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was to enable everyone on a battlefield to identify each other easily. Warriors gallop- ing on their war horses wore armor and helms, and thus were hard to recognize. Their shields became the ideal area to display “family colors.” The designs started out as very simple patterns, using one two colors or a symbol. In the game, we could push the logic as far as linking the alignments of the origi- nal coat-of-arms’ owners to the colors on their coats of arms. The original bearers might have wanted to display the ethos of their clan, tribe, family, etc. In European history, of course, it wasn’t acceptable to behave openly in an evil or chaotic fash- ion. Thus, the colors themselves had no link with anyone’s philosophy. This needn’t be true in fantasy gaming. Naturally, player characters aren’t encour- aged to behave negatively; it is their job to defeat evil. However, NPCs may want to clearly show their way of thinking. For example, in a campaign featuring numer- ous evil monarchs and monstrous war- lords, these “bad guys” would have no problem flying banners with appropriately evil-looking symbols! This approach is a natural one for chaotic worlds where many different people (or creatures) with different attitudes and beliefs have estab- lished defendable power bases. DMs give their villians bad attitudes, so why not give them appropriate coats of arms? (“I’m the King of the Skull-Crusher goblins! So, I’ve got a crushed skull on my black banner! Care to discuss it, human?“) Creating coats of arms for major foes sets the tone of an encounter or of a whole campaign. Likewise, the “good guys” might also want to make a statement of their own and proudly raise their banners of justice and goodness! Here’s a way to link colors on the coats of arms with both the D&D game and the AD&D® game. Before jumping into this topic, I need to bring up at least one of the fundamentals of . There are three sorts of “tinctures”: metals, colors, and Fantastic heraldry furs. Metals include gold, (often replaced with yellow) and silver (often replaced with white). Colors include black, blue, by Bruce A. Heard purple, red, green, and (or brown). Furs will be discussed later. This feature offers information and to be incorporated into fantasy gaming, One rule of heraldry forbids the use of suggestions on the D&D® game and its but in general, its primary purpose in two colors or two metals next to each products. The reader is welcome to send gaming remains simply to produce color- other. A color should be used to separate questions, suggestions, or criticisms on the ful shields. two metals, or vice- versa. For example, a game or on the material published here. Heraldry is too dynamic to limit it to should not be blue and red We can’t promise that all letters will be that! We’ve created -slaying knights, only. It would need gold or silver to sepa- answered in this column, but they all will legendary wizards, and mighty rulers. rate the two colors. This rule came into get our attention. Why not expand heraldry to better reflect being because adjacent colors or metals the fantasy aspect of our game? This arti- are difficult to differentiate in the midst of Heraldry has always been an intriguing cle is not about the rules and styles of battle. Keep this in mind if you decide to part of fantasy-game worlds. Who hasn’t heraldry. With a bit of research in your follow this rule. This isn’t history, it’s a created a long-lasting knight or established favorite library, you should find ample game, and each DM should decide for a kingdom without eventually sketching resource material. Instead, this article himself. out a few coats of arms? Some players use provides some ideas on how to tie aspects Colors can indicate alignment tendencies heraldry simply to add color to a cam- of heraldry into the game. (good, evil, law, chaos, neutrality). Metals paign; others go to great lengths to learn could serve as a way of measuring the about the rules and styles of medieval Colors & alignments intensity of these tendencies, as follows: coats of arms. Heraldry is flexible enough The original purpose of coats of arms As shown in the Color-alignment chart,

DRAGON 41 coats of arms in the D&D game have a choice of two colors to represent each alignment. For example, a red-and-black coat of arms would belong to a chaotic owner. If silver separated the two colors, that would mean a moderate tendency toward chaos. If it were separated with gold, that would refer to a strongly chaotic owner. In the AD&D game, there is greater subtlety. The coat of arms just described would belong to a chaotic-evil owner. If the coat of arms were blue and silver only, this would then mean a tendency toward good without respect to law or chaos (i.e., neutral good). Coats of arms using green, orange, and gold could belong to a druidic clan (true neutral). AD&D game combinations can get com- plicated. For example: a coat of arms is divided into four squares separated with gold. The upper right and lower left have a silver/blue checker pattern. The upper left and lower right only red. A coat of arms such as this would indicate a tendency toward good (the blue/silver checker), with a strong inclination toward chaos (the red bordered with gold). The coat-of-arms’ bearer could then be identi- fied as being chaotic good.

