelines, send cally pointing out that my suggestion e-mail to [email protected]. Send e-mail to the Sage at [email protected]. contradicted an in-print rulebook (even For change of address notices, send a postcard to “Address Change,” DRAGON® though it is an optional one). I stand Magazine, 201 Sheridan Springs Road, Lake Geneva, WI 53147. Always include chastened, but not much. both the old and new address along with your full name. Please do not send On to the matter of the powder keg. change of address notices via e-mail. Take another look at the cover of issue #228, where this question appeared along with the question on elven gesta- tion. You’ll note that it was the April issue. In April, I try to collect the years sil- liest questions; the reader who posed the elven gestation question asked it in humorous fashion, either by design or by accident. The powder keg question was pretty funny, too. I didn’t bash the reader for asking the question. I felt it necessary, however, to rail against cam- paigns where dragon slaying and the recovery of emeralds the size of thrones supposedly are “everyday” occurrences and that feature powerful items the DM doesn’t know how to use in play. The perils of out-of-control campaigns are always relevant to this column, which provides advice to DMs and players who have gotten themselves into trouble they can’t readily get out of on their own.

Skip Williams rates Ishtar, Bringing Up Baby, Arsenic and Old Lace, and several other screwball comedies among his favorite movies. He always sees to if that he gets a good dose of silliness before writing his annual April column.

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100 OCTOBER 1996 # DRAGON 234 101 102 OCTOBER 1996 # DRAGON 234 103 104 OCTOBER 1996 # DRAGON 234 105 106 OCTOBER 1996 # DRAGON 234 107

Night Below A DVANCED D UNGEONS & DRAGONS® game supplement Three 64-page softcover books, one eight-page ” booklet, eight reference cards, 16 player handout sheets, three 21”x32” double- sided map sheets, boxed TSR, Inc. $30 Design: Editing: John D. Rateliff Illustrations: , Glen Michael Angus, David Trampier, and Cover: Undermountain: the

ADVANCED DUNGEONS & DRAGONS game supplement 32-page softcover book TSR, Inc. $8 Any jerk can design a role-playing Design: Steven E. Schend adventure. Or at least, every jerk seems Editing: Bill Olmesdahl Role-playing games’ rating to think he can. That should be evident Illustrations: Earl Geier to anyone who’s ever suffered through Cover: Alan Pollack Not recommended a hastily assembled scenario barfed up Ask an AD&D® game veteran about by a lackadaisical publisher or the ama- May be useful dungeon crawls, and he’ll probably dis- teur hour effort of an idea-deficient miss them as the role-playing equivalent friend. But a quality adventure, now of training wheels, useful for teaching Fair that’s a different kettle of cocoa. Quality the fundamentals, but best set-aside Good adventures require intelligent plots, when you’re ready to join the grown- themes, and encounters, of which there ups. What mature role-player, after all, Excellent is a chronically short supply. wants to wander around a labyrinth cre- But I’ve dug up some good ones for The BEST! ated by somebody with the architectural you this month, including a couple of acumen of a pre-schooler? Who wants classy dungeon crawls and a few first- to run a gauntlet of two-dimensional rate anthologies. As for the design adversaries whose only purpose in life is teams, there’s not a jerk in the bunch. to guard the rooms they happen to Uh, as far as I know. occupy?

