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Issue # 196 Vol. XVIII, No. 3 August 1993

Publisher James M. Ward SPECIAL ATTRACTIONS Put some action into your campaign! Editor Roger E. Moore 9 Welcome advice for all game masters (and their players). Associate editor Dale A. Donovan 10 The Greatest and Most Honorable Adventure — Jan Berrien Berends Fiction editor Barbara G. Young Politics: It’s a dangerous business, but someone’s got to do it—namely, you. Editorial assistant Wolfgang H. Baur Cultivating Campaign Cultures 18 — Buck Deason Holmes Art director How to make foreign lands really foreign; or, “What’s Larry W. Smith this doing in my soup?” “Simmering.” Production staff The Art of Storytelling — Tracey Zamagne Tim Coumb 24 Gaye O’Keefe Robert Repp What players need most is a game master who’s a bard in disguise. Subscriptions Janet L. Winters 30 Organization is Everything — Richard Hunt And, for a dedicated game master, we do mean U.S. advertising Cindy Rick everything!

U. K. correspondent and U.K. advertising FICTION Wendy Mottaz 48 The Only Good — Liz Holliday The dungeon demanded a sacrifice—and the elf knew just who it should be.

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

2 AUGUST 1993 REVIEWS The Role of Computers — Hartley, Kirk, & Patricia Lesser 59 The end of a seven-year era: The Lessers leave for greater realms.

Role-playing Reviews — 74 The book was a smash, the movie was a hit—but what happened to the game? Through the Looking Glass — Robert Bigelow 112 It’s big, it’s wild, it’s the 1993 ® game fair, and it’s HERE! FEATURES The Known World — Bruce A. Heard 41 The only good —NOT! The worst of the worst orcs in the D&D® Known World.

Novel Ideas — 65 It’s about time: at last, the ® campaign timeline! The Game Wizards — 72 One day in the DRAGON STRIKE™ game, the gained control of the dragon, and . . . COVER Three Wizards Too Many — 82 Scott Burdick, long famed as a cover They were powerful, they were wise, they were taking a artist for DUNGEON® Adventures, break! Elminister, Dalamar, and trade sent us this painting as a sketch. secrets. “Want it?” he asked. “Yes!” we said. Boy, there are days when I really love Bazaar of the Bizarre — being an editor. 94 & Tim Beach These new figurines of power are rather wondrous, aren’t they? DEPARTMENTS 4 Letters 102 Dragonmirth 6 Editorial 104 Twilight Empire 3 5 Forum 108 Gamers Guide 3 8 Sage Advice 1 2 0 TSR Previews 6 8 Convention Calendar