Furs Heraldic furs are stylized patterns de- rived from the coats of animals, not the actual pelts themselves. Furs are used in heraldry with, or instead of, colors or metals. These are patterns (depict- ing black ermine tails fastened to white fur), ermines (white on black), erminois (black on yellow), pean (yellow on black), and (blue bells on a white background representing gray fur). The rule that color should not be placed on color nor metal on metal does not apply to furs. You could have a coat of arms with natural fur and a stripe of ermine, for example. The use of furs in gaming heraldry is optional. Furs do not refer to alignments like colors and metals. Instead, you can link them to the status of the owner of the coat of arms. See the Heraldic-fur chart for details. As the chart shows, the fur used on a character’s coat of arms can change over time. Here are two examples on how to use furs through the life of a character. Mara starts as a 1st-level fighter who gains her coat of arms as the result of an act of bravery during a battle. She’s allowed the use of natural fur. At 6th level, the king permits her to change from natural fur to vair. At 9th level, the king makes her a knight and grants her a domain, permit- ting her to change from vair to pean (or else adding an element of pean on her present coat of arms to show Mara’s common heritage). Stonefist, a 5th-level fighter, inherits the estate of his father, a marquis. He’d have to bear pean. At 6th level, he might he permitted by the king to bear erminois,

42 NOVEMBER 1993 due to his level (i.e., his heroic deeds). The about the original owner’s life or the cir- could spark a long-lasting feud. This might example given earlier of a coat of arms cumstances that led to the granting of the happen when a monarch dislikes a vassal. with natural fur to which was added a arms. For example, if a warrior defeated a Coats of arms can appear on many dif- stripe of ermine might belong to someone red dragon and was rewarded with a ferent items. Warriors and clerics may be who started out as a barbarian and then family coat of arms, the coat of arms allowed to bear theirs on shields, , became a king or an emperor (such as would be likely to show a dragon or at or banners. Wizards or thieves may prefer Thincol of Thyatis). least have a clue referring to that epic less conspicuous items, such as rings or battle. This is where symbols come into medallions. Partitions play. A coat of arms can be split many ways to Symbols can be linked to some historical Arcane heraldry bear different color combinations repre- event. They could also be part of a riddle The next step in gaming heraldry is to senting clans, tribes, families, orders, or pun-a knight by the name of Drachen- add magical properties to coats of arms. guilds, towns, dominions, and kingdoms. It fels (dragon rock) would probably want to There are two reasons for this. The first is can happen that coats of arms represent have a dragon atop a rock; Stonefist could to provide a way to ensure a coat of arms several different items with apparently use a gray, stony fist. Symbols can refer to is legitimate and is borne by its rightful incompatible color combinations. In this something important about the owner of owners. The second reason is to give an case, each partition should be considered the coat of arms. For example, the coat of actual game value to heraldry, bestowing it separately. For example, consider the case arms of a free city might bear an open city with some magical powers. The latter also of a town that’s become the protectorate gate, signifying a neutral, open city. Some brings heraldry closer to our fantasy of a powerful of knights. Its coat of symbols could be limited to certain charac- settings. arms would bear the town’s original arms ter classes (and races in the AD&D game). Should you allow coats of arms to be- and those of the order. The town might For example, a sword would be found only come magical, then guilds of be- bear colors of moderate neutrality (or in the coat of arms of a fighter (if the come crucial. These heralds are specialists moderate lawful-neutrality for the AD&D original owner of the coat of arms was a who, for a fee and a legitimate edict from game) while the order of knights would fighter); a dagger or a lockpick would a king, create a magical coat of arms. display colors of strong lawfulness (per- indicate a thief; a holy symbol would be- These heralds also have the ability to tell haps lawful goodness for the AD&D long to a cleric; and a wand or staff would whether a particular item bearing a coat game). signify a wizard. of arms is magical or not. Symbols used in this way may not neces- The initial role of the is to design Fantasy history sarily be linked with the owner’s align- the coat of arms. The owner can then Bear in mind how far back a particular ment. Showing a black dragon on a coat of have its design