# DRAGON 234 109 I maintain, however, that the dun- An adventure this ambitious deserves foul-tempered creeps. Book Three, “The geon crawl gets a bad rap for the wrong an opulent presentation, and TSR comes Sunless Sea,” is a knock-out, a magic- reasons. There’s nothing inherently through with its most impressive pack- drenched free-for-all featuring a tidal wrong with the concept. In most cases, age since 1993’s Dragon Mountain. Three wave of supernatural thugs and a breath- it’s the execution that’s awful. An expe- 63-page books, complete with color cov- taking climax. rienced designer doesn’t have to knock ers and evocative black-and-white illus- But what pushes Night Below over himself out to whip up a dungeon crawl; trations, divide the campaign into man- the top isn’t the sturdy plot, but the sprinkle a few monsters, death traps, ageable chunks. The introductory mater- encounters, a blizzard of imaginative and treasures over a crossword puzzle ial includes a streamlined synopsis of the hazards guaranteed to dazzle the most grid and — ta daaa! — instant adventure. entire adventure, some smart staging jaded players. Some samples: On a In other words, because dungeon crawls tips, and a rules section that addresses a beach of gems stands an 8’-talI statue of are easy to design, they’re easy to host of potential problems. It suggests, an elf clutching a blue stone that radi- design badly. No wonder, then, that the for instance, that the DM treat certain ates necromantic magic; a pair of cyclo- typical crawl is about as exciting as a mental powers as magical rather than pean monstrosities lurk nearby. stroll through a shopping mall. psionic, excellent advice in the context of Elsewhere, a chamber door conceals a Which brings us to Night Below, a lav- an adventure this complex. Sargent’s magical ice blast, an acid bomb, and a ish boxed set that transforms the lowly facility at the keyboard results in clutter- squadron of killer gnomes. Should the dungeon crawl into a spectacle of jaw- free text, seasoned with memorable party disturb a treasure-filled coffin in a dropping proportions. Ace designer Carl images: clusters of spiky stalagmites lich’s chamber, they’ll activate a bronze Sargent gives a virtuoso performance, known as Crab Petals, a yellow and chandelier that sprays them with light- on par with his criminally underrated white cavern called the Poached Egg ning bolts and magic missiles. Admittedly, From the Ashes set for the ® set- Chamber. The player hand-outs, two a few of the encounters could’ve used ting (which had the misfortune to be dozen in all, feature an assortment of more development; sometimes, Sargent released in 1992, when GREYHAWK was cryptic sketches and journal entries, simply plops a monster in a room and gasping for air). Demonstrating a some of them downright creepy (“Some forgoes the details, forcing the DM to remarkable flair for style and pacing, creatures from another plane are here,” come up with the monsters personality Sargent has concocted an adventure reads one of the entries. “We do not and tactics. Note, too, that the show- that eats up several years of game time, know what they are...”). Only the poster down at the end of Book Three is taking the PCs from level 1 all the way maps disappoint, perfunctory outlines of exceedingly dangerous. My group hasn’t to level 10. In real time, he promises cave systems devoid of interesting ter- gotten there yet — I want to make sure hundreds of hours of play, and he’s not rain. With a shortage of dead ends and they’re at or near 10th level to give kidding. My group’s been playing Night multiple pathways — not to mention the them a fighting chance — and I don’t Below on and off for several months, absence of geysers, sinkholes, and other expect them all to survive once they do. and the end’s still not in sight. geologic obstacles — Night Below doesn’t But I have a feeling they’ll agree that an make for much of a maze. adventure this mind- blowing is worth a The plot centers on the few casualties. PCs’ efforts to thwart a Those not up to the demands of Night takeover of the surface Below but still hungry for a quality crawl realms by a cadre of nasty can feast on Undermountain: The Lost subterraneans — who, by the Level. An adventure of modest ambition, way, I can’t name without The Lost Level wants only to bludgeon giving away a nifty surprise. your PCs until they collapse, then kick Book One, titled “The Evils of ‘em when they try to get up. The dun- Haranshire,” opens with a geon itself has something to do with series of mysterious kidnap- Mellarikyn dwarves, sacred burial pings and introduces the grounds, and a dilapidated temple, but party to an “evil death cult who cares? What counts is the potential (as opposed to, I guess, a for bodily harm. Well, stock up on ban- benevolent death cult). dages, brother, because exploring The Though clever touches Lost Level is like diving into a pool of abound — a ferocious albino razor blades. I count at least two dozen eel the size of a school bus, exquisitely cool ways to bite the dust, goblinoid versions of Beavis ranging from crawling claw strangulation and Butt-head — it’s the to orb beholder electrocution. To give the weakest of the three books, PCs a break between bloodbaths, mainly due to the bland rural designer throws in some setting and the inescapable tricky brain teasers, like a chamber with feeling that its all a warm-up wall-to-wall mirrors (good luck finding the for the goodies yet to come. exit). And what to do about that ghostly Book Two, “Perils of the woman at the end of the 100-foot hall? ,” is pure dungeon, Hit her with a fireball? A lightning bolt By Dana Atnip an underground network of maybe? Sorry. The hall is magic-dead. coiling passages packed with And by golly, here comes the ghost . . .