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

DRAGON 3 What did you think of this issue? Do you have Thanks also to Bill Fawcett and Arthur Collins, We had martial-arts demos at the game fair a question about an article or have an idea for a past authors for DRAGON Magazine, who called about two years ago, but scheduling problems new feature you’d like to see? In the United the editor personally to pass along this informa- have eliminated them since then. If you gamers ® States and Canada, write to: Letters, DRAGON tion. and Wizards was released in 1972, would like to see an expertly done demonstra- Magazine, P.O. Box 111, Lake Geneva WI 53147, and TSR’s DUNGEONS & ® game was tion of this sort, presenting several styles and U.S.A. In Europe, write to: Letters, DRAGON first printed in 1974. Based on our own sources, techniques, by all means talk to the staff at the Magazine, TSR Ltd., 120 Church End, Cherry there appears to have been no relationship 1993 GEN CON game fair or write to the GEN Hinton, Cambridge CB1 3LB, United Kingdom between the two. CON staff afterward (c/o TSR, Inc., P.O. Box 756, Lake Geneva WI 53147, U.S.A.). If you really want to see it, something might be arranged. Though the above letter was received in Snarf, n, & E Foil-pack surprise response to my call for any sumo-wrestling gamers in issue #194, page 4, I haven’t heard Dear Dragon, Dear Dragon, from any. Anyone in Hawaii involved in this? When I was younger, my brother had a sub- I just acquired some series II 1991 foil packs scription to DRAGON Magazine (issues #82-106). of [TSR collector cards]. Upon opening one, I I was just beginning to play, and I wasn’t too found a moth crushed to card #575, the fire interested in the articles (though I have since . Was the moth drawn to the flame, or Kukri or not kukri read every article), but I did read one thing was it just a coincidence? every month: “SnarfQuest,” the cartoon saga Phil Sullivan Dear Dragon, I recently saw on a TSR products list Brockton MA I am writing to you regarding two items in SnarfQuest: The Book. I have gone to several DRAGON issue #189. bookstores in my area and come up with noth- I mentioned this to the first Trading Card Tsar; The first thing concerns a letter from Pete ing. Is it out of print? Is it that no one really , who looked at me with a pained expres- Fox, Barnsley, S. Yorks, U.K. (on page 4). For his cares what happened to the zeetvah and the sion and said, “Is there anything else I can help you information, casting kits are available to him ? I was wondering if anyone knows where with?” We’ll assume it was a coincidence. from Prince August Models, Macroom, Co. I can lay my hands on a copy. By the way, anyone writing to TSR with ques- Cork, Ireland. There may of course be English I have a bone to pick as well. THE FIFTH tions or problems concerning the trading cards stockists of these products. I believe Hamleys in LETTER OF THE GREEK ALPHABET IS EPSI- should enclose a self-addressed, stamped enve- London carry them. LON!!!!!! It’s true—I looked it up. Eta is the lope for a reply It really does help. The second item is the illustration on page 38 seventh letter. This small error stopped me of a kukri. The illustration does not match the from completing the crossword puzzle in issue description of a weapon with a forward curving #192 (that and some pretty obscure clues, like blade. I have included a drawing I made of a 50 Down and 71 Across). Thanks for your time. Finding “Forum” kukri that I recall my uncle having when he was John Kang an officer in a Ghurka regiment. Regarding the Darien CT Dear Dragon, notches made on the blade, these were tradi- I thought you might like to know that your tionally used by Ghurkas to nick their own The TSR Mail Order Hobby Shop has “Forum” department is my favorite part of your thumbs, as they believed that a kukri should Snarfquest in stock. To order; call (toll free) magazine. I was very disappointed that issue never be drawn without tasting blood. l-800-558-5977 and have your VISA or #194 left it out. If it’s a space problem, I’m sure Patrick Presnall-Kelleher MasterCard handy. Otherwise, write to: TSR there are other things you can leave out. I know San Diego CA Mail Order Hobby Shop, PO. Box 756, Lake it’s not a lack of “Forum” letters. Geneva WI 53147, U.S.A., and ask for a free Anita Evans Oops. , of TSR’s Games division, catalog and information on that product Lancaster CA was good enough to locate another picture of (product #8118). the kukri, and you seem to be right. I appear to As for the error in 49 Across—ha, ha, April You weren’t the only one who missed the have mislabelled the artwork on page 38 of Fool! Um, actually, that’s sort of embarrassing, column. It was a space problem, and we’ll issue #189. We present a more accurate picture and we’ll careful with our Greek alpha- certainly try to avoid a duplication of this prob- of the kukri here; the Dictionary of Weapons & bet next time. And as for 50 Down—having lem in the . We have more “Forum” mate- Military Terms, by John Quick, proved very been in the military for five years, it didn’t rial to run than you’d believe. handy (however, I’m afraid I don’t yet have the sound very obscure to me! real name of the weapon on page 38). Thank you for setting us straight. Martial Uriah Heep— multiclasses solved! Dear Dragon, Dear Dragon, I am a gamer/aikidoist/wrestler. I’ve been In reference to Warren Mitchell’s letter in doing each for three, seven, and five years, issue #194, the title of the Uriah Heep album in respectively. I also practiced judo at one time. A question is Demons and Wizards. Just imagine fellow DM of mine (® saga) is how much trouble we’d all be in now if this training in Gohn Dagow, a form of kung fu. were the name of our game! Have you considered having a martial-arts demonstration at the GEN CON® game fair? Memphis TN Zach Hudson Ashland OR