reproduced on whatever is coat of arms goes. If it was recently cre- arms could refer either to the owner’s evil desirable. For a fee, the coat of arms can ated, then the colors on the coat of arms disposition or to the fact that the original be made magical. If so, all items bearing might be true to its present owner’s align- owner gained his coat of arms by defeat- the coat of arms gain the potential of ment. If this is the coat of arms of a very ing a black dragon. Professional guilds of producing some magical effect, with the old family, uncertainties can crop up about heralds become useful at this point in following conditions: the present owner, who could be of a keeping track of the original meanings of 1. The magical effect can be called upon radically different alignment than the coat the coats of arms. For AD&D game PCs, only by the owner or rightful heir of the of arms indicates. heraldry could then become a nonweapon coat of arms (other relatives and usurpers DMs can use this to preserve an element proficiency required to interpret an unu- cannot make use of the effect). For a town, of confusion in a campaign. This is partic- sual or foreign coat of arms. the rightful user would be the mayor; for ularly useful in the case of the felonious a military order, the Grand Master; for a noble who’s conspiring to usurp the royal Acquiring a coat of arms guild, the Guild Master; for a kingdom, the throne. His great-great-great-grandfather In a fantasy game, anyone could acquire ruling monarch. might have been a heroic paladin-type, but coat of arms. In a chaotic or primitive 2. The effect can happen only under a the current bearer of the coat of arms environment, each individual picks what- very specific set of conditions linked to the might be a dark, treacherous man, a pawn ever strike her fancy, as long as she history of the item and its owner. For of Entropy playing the role of a righteous doesn’t offend someone bigger and nastier. example, a knight who gained his coat of knight only to fool his prey! In a lawful setting, however, some remark- arms by slaying a huge red dragon would You might allow a system within your able would be needed for the be able to call upon the coat of arms’ magi- campaign by which owners could modify granting of a coat of arms, regardless of cal effects only in a similar situation. their coats of arms. Formal guilds of her- the character’s class, gender, or race. A 3. The magical power has to be relevant alds accredited by the monarchs could be warrior could defeat a monster, a wizard to the situation. In the example above, the established in each kingdom. This would could provide an unusual enchantment to knight might have a +1 to attack rolls vs. make sense in areas where law is a domi- help the community, a cleric could retrieve red , or fire resistance (as the nant factor, or in civilized lands where the some stolen artifact, a thief could unveil ring), etc. The DM should determine the use of coats of arms needs to be controlled some treacherous plan by a rival of the nature of the effect and its potency. (settings inspired by medieval Europe). king, etc. The militia of a city could unex- 4. The effect should be triggered only The right to bear or modify a coat of arms pectedly intervene in a battle and save the when the owner utters his legitimate cri- could be granted by the ruler only, follow- day-whatever is enough to deserve a de-guerre (a war cry or a ). It can be ing general rules enforced by the local reward from a king. This doesn’t imply the whispered for wizards or thieves. It must guild of heralds. beneficiary is ennobled, but simply that be shouted for combat-oriented characters Modifying one’s coat of arms could be a the recipient has been rewarded. and clerics. The owner must touch or hit totally trivial issue elsewhere, a right At this point, coats of arms become a the item to activate it. freely granted to all who possess a coat of status symbol in addition to providing a 5. Finally, the effect may increase or arms. (This is probably so for humanoids form of identity on a battlefield. The right decrease in strength the noble rank of the and other lawless powers, for example). of chaotic overlords to bear coats of arms owner. A warrior who inherits a coat of or the legitimacy of their heraldic ele- arms from a relative might not trigger as Symbols ments will seem highly questionable in a spectacular a magical effect as a king! When a coat of arms is created, think lawful area. Likewise, the refusal of a As a guideline for magical “pluses,” see about the background of its original own- monarch to allow a vassal to update a coat the Magical-effects chart. (Using this chart, er. The coat of arms is likely to give a clue of arms will be seen as an offense and an untitled D&D fighter who reached 26th