110 OCTOBER 1996 Sure, Lost Level reads like an antique; Super Tuesday Illustrations: Storn Cook, Jordi Ensign, kill the references to the FORGOTTEN Shadowrun* game Christopher J. Trevas, Christina Wald, REALMS® setting and it could’ve been pub- and Mike Vilardi supplement Cover: lished in the ’70s. Sure, instead of build- 112-page softcover book Doug Shuler ing to memorable climax, it just sort of FASA Corporation $15 stops. And sure, a diet of crawls this Design: Stephen Kenson with Tom Of course, not every player has the goofy will stunt your growth. So will a Dowd patience or attention span necessary for diet of cotton candy. But there’s nothing Editing: Donna lppolito a Night Below or, for that matter, a Lost wrong with a little cotton candy every Illustrations: Tom Baxa, Peter Bergting, Level. For them, an adventure anthology now and then. Kevin Long, and — a collection of single-session scenarios Evaluation: If you’re the kind of guy Cover: Jim Nelson geared to the same game system — who thinks dungeon crawls are dumb, might be a better alternative. Not all Night Below probably won’t change Classic Adventures: anthologies, however, are created your mind. Though Sargent insists oth- Volume Three equal, and most of them — how to put erwise, Night Below is essentially a hack- Star Wars game supplement this? — well, most of them stink. Odor n’-slash extravaganza. But it’s smart 128-page softcover book tends to be generated for three reasons: hack-‘n-slash, requiring tactical expertise $18 1. Typically, an adventure anthology and an aptitude for negotiation, not to Design: , Michael compiles the efforts of several designers. mention a good memory to keep track Nystul, , and Daniel Because some designers are terrific and of where the heck you are. Less reward- Greenburg with Eric S. Trautmann some are terrible, it’s no wonder that ing but still a kick, Undermountain: the Editing: , Paul Murphy, anthologies tend to be inconsistent. Lost Level is old-school AD&D at its best, Bill Slavicsek, C.J. Tramontana, and Eric 2. The limited amount of space in a ideal for PCs who prefer to think with S. Trautmann short scenario doesn’t give a designer their swords. Neither Night Below nor Illustrations: Rosaria J. Baldari, Tim much room to goof off. Every encounter, Lost Level is what you’d call sophisticat- Bobko, Tim Eldred, Paul Jaquays, John character, and plot twist has to count. ed. They’re training wheels. But they’re Paul Lona, Lucasfilm Ltd., Mike Manley, One misstep can send the whole thing training wheels with solid gold spokes. Allen Nunis, Brian Schomburg, and Mike over a cliff. Vilardi 3. Because anthologies often lack a Cover: Tim Bobko cohesive style or theme, they’re hard to fit into an on-going campaign. The first scenario might be funny and set in a swamp. The next might be serious and set in a city. Getting from funny to seri- ous and from swamp to city requires planning and effort — and ironing out the continuity isn’t every gamemaster’s idea of a good time. Once in a while, though, an antholo- gy comes along that transcends the lim- itations of the format. Blades is not only the best-ever anthology for , it’s among the best-ever fantasy anthologies, period. True, several designers had a hand in Blades, but they’re some of FASA’s top dogs. Louis Prosperi, for instance, was one of the architects of the original Earthdawn rulebook; cooked up the excellent Parlainth: The Lost City boxed Blades set. Considering the team’s experience, Earthdawn* game it’s no surprise that the characters, supplement encounters, and other basics are han- 104-page softcover book The Kathol Rift dled with effortless aplomb. Best of all, a FASA Corporation $15 Star Wars* game common theme unites the five scenar- Design: Louis J. Prosperi, Robin D. supplement ios: the search for the Key Knowledges of a set of magical daggers from the Laws, Sam Witt, , 104-page softcover book Nicole Lindroos Frein, and Diane Piron- West End Games $15 ancient ork kingdom of Cara Fahd. The theme is presented in such a way that Gelman Design: , Pablo Editing: Donna lppolito Hidalgo, Joshua A. Miller, Timothy the adventures can be dropped into just Illustrations: Kent Burles and John O’Brien, Eric S. Trautmann, and George about any campaign with a minimum of Dollar R. Strayton fuss. Settings range from the jungles of Liaj Cover: Steve Bryant Editing: Eric S. Trautmann to the rugged Tylon Mountains; regard-