DRAGON 43 level would receive the same bonuses as a a shield bearing his family arms (if he is related effect for the appropriate type of “monarch” of any character level): the present head of the family), the king- creature defeated to gain their coat of This combat bonus does count as a magi- dom’s arms (since he’s the king), the arms arms. If the coat of arms was gained by cal weapon when fighting monsters im- of a military order (if he is their Grand other means, the effects listed below may mune to weapons. If protection is Master), and finally the arms of the temple be more appropriate. Spell-like effects are more appropriate than a combat bonus, (if he’s the high priest). This would be one cast at 15th level of experience. Unless the use these “pluses” as AC bonuses instead. mighty shield indeed! effects are permanent (such as regaining The magical effect does not have to be At the very least, these effects should be hit points via healing), effects last only for related to combat or to a specific type of minor special effects that influence and the duration of the encounter in which the weapon. Instead, it could relate to the coat enhance the role-playing of PCs and NPCs. effect was triggered. For effects with a of arms in a manner unrelated to combat. These magical quirks also form another numerical range (+1 to +5, for example), Refer to the game’s spell or magical-items level of detail that sets apart a handful of the progression is identical to that on the lists for inspiration. In this case, the effect characters with the same character classes Magical-effects chart. has to be carefully designed to remain and backgrounds. Heroes and villains balanced with the combat bonuses sug- might want to emulate their ancestors’ : The lion is a symbol of authority. gested above. illustrious achievements, thus actively It often is used by royal families and is Compare a warrior’s +1 to attack rolls seeking out the same odd or dangerous perceived as a rival of the . The pres- to the magical effect gained by a wizard situations in which these deeds originally ence of this magical symbol causes a -1 to from his coat of arms. The entire magical took place. If so, this could be an opportu- -5 penalty on Morale Checks for all foes effect from a wizard’s coat of arms might nity for heroes to modify or increase the within a 60’ radius. A monarch’s cri-de- lie in something as innocuous as a spectral magical effects of their coats of arms. guerre causes foes within the same radius candle that lights in the dark. The same Players might pay a bit more attention to to make a saving throw vs. dragon breath effect, after the mage attains the rank of the backgrounds of their characters and or flee for one turn. king, might grow to become a single develop them more than usual. Eagle: This symbol is often attributed to fireball. Again, these powers should be families connected with an emperor, and is designed in accordance with what the PC Sample symbols considered to be the rival of the lion. The accomplished to obtain the coat of arms. This section provides suggestions for eagle represents courage. Make the own- Perhaps a greater achievement demands a symbols, their interpretations, and magical er’s Morale Checks and those of her fol- greater magical effect. powers they might provide. Again, use this lowers and companions within a 60’ There is also the case of partitioned as a guide or a source of ideas. If a symbol radius at +1 to +5. A monarch is also shields with multiple coats of arms. It is is needed for reasons other than those immune to fear. conceivable that a truly powerful dignitary listed below, feel free to change or adapt : This creature is the symbol of might have access to several magical ef- the list below. a mysterious character or monster. Oppo- fects. Consider the example of a king with In general, give a character the combat- nents make their initiative rolls with a -1 to -5 penalty within a 60’ radius. A - arch gains the basilisk’s petrifying gaze for one round. Bear: This is the sign of a rugged being. The bearer makes Constitution checks at +1 to +5. A monarch is also immune to natural and magical cold. Beholder: Also known as the evil watcher, this is the sign of one who ob- serves or who tricks others. The bearer saves vs. spells at +1 to +5. A monarch’s eyes project a 60’ anti-magic ray for one round. Boar: One who is stubborn may end up with the boar as a symbol. The owner saves against charm spell effects at +1 to +5. A monarch is immune to all mind- controlling magical effects (charm, sleep, hold, etc.) Bow or arrows: Often attributed to elves, hunters, or those who are skillful in archery, this magical symbol confers a +1 to +5 bonus on attack rolls with one type of bow. A monarch gains the power of slaying (as the sword) a specific creature type on a natural attack roll of 20. Centaur: These are hardy and tena- cious creatures, and are often the symbol of woodland beings, foresters, and hunters. The bearer can run for 1-5 turns without fatigue. A monarch gains 10 tem- porary hit points in addition to the charac- ter’s normal total. These hit points are the first lost when suffering damage. Clover: This is the lucky charm. The clover confers a +1 to +5 bonus to dice rolls related