# DRAGON 234 111 less of the locale, the tone remains grim, deadly alien construct in “Waystation.” (divine madness that improves fighting the dangers ever-present. “Bond Despite a few underdeveloped encoun- skills). Yep, you can live without all this. Breaker,” the opener, features a memo- ters and the uneven tone (a conse- But you may not want to, especially rable wedding and an incendiary tribal quence, I presume, of the number of after you get a load of the Hit Location rivalry. Spirits abound in “Crave designers involved), it’s a solid collec- Table, which lets you know exactly what Wisdom,” while “A Traitor’s Fate” sends tion. Familiarity with the DarkStryder box happens when you splatter a victim with the party into a tomb for a confronta- is mandatory, however, as is a tolerance Melf’s acid arrow. (His face dissolves. Or — tion with a decidedly ungrateful undead. for dead PCs. gulp — worse.) As the adventures unfold and the origin Classic Adventures, the light one, of the daggers become clear, the players repackages a trio of scenarios from the Mirkwood, by John David Ruemmler, will find themselves squirming in their Jurassic Age of the Star Wars game — Peter Fenlon Jr., and Susan Tyler seats. And rightfully so; unlocking the that is, the era of the First Edition. I can’t Hitchcock. Iron Crown Enterprises, $25. secrets of the daggers not only leads to say I was a fan of the first two CIassic Another fine addition to Iron Crown’s an explosive climax (in the “Pure Adventures volumes; the scenarios “Realms of Middle-earth” series Liquids” finale), but teaches a powerful struck me as hopelessly dated, accept- (reviewed in DRAGON Magazine issue lesson about corruption. able in their day but unworthy of #229), Mirkwood looks at one of the The Super Tuesday Shadowrun reprinting. But Volume Three hits the most treacherous regions in the Tolkien anthology, another first-rate FASA pro- jackpot, serving up three of the best mythos, home to mountain bats, fell duction, benefits from an irresistible Jurassic scenarios and updating them to beats, and giant spiders. As in the previ- premise: the election campaign for the the Second Edition rules. A brilliantly ous volumes, the book presents a United Canadian and American States. A staged pirate raid highlights “Riders of mountain of information about the presidential candidate, such as the Maelstrom.” “Death in the region’s history and culture. A fascinat- Democrat Arthur Vogel (an Ontario Undercity,” a tricky whodunit, takes ing read, it’s essential for fans of the dwarf) or Independent Dunkelzahn (a place on a mining outpost plagued by Middle-earth Role-Playing Game* game 7,000-year-old dragon), serves as a key sabotage. “Tatooine Manhunt,” the and hobbits of all persuasions. player in each of the five breezy adven- stand-out, sends the party on a search tures. Stephen Kenson — who wrote ‘em for a presumed-dead hero in the nooks GURPS Places of Mystery, by Phil all — has an appealingly light touch, as and crannies of Mos Eisley, home of the Masters and Alison Brooks. Steve evidenced by the off- the-wall commen- infamous cantina from the Star Wars: A Jackson Games, $18. tary from the Macmillan Group TV show New Hope film. All are fast-paced, action- This ambitious supplement for the (“I think Maria underestimates intensive adventures set in the years GURPS* game examines exotic locales Dunkelzahn’s popularity, Tom. The drag- between A New Hope and The Empire from around the world, sizing up their on is drawing a lot of attention from the Strikes Buck. This time, “classic” means potential for fantasy adventures. The media ...“). Among the highlights: just that. itinerary includes Africa, the British Isles, “Political Poison,” which centers on a Evaluation: Warning: these antholo- and the Far East, with special attention toxic shaman’s grudge against candi- gies resist translation into different sys- paid to Stonehenge and Atlantis. Mostly, date Vogel, and the delightful tems; you can’t, for instance, adapt the designers summarize material from “Casualties of War,” a rescue mission set Blades to AD&D without an inordinate historical and literary sources; for in Bug City. Super Tuesday doesn’t scale amount of effort. And except for the instance, the Pyramids chapter features the heights of Blades — the routine mys- entry-level Classic Adventures, they’re a capsule history of ancient Egypt, a tery “Strange Attraction” fails to engage, best-suited for experienced players. floor plan of the Luxor temple, and the the virtual reality of “Dry Run” is insuffi- Otherwise, forget about holding your legend of Tutankhamun’s curse. True, ciently surreal — it’s a must for Shadow- nose. There’s not a stinker in the bunch. enterprising gamemasters could dig runners with a sense of humor. most of this out of the local library. But Now let’s turn our attention to space Short and sweet for those without access to the right opera and look at a couple of recent col- PLAYER’s OPTION™ Spells and Magic, by books — or who’ve misplaced their lections representing the dark side and Richard Baker. TSR, Inc., $22. library cards — it’s a useful reference. light side of the Star Wars universe. The final volume in the PLAYER’S Kathol Rift, the dark one, continues on OPTION series turns the spotlight on spell- The Book of sigils, by Anthony Savile the gloomy, apocalyptic course charted casters and transforms them into with Edward Bolme, Mark Schumann, in the DarkStryder campaign box AD&D’s most formidable characters. Michael Pondsmith, and Michael (reviewed in DRAGON® Magazine issue Think I’m kidding? Enhanced wizards MacDonald. R. Talsorian Games, $17. #230). As in DarkStryder, the PCs of can acquire spell immunities, followers, The Lost Notebooks of Leonardo da Kathol Rift face death at every turn. The and priest abilities. Souped-up priests Vinci, by Edward Bolme with Mark Rift itself, a vast expanse of the galaxy can learn to commune with nature spir- Schumann and Michael Pondsmith. R. comprised of volatile gas, is a nightmare its, speak secret languages, and back- Talsorian Games, $17. locale; within the Rift, weapon ranges stab like thieves. And when they’re not One thumb’s up and one thumb’s are halved, ships are pounded by radia- attracting followers or perfecting back- down to this pair of sourcebooks for the tion vortexes, and space travelers are stabs, these wizards and priests can tin- Castle Falkenstein* game. Thumb’s up to subject to nausea and hallucinations. ker with dozens of fanciful new spells, The Book of Sigils, which describes the Each of the five scenarios highlights a like trollish fortitude (the caster regener- Sorcerous Orders of New Europa in tan- new crisis: food shortages in “Harm’s ates damage and ignores dismember- talizing detail. Players interested in Way,” a mutiny in “Rogue Elements,” a ment) and righteous wrath of the faithful Victorian wizardry should have a ball

112 OCTOBER 1996 with the phantom carriages conjured by Uncaged: Faces of Sigil, by R.V. Tarot, by Nicky Rea and Jackie the Foursquare of the Red Tower and Vallese. TSR, Inc., $20. Cassada with Stewart MacWiIIiam, the alchemical recipes developed by the Having read every single word of Richard Thomas, and Sam Chupp. White Way of Liquid Breath. But thumb’s down every single supplement for the Wolf Game Studio, $25. to Lost Notebooks, a collection of bizarre ™ setting, I can say categori- One thing’s for sure: this ain’t your inventions (healing devices, weather cally that this Who’s Who of Sigil — a grandma’s tarot deck. The gorgeous controllers) that’s beautiful to behold but compendium of more than 40 planar cards, packaged in a handsome violet not particularly useful. Nor is it much fun personalities complete with game stats box containing a full-color 128-page to read, thanks to authentic-sounding and background notes — is the most guidebook, are regulation size and bear but stilted writing. (“It is now three days entertaining entry to date. I can’t say many of the traditional tarot symbols, later, and by my observations, which categorically that R.V. Vallese is TSR’s such as The Fool and The Hierophant. you must know are most careful and most accomplished writer, but darned if But for the most part, they’ve been mod- studious, I have discerned indeed that I can think of a better one. Want proof? ernized to conform to the Gothic-Punk the magickal lines are present once Here’s how Vallese describes the gaze of stylings of White Wolf’s “World of more in as great a number as any which bladeling Adamok Ebon: “[She] stares Darkness” setting. Therefore, instead of I beheld previously.“) Let Leonardo rest berks straight in the peepers when she’s The Ace of Pentacles and The Page of in peace, and go for a different Castle talking to them, though her own icy Cups, we get The Queen of Questing book instead; I recommend Steam Age. clear eyes of amethyst quartz register and The Knight of Primordialsm. The not a flicker of emotion.” From the mem- striking illustrations include a hooded Juicer Uprising, by C.J. Carella. oirs of pickpocket Neggis Ham: “I’d motorcycle rider surrounded by giant , $17. cooled my wings in the City Court’s candles, and a weirdo in a top hat eye- No, this isn’t about a revolution of holding pens since antipeak two nights balling a cup made from a human skull. kitchen appliances. It’s an elaborate before, just waitin’ to hear my name so’s Designed as a play-aid for the Mage: The treatise on one of the Rifts* game’s most I could go before the judge, pony up my Ascension* game, the cards can be used popular character classes. The Juicer is fine, and get back to peeling the to generate subplots and nonplayer one part soldier, one part psychopath Clueless outside o’ Chirper’s.” I could character traits. White Wolf cautions who generally finds it easier to extermi- quote this stuff all day. Instead, I’ll urge that “this deck is not intended for true nate strangers than endure their stupid you to snag this gem, even if you have readings. It is not a starter deck for questions. Hardcore players should rel- to beg, borrow, or peel it. would-be magicians . . .” In other words, ish the new variants (Bio-Wizard Juicer, if you’re a burgeoning fortune-teller, Juicer Gladiator) and weapons (pepper- Cryptic Campaigns, by Steven Brown you’ll have to stick with tea leaves. box laser, napalm flame thrower). and Mike Montesa with Greg Farshtey. Uprising, however, provides more Juicer West End Games, $15. Jungle Camo 12mm Speckled Dice. info than a casual Rift-er like me will What scares me most about this sup- Chessex Mfg., $4 (12 dice per set). ever need. But I have to admit, I loved plement for The World of Tales from the As a rule, I’m indifferent to dice, oper- the sports section. Anyone for deadball? Crypt” setting (for the * game) ating under the assumption that if are statements like these: “[The game] is you’ve tossed one, you’ve tossed ‘em all. Warriors of the Apocalypse, by Tom more about salvation than it is about But these gorgeous six-siders, with Byrd, Ken Cliffe, Ed Hall, Todd Mayville, damnation . . . Virtue is rewarded and bright red pips and faces the color of Ethan Skemp, Mike Tinney, and evil is punished . . . It is a, game about the jungle fatigues, are the first I’ve seen in Pocahontas Firestein van Elfinburg della human condition . . . “ That doesn’t a long time that I’d break down and buy. Escondido. White Wolf Game Studio, $15. sound like the Crypt Keeper to me. That Because they look good enough to eat, A good idea, well-executed, Warriors sounds like a — shudder — literature pro- I wouldn’t advise getting them if you’ve of the Apocalypse builds a bridge fessor. Cryptic Campaigns offers a got a toddler around the house. Unless, between the Werewolf: The Apocalypse* plethora of thoughtful tips for staging of course, you flat-but don’t like the kid. role-playing game and the Rage* col- adventures: employ vivid imagery, use (Information: Chessex Mfg., 2990 San lectible card game. The 128-page, sump- flashbacks judiciously, foreshadow sig- Pablo Avenue, Berkeley, CA 94702. tuously illustrated book provides RPG nificant events. But “thoughtful” isn’t the statistics for virtually every character first adjective that comes to mind when from Rage, as well as the Umbra, Wyrm, I think of Tales from the Crypt. Where’s and War of the Amazon expansions. the friskiness, the freewheeling anarchy is the author of The Thus, Warriors of the Apocalypse that distinguishes Crypt from every other Complete Guide to Role-Playing Games enables Rage Garou to be used in horror game? And what happened to (St. Martin’s Press). You can write to him at Werewolf. My initial reaction was to page the puns? Though Cryptic Campaigns 2620 30th Street, Des Moines, IA 50310. through the book to see how many of succeeds as a book of advice (with a Enclose a se/f- addressed envelope if you’d these guys I had in my Rage collection, pretty good adventure thrown in for like a reply. then run to the store and buy more good measure), I’m not sure every role- boosters to fill in the gaps. Hmm . . . that * indicates a product produced by a company slayer will need it in his diebrary. other than TSR, Inc. Most product names are trade- couldn’t possibly be what White Wolf marks owned by the companies publishing those had in mind, could it? products. The use of the name of any product with- out mention of its trademark status should not be construed as a challenge to such status.