44 NOVEMBER 1993 fers a +1 to +5 AC bonus vs. melee weap- Color-alignment chart ons. A monarch can call lightning, as the D&D game AD&D game spell. Blue Law Good : This symbol allows its bearer Black Chaos Evil the ability to cause a -1 to -5 AC penalty Purple Law Law to foes within a 60’ radius when the bear- Red Chaos Chaos er is singing. A monarch gains a charm Green Neutral (law vs. chaos) Neutral (law vs. chaos) monster effect, as the spell, when he sings. Orange Neutral (law vs. chaos) Neutral (good vs. evil) Heart: This denotes someone with a Silver Moderate intensity Moderate intensity long-lasting quest or someone who is true Gold Strong intensity Strong intensity and just. It confers a +1 to +5 bonus on attack rolls in combat specifically related to the bearer’s quest. A monarch gains a Heraldic-fur chart find the path effect, as the spell. Furs Level Status Hell : This is the symbol of those Natural 1-5 Untitled nobility who have seen death and returned. The Vair* 5+ Untitled nobility hell hound is a guardian of the dead. This Pean 1-5 Knight or better symbol allows a saving throw vs. death Erminois 6-10 Count magic with a +1 to +5 bonus when the Ermines 11+ Duke or Archduke beneficiary’s hit points drop below 1. If successful, the symbol’s bearer awakens 1- Ermine * Any Royalty 4 hours later with 1 hp, provided the body (*) Vair comes in various patterns (counter-vair, vair-in-, vair-en- point, vairy of has not been destroyed. A monarch can four tinctures). You could easily rank these in ascending order of levels. Royalty always speak with the dead, as the spell. uses Ermine, regardless of level. Horse: This is the symbol of freedom and pride. The horse symbol confers a +1 to +5 AC bonus when fighting on horse- Magical-effects chart back. A monarch gains a +3 bonus to Title D&D game level AD&D game level Game effect attack and damage when charging on Untitled 1-5 1-4 +1 bonus to attacks horseback. vs. a specific foe Hydra: This signifies someone with Baron 6-10 5-8 +2 as above multiple identities, purposes, or lives. It Count 11-15 9-12 + 3 as above heals 1d4 to 5d4 hit points if the beneficia- Marquis 16-20 13-16 +4 as above ry is reduced to fewer than 1 hp. A mon- Duke/Archduke* 21-25 17-20 +5 as above arch gains the ability of merging, as the Monarch 26+ 21+ +5 & special power magical potion of the same name. vs. a specific foe Manscorpion: This is a sign of alert- ness and treachery. It confers a +1 to +5 (*) Note that a duke is generally the vassal of a king while an archduke is the vassal bonus to initiative rolls. A monarch inflicts of an emperor. maximum damage on successful attacks from behind a foe. : This creature refers to to gambling. A monarch can make an Fleur de lis: This is an ancient symbol secrecy, mysteries, and mysticism. The ability check appropriate to the situation of royalty, equal to the lion in status. It is symbol confers a +1 to +5 bonus on to avoid an attack or escape an event that also associated with purity. This confers attack rolls with crossbows. A monarch would otherwise prove fatal. on a good-aligned owner a +1 to +5 AC gains a dreamspeech effect, as the magical Displacer beast: This is the sign of a bonus against one type of evil foe. A mon- potion of the same name. trickster or a master of illusion. The bear- arch gains a protection from evil 10’ radi- Panther: The heraldic panther, a mythi- er gains a +1 to +5 AC bonus against us effect, as the spell of the same name, cal, fire-breathing creature, looks like a missile attacks. A monarch gains one mir- with a -5 penalty to saving throws wingless griffon with a dragon head. This ror image, as the spell of the same name. against this effect. There are no gains for symbol confers the ability to cause +1 to : This is a symbol for the ad- neutral or evil owners. +5 bonus points of damage with fire- venturous, especially those connected to Fox: This is a symbol for a cunning, based attacks (oil, breath-weapon, spell, the sea. A dolphin confers a +1 to +5 quick-witted person. This symbol allows to etc.). A monarch can summon from the bonus to dice rolls related to navigation. A bearer to make Intelligence checks with a coat of arms a 30-hp amber golem in the monarch can predict weather as the spell +1 to +5 bonus during life-threatening shape of the heraldic panther. (See Rules of the same name. situations. A monarch can detect evil, as Cyclopedia, page 180, for information on Dragon: This is the sign of magical the spell of the same name. amber golems.) The golem appears within power. Nonspell- casting bearers gain a +1 Goat or ram: Characters with an im- 1d4 rounds. If not destroyed, the panther to +5 to their saving throws