114 OCTOBER 1996

On Hallowed Ground A PLANESCAPE® accessory by Colin McComb The inside world of the gods of the outer planes in revealed in this deluxe accessory. Also included is detailed information on the deities and their proxies giving players new foes and powers to contend with. $25.00 U.S./$32.00 CAN./£15.99 U.K. TSR Product No.: 2623 ISBN: 0-7869-04305

Requiem: The Grim Harvest A RAVENLOFT® accessory by William W. Connors & Lisa NEW FOR OCTOBER Psionic Artifacts of Athas Smedman A DARK SUN® accessory The Grim Harvest series culminates SPELLFIRE®: Night Stalkers by Bruce Nesmith &Kevin Melka with an exploration of Necropolis, the A SPELLFIRE booster pack In ages long past, incredible psionic new Land of the Dead. The dark night- by Bill Olmesdahl powers burst forth on a unready world. mare of Ravenloft takes a grim twist as This booster pack introduces more NOW these relics are discovered for play- the heroes, now renegade undead fearsome undead and a new thief cham- ers of the DARK SUN campaign, including themselves, must battle against the min- pion class with new abilities that let remnants of Athas’s Blue Age. This com- ions and pawns of the Reaper to find a players pit their champions against pre- plete book of psionic magical items and portal to freedom! viously unattackable realms. Each pack artifacts is ideal for use in all AD&D cam- $20.00 U.S./$26.00 CAN./£11.99 U.K. contains 12 cards. paign worlds. TSR Product No.: 1146 $2.50 U.S./$3.50 CAN./£1.99 U.K. $20.00 U.S./$26.00 CAN./£11.99 U.K. ISBN: 0-7869-04313 TSR Product No.: 1153 TSR Product No.: 2446 ISBN: 0-7869-06111 ISBN: 0-7869-03902 The Dragons A DRAGONLANCE® novel Eye of Doom Volo’s Guide to All Things Magical by Douglas Niles An AD&D® MONSTROUS ARCANA™ A FORGOTTEN REALMS® accessory From the archives of Dragon history adventure by Ed Greenwood comes the story of two rival dragons by Thomas Reid This is the legendary guide that got who face each other in a showdown to The evil net of beholders is wider Volo banned by every powerful mage determine the future of the world. than anyone ever suspected and their and made him infamous throughout $5.99 U.S./$6.99 CAN./£4.99 U.K. trail of horror leads deeper into the the Realms. Discover information that TSR Product No.: 8374 abyss of the beholder underworld. wizards of the Realms don’t want you ISBN: 0-7869-05131 This is the second to know — including instructions or the adventure in construction of new golems and other Stormlight magical creations! a three part Harpers #14 $20.00 U.S./ series that can by Ed Greenwood $26.00 CAN./ be played Storm Silverhand, the legendary £1.99 U.K. individually Harper of , must battle ene- TSR Product or linked mies from a shadowy past! together. No.: 9535 $5.99 U.S./$6.99 CAN./£4.99 U.K. $7.95 U.S./ ISBN: TSR Product No.: 8567 $10.00 0-7869- ISBN: 0-7869-05204 04461 CAN./ £4.99 U.K. Murder in Halruaa TSR Product A FORGOTTEN REALMS hardcover No.: 9530 by Richard S. Meyers ISBN: Darlington Blade, a down-on- 0-7869- his-luck con man, tries to 04275 pass himself off as a wizard. Unfortunately, the real wizard’s daughter is out to expose him as a fraud and a group of assassins have targeted him

116 OCTOBER 1996 for their next hit! TSR Product No.: 2165 $23.99 U.S./$30.99 CAN./£13.99 $18.99 U.S./$23.99 CAN./£10.99 U.K. ISBN: 0-7869-0436-4 U.K. TSR Product No.: 8657 TSR Product No.: 8380 ISBN: 0-7869-05212 Heroes of Steel ISBN: 0-7869-0526-3 A DRAGONLANCE FIFTH AGE™ adventure & accessory Netheril: Empire of Magic NEW FOR NOVEMBER by Skip Williams An ARCANE AGE™ campaign expansion This new addition to the by slade World Builder’s Guidebook DRAGONLANCE: FIFTH AGE game combines The distant past of the Realms has An AD&D accessory the best features of a complete class dire need of heroes to master its incred- by Richard L. Baker III handbook with a gripping adventure ible magical and technological powers — What AD&D DM has not dreamed of making it a must have for all fans of the and now it will have them. creating his own gaming world, shaping dragonlance saga. $30.00 U.S./$39.50 CAN./£18.50 U.K. the continents and societies to his own $20.00 U.S./$26.00CAN./£11.99 U.K. TSR Product No.: 1147 whim? This guide book is a detailed, TSR Product No.: 1150 ISBN: 0-7869-0437-2 step-by step set of instructions for doing ISBN: 0-7869-0539-5 exactly that. Indulge the ultimate fantasy! Dangerous Games $20.00 U.S./$28.00 CAN./£14.99 U.K. Dragons of Summer Flame A FORGOTTEN REALMS Netheril Trilogy, TSR Product No.:9532 A DRAGONLANCE novel book 2 ISBN: 0-7869-0434-8 by Margaret Weis &Tracy Hickman by Victor Milan Something happens to stir ancient Dangerous Games is the second forces. and the Queen of darkness wak- book in a new FORGOTTEN REALMS trilogy ens from her slumber. The most fasci- that returns to the misty past and the nating figure in the saga of lost civilization of Netheril. DRAGONLANCE returns as the $5.99 U.S./$6.99 CAN./£4.99 U.K. central figure in a new TSR Product No.: 8570 showdown between good ISBN: 0-7869-0524-7 and evil. $6.99 U.S./ A Guide to the Astral Plane $8.99 CAN./£5.99 U.K. A PLANESCAPE accessory TSR Product No.: 8369P by ISBN: 0-7869-0523-9 Clueless berks think the Astral Plane is just a highway leading to other The Doom Brigade worlds. But for bloods who know the A DRAGONLANCE saga dark of it, the Silver Void is anything but by Margaret Weis an empty road! & $15.95 U.S./$19.95 CAN./£9.99 U.K. The Doom Brigade is TSR Product No.: 2625 the first novel to spin ISBN: 0-7869-0438-0 off from the Chaos War Gates of Firestorm Peak depicted in the international Buck Rogers: A life in the Future An AD&D players’ option adventure best-seller Dragons of by Martin Caidin by Summer Flame, For the first time in paperback, the This challenging adventure for mid- authorized memoirs of the greatest hero to high-level characters uses the full of the future. DRAGON® Magazine #235 range of optional rules presented in the $5.99 U.S./$6.99 CAN./£4.99 U.K. PLAYERS’ OPTION™ rule books to create the Down to the Sea TSR Product No.: 3590P ultimate challenge for the dedicate ISBN: 0-7869-0527-1 ❖ Sea Magic AD&D game player. by Brian Dunnell $20.00 U.S./$28.00 CAN./£14.99 U.K. Unless otherwise noted: ® designates trademarks owned by TSR Product No.: 9533 ❖ Spells of the Scaled TSR, Inc. ISBN: 0-7869-0435-6 by Steve Berman ™ designates trademarks owned by TSR, Inc. ©1996 TSR, Inc. All Rights Reserved. ❖ Wizard’s Compendium The Ecology of the Troglodyte by Spike Y. Jones An AD&D accessory Customer Service Lines by Plus "DragonMirth," "Role-Playing If you have a brief question with Richard L. Baker Ill Reviews," "Forum," "Knights of the about TSR's products, call the Wizard’s Compendium contain Dinner Table," "Wyrms of the North," Consumer Services and Store every official wizard spell for the AD&D and more! Locator phone lines: 1 (414) 248- game. It is the official reference book 2902. To find the store nearest and definitive source for both DMs and $4.95 U.S./$5.95 CAN./£2.95 U.K. you that carries TSR products, players. TSR Product No. 8113-11 call: 1 (800) 384-4TSR. $25.00 U.S./$32.00 CAN./£15.99 U.K.

# DRAGON 234 117

Clack Continued from page 120

Throwing Stones* game) bears even lesser evil?“) Now flush with cash from when a d4 caltrop gets in the life-sup- remote similarity to the others. the great success of its Mythos* card port feed? Or when, somewhere around game, Chaosium has acquired rights to the two-million-mile mark, [one player] Boardgames and miniatures: do a trading card game based on the turns out to be a scene-stealing power Mayfair Games released several megahit computer game Doom. gamer? I think that this demands more English-language editions of popular research. Grant applications, anyone?” German board games, including the announced superb Settlers of Catan* game. A new (again) that the long-delayed In Nomine* company in Berkeley, Strange Magic RPG will really, truly appear this Games, released its ambitious Material November. Freelance game designer Allen Varney’s World* historical strategy game, where first published novel, the DRAGON DICE novel European imperial powers carve up and West End Games dropped hints that it Cast of Fate, has pages drilled to hold a loot the world. Steve Jackson Games is pursuing a couple of major licenses. “I die. He’s already fired of jokes released its Knightmare Chess* game, a can’t tell you what they are yet,” said about “holes in the plot.” Send news to set of cards played in conjunction with a one staffer, as he rubbed at a spot on his [email protected]. game of chess to create strange effects. X-Files T-shirt. Knightmare is licensed from a French original published over a decade ago. Notes from the field DUNGEON® Adventures #62 Hogshead Publishing, which claims it Cover by Henry Higgenbotham Miniatures gamers got new “Silver is “currently the largest publisher of and Steel” figures from Ral Partha. Iron RPGs in Great Britain” — it has one Dragon's Delve Crown’s Silent Death miniatures game, employee, founder James Wallis — has by Christopher Perkins now in a new edition, bids fair to brought ’s Warhammer An AD&D adventure for PCs of become a major hit alongside FASA’s Fantasy Roleplay* game back into print, levels 3-6. Battletech* game and the many Games republished some of its best supple- Workshop games. ments, and brought out the first new The Rat Trap WFRP adventure in years, Dying of the by Timothy Ide GEN CON events and announcements Light. But now Hogshead has lost two An AD&D adventure for PCs of had a large and other items in its stable: Rights to the levels 6-10. stylish booth at the con. For its Saturday long-planned Bugtown RPG*, based on night party (co-sponsored with White Those Annoying Post Brothers and other Esmeralda's Bodyguard Wolf), WotC erected a huge tent in the comics by , have gone to by Paul F. Culotta Hyatt parking lot, with lots of finger food Erick Wujcik of Phage Press, designer An AD&D adventure for PCs of and ear-splitting techno music. and publisher of the Amber Diceless levels 6-9. Attendance was terrific. TSR offered its Roleplaying* game. annual invitation-only Designer’s Party Wild in the Streets in a Hyatt meeting room on Friday night Hogshead has also passed its journal by Jason Peck — a smaller, less lavish, and more sedate lnteractive Fantasy to IF editor Andrew An AD&D adventure for PCs of affair, but at least attendees escaped Rilstone, starting with issue #5. IF, which levels 1-3. tinnitus. takes an analytical and quasi-scholarly approach to role-playing games, will Grimjaws To mark the imminent release of the now be sold primarily by subscription. by Jennifer Tittle Stack X-Files card game, designed by NXT (Contact: lnteractive Fantasy 2 Sainfoin A FORGOTTEN REALMS® adventure for Games and published by U.S. Playing Road, London SW17 8EP, Great Britain; PCs of levels 5-7. Cards, USPC rented a ballroom at the [email protected]) plush Pfister Hotel and distributed T-shirts Blood on the Plow and press kits to invited attendees. On July 19th the London newspaper by Lance Hawvermale The Independent featured a front-page An AD&D SideTreks adventure for TSR announced the ™ game, report from an astronomers’ convention PCs of levels 4-6. its big 1997 science-fiction role-playing in Birmingham. In discussing the psy- system. Breaking a two-year tradition, chological safeguards astronauts would The Ghost at there was no assault on the TSR Castle need for extended space travel, Dr. Widder Smithers this year. JoAnna Wood suggested a crew should by John Baichtal be “encouraged to play co-operative An AD&D SideTreks adventure for ® Chaosium held its quadrennial games, such as [the D&D game], to PCs of levels 1-3. “Cthulhu for President” rally, in conjunc- reduce stress, boredom, anxiety, and tion with the release of this year’s elec- depression.” In posting a summary of $4.95 U.S./$5.95 CAN./£1.95 U.K. tion kit for the Lovecraftian monster’s this story to the Internet, game designer TSR Product No. 8200-11 political campaign. (“Why vote for the Phil Masters wondered, “What happens