vs. spells; pulsive, unpredictable could be fades away at the end of the encounter. spell- casting owners cause a -1 to -5 associated with the ram. Opponents suffer : It is often used by those who penalty to their victims’ saving throws vs. a -1 to -5 penalty on surprise rolls. A have travelled far or live in places close to spells. A monarch gains immunity to the monarch inflicts maximum damage with the sky. This symbol grants both a mount breath weapon of the dragon type shown her first attack that hits. and the riding bearer a +1 to +5 AC in the coat of arms. Griffon: This is a sign of strength (and bonuses when engaged in airborne com- Fish: This is the sign of peace. It con- an odd mixture of the eagle and lion sym- . A monarch gains a fly effect, as the fers a +1 to +5 bonus to dice rolls related bols, perhaps a rebel). This magical symbol spell. to persuasion or negotiation. A monarch confers a +1 to +5 bonus to Strength : This is the symbol of magnifi- gets a sanctuary effect, as the spell of the checks. A monarch can fly, as the spell. cence or rebirth. It confers a +1 to +5 same name, with a -5 penalty to oppo- Hammer: This is a symbol often associ- saving throw bonus against fire attacks. If nents’ saving throws. ated with dwarves and craftsmen. It con- killed by a fire-based attack, a monarch will rise from his ashes 2d4 days later, as 46 NOVEMBER 1993 the raise dead spell (effect is automatic). end of the encounter. cenary backgrounds. Any of these magical Raven: This is the symbol of a messen- : This is the symbol of dreams and symbols grants a +1 to +5 bonus on ger with dark tidings or a cursed family. secrets. This symbol confers a +1 to +5 damage rolls with the illustrated weapon. The raven confers on the bearer the abili- saving throw bonus against all mind- A monarch gains a wounding effect on the ty to warn companions of an impending affecting spells (sleep, charm, hold, fear, first successful attack, as per the magical attack from a specific monster type or foe etc.) A monarch can become ethereal, as weapon. 1-5 rounds ahead of time. The beneficiary per the potion. Wolf: This symbol is often attributed to must first utter his motto, when allowed Tree: This is a symbol often used by a brutal, cold- hearted being. This symbol by the situation, from which point the druids, elves, or those connected with also could refer to lycanthropic history. It “warning” ability remains in effect for a woodland beings. Confers the ability to confers a sanctuary effect, as the spell, day or until it is triggered. A monarch speak with 1-5 creature types native of the against lycanthropes or against those gains a clairvoyance effect, as per the spell forest. A monarch can transport through whose goal is specifically to destroy lycan- of the same name. plants, as the spell. thropes (as appropriate), with a -1 to -5 Salamander, fire: It is a symbol of Troll: This is the symbol of a truly saving throw penalty against the sanctu- magical power, and provides the owner a monstrous or evil owner. It confers the ary. A monarch can summon 1d6 normal +1 to +5 saving throw bonus against all ability to reduce nonfire or nonacid dam- wolves within 1d4 rounds when in the fire-based attacks. A monarch gains immu- age by -1 to -5 once per round. A mon- wilderness. If not destroyed, the wolves nity to all fire-based attacks. arch can regenerate severed limbs within disappear at the end of the encounter. Ship: This symbol alludes to travelers 1d4 days. or masters of the sea. It confers a +1 to : The heraldic tyger, a rare, myth- +5 bonus attack rolls when fighting at ical creature, looks like a lion with an sea. A monarch gains a control winds eagle head. A tyger symbol confers the Check Your Mailing ! effect, as the spell. ability to take half-damage (rounded up) Snake: The snake is either the symbol from 1-5 nonmagical weapon attacks per If it’s time to resubscribe, fill out the of a healer or of treachery. A snake sym- round. A monarch can be hasted, as the reply card inside this magazine, or bol grants a +1 to +5 saving throw bonus spell. simply write your name and address against poison. A monarch gains a cure : This symbol alludes to elven on a sheet of paper, then send it along serious wounds effect, as the spell. ideals, and causes opponents within a 60’ with your payment to: Stag: It is a sign of strength and pride radius of the bearer to suffer a -1 to -5 DRAGON® Magazine with mystical links with nature, and con- penalty on attack rolls with missile weap- P.O. Box 5695 fers a +1 to +5 AC bonus in a forest. A ons or on saving throws. A monarch can Boston MA 02206 monarch can summon a 30 hp actaeon dimension door, as the spell. within 1d4 rounds when in a forest. If not Weapons: These various symbols allude DRAGON is a registered trademark of TSR, inc. ©1991 TSR, Inc. All Rights Reserved. destroyed, the creature disappears at the to warriors in general or those with mer-