# DRAGON 234 119 i© 1996 Allen Varney

GEN CON® Game Fair draws behind MECCA are now under construc- Game Fair, were still prominent tion, but whether they will be ready in Licensed card games based on Monty time for next year’s convention remains Python & the Holy Grail, the original Star At the 29th annual GEN CON Game unclear. Trek TV series, and the Killer Instinct Fair in Milwaukee, WI (Aug. 7-11), the video game got their first big exposure role-playing hobby showed strength New releases at this year’s show at the con, as did White and renewed vigor. The packed Exhibit Apologies to the publishers of new Arcadia* card game (based on the Hall of the MECCA convention center games omitted from this list; it was a big Changeling* RPG) and the intriguing offered new products and merchandise show! Dragon Storm* role-playing/card game from over 200 publishers, retailers, hybrid from Black Dragon Press. A walk artists, and craftspeople. Scheduled The AD&D® CD-ROM Core Rules down any hallway led past game sessions involved nearly 100 Accessory debuted at the show. TSR’s sessions of the Magic: The Gathering*, RPGs, 40 card and dice games, a full David Wise carried the first copy to the Star Wars: SPELLFIRE® and Middle-Earth slate of RPGA® Network events, 50 TSR Castle on a black pillow, accompa- The Wizards* card games. A hall table board games, 25 historical war games, nied by a kilt-clad bagpiper (TSR editor demonstrating the license and 90 miniatures rules systems. The Doug Stewart). Ani-Mayhem* card game drew constant convention, sponsored by TSR, Inc., also crowds, for it was strategically placed included 150 seminars, computer gam- RPGs: Notable role-playing games near the Japanese anime viewing area. ing, a large art show, masquerade, auc- released at the show included TSR’s Three other card games that just missed tion, a play, live role-playing events, a DRAGONLANCE®: FIFTH AGE™ Dramatic the show — FPG’s Dark Age: Feudal Lords* miniatures painting contest, autograph Adventure Game, designed by William game, Steve Jackson’s Dino Hunt* game, sessions, entertainers, and vast tracts of Connors; the fourth edition of the ven- and NXT Games’ licensed X-Files* game open gaming tables. erable Traveller* game, now published — nonetheless drew hundreds to ongo- by Imperium Games under the aegis of ing demos. The popular “Science Fiction its original designer, Marc Miller; Saturday” festival brought in actor Pinnacle’s : The Weird West* A supplement to TSR’s DRAGON Dice™ Garrett Wang (Star Trek: Voyager), author RPG, a horror-fantasy-historical game by expandable dice game, Magestorm, Stephen Donaldson (The Gap Cycle, Shane Hensley and ; and debuted at the con. The supplement fea- Chronicles of Thomas Covenant), and Star Holistic Designs’ Fading Suns* game, a tures four-sided dice of a new design Wars novelist Timothy Zahn, as well as spacefaring RPG (reminiscent of Games not the tetrahedron long known in the cast members and writers of the Mystery Workshop’s Warhammer 40,000* setting) business, but an odd shape similar to Science Theater 3000 TV show. Other by former White Wolf Game Studio the tiny plastic cream containers that celebrities in attendance included Walter staffers Andrew Greenberg and Jeff some restaurants give with coffee. The Koenig (Star Trek, Babylon 5), comic strip Bridges. Both the Deadlands and Fading remarkable success of the DRAGON Dice artist Joe Martin (Mister Boffo), and actors Suns games also have computer ver- game has spawned a whole new cate- from the X-Files TV series. sions in the works. New editions of West gory of customizable dice games. New End’s Star Wars: The Roleplaying Game* at the convention was the Chaos Bursting at the seams: The GEN CON and White Wolf’s Wraith* Storyteller Progenitus* dice game by Lester Smith. Game Fair’s number of events continued game were popular. Gamers also Chaos, a fast-moving battle between rapid growth from previous years. showed strong interest in Chameleon multi-limbed fiends, is published by a Seminars moved to the nearby Hyatt Eclectic’s forthcoming licensed RPG startup company called Destination hotel; across the street from the MECCA, based on the TV series Babylon 5 (the Games, owned by Smith and former TSR Bruce Hall and its adjoining Arena are RPG is currently scheduled for October staffer Tim Brown. Another dice game now jammed with tournament events. release), and in White Wolf’s science fic- Iron Crown Enterprises’ Dicemaster* The hotel situation, too, grows dire; tion RPG-in-progress, Mark Rein-Hagen’s game, just missed the con. Interestingly, each year, Game Fair reservations fill Exile* game. none of these dice designs (including every nearby hotel many months in Cards and dice: Trading card games, another published last year, the which virtually took over last year’s advance. New convention facilities Continued on page 119

120 OCTOBER 1996