4 AUGUST 1993

A little of Bob in all of us

We’ve been running a series of letters in and I consider myself in debt to everyone mally seen in doctored photographs in this magazine about the things that play who has helped make it the great science- supermarket tabloids. We were aghast, but ers might say that should tip off the game fiction RPG that it is. However, no one Bob seemed strangely pleased. master that he is being a bad GM. These could save the TRAVELLER game’s reputa- Next came the distribution of artifacts. got me to thinking about the (very few) tion once it fell into the clutches of Bob Wait, I’m getting ahead of myself—next bad GMs that I’ve known in the times I’ve and his breast-size tables. came the distribution of psionic powers. gamed, and that led me almost immedi- I learned about all this when I sat down We all got them, though they were nor- ately to think about Bob. Bob is not his as one of the players in a new campaign mally supposed to be quite rare. After that real name, but I will call him that as I don’t Bob was starting. Other people had the came the artifacts. I forget what everyone want people to point at him on the street usual assortment of pilots, doctors, and else got, but I recall that my barbarian got and laugh because he was the GM who mercenaries. I had a barbarian, detailed in a special gem that, when he rubbed it and made all of his players roll for breast size, one of the early TRAVELLER supplements. concentrated real hard, made him invisi- male characters included. After we rolled up our characters’ basic ble. Considering the physical mutations This is the truth. Bob had a lot of statistics, we discovered it was time to find Bob was adding to the game, this seemed strange ideas about how to organize a out what size breasts our characters had. like a remarkably useful power. campaign universe, and breast size was “Bob!” cried his wife, who was one of The final development was a brief dis- one. I gamed with Bob years ago in West the players. “Bob, that’s terrible!” cussion on how the universe worked. The Germany (when there was a West Germa- “Just roll,” Bob said. “C’mon, it’s impor- universe, Bob explained, was full of ny), and he was running GDW’s TRAVEL- tant!” Being the obedient sheep we were, who would be periodically contacting our LER* game. I have to say here that I we rolled. Nearly all of us came out with group for help in solving interstellar prob- practically worship the TRAVELLER game, overly developed chests of the sort nor- lems. We were part of a heavenly hierar- chy, and we’d soon have our own special angels acting as our case officers for mis- sions. We digested this, briefly played out a scenario in which our characters met and took off in a spaceship, and adjourned the game for another time. Oddly enough, none of the players (myself included) could thereafter find the time to get to- gether to finish that particular campaign. However, that was not the end of Bob’s career as a GM. Somehow some of us were suckered into another of Bob’s TRAVEL- LER adventures, this one ending with our group finding a free cache of fusion guns (as good as artifacts in a game) and a spacecraft full of gold, or something like that. However, one of our group did some- thing antisocial, I forget exactly what. Bob, ever the subtle one, arranged for the Emperor of Space himself to show up on the spot with his entire galactic fleet, solely to chastise the errant player charac- ter. My character, a mercenary officer, became annoyed with one of Bob’s too- bizarre nonplayer characters and decided to just shoot her, but she suddenly devel- oped psionic and escaped, and I was given a warning to behave my self. When the game ended, oddly enough, none of the players (myself included) could thereafter find the time to get to- gether to finish that particular campaign. Rumors circulated among the rest of us gamers about Bobs other TRAVELLER campaigns, in which his closest friends suddenly inherited the entire galaxy (and all its angels) and gained super powers of which the X-Men and the Avengers could only dream. Bob would sometimes de- scribe these game sessions in excruciating- Continued on page 16 6 AUGUST 1993

Exploring the fantasy political campaign

by Jan Berrien Berends

Artwork by Lissanne Lake Winston Churchill, past prime minister campaign. In the Complete Thief’s Hand- of the United Kingdom, once said, “Politics book, the Assassin and Spy kits are good are almost as exciting as , and quite as options. Fighter kits associated with the dangerous. In war you can only be killed nobility are quite viable, and if the military once, but in politics many times.” In role- plays an important role in the campaign, playing games, a political campaign can the Myrmidon kit might be suitable as well. easily be as exciting and entertaining as The Patrician and Academian kits are good the traditional “ hunt” adventures. choices for politically minded wizards. For Many gamers believe that, as the player priest characters, you might consider the characters advance to higher levels, the Nobleman, Peasant, or Scholar Priest kits. campaign should shift somewhat to the Of course, most other kits can be worked political sphere. Also, there is no reason in as well. Often, the kits that require a bit why a politically oriented game cannot be more explanation are even more interest- run even for the lowest-level characters. ing. For instance, a thief who takes the But how does one go about constructing Swashbuckler kit might have an identity as such a campaign? What is this political a noble fop who delights in (but is hope- stuff anyway? Something to do with lessly inept at) politics. When necessary, elections? though, he dons a mask and assumes the Politics is, simply put, anything that has identity of an honorable (though cocky) to do with the governing of people. In street fighter. other words, a political campaign will be Artwork by John Stanko You also may consider creating other, concerned with how people are ruled or politically oriented kits. Some possibilities rule themselves. As one can easily see opportunity to establish themselves politi- include: the Court Wizard or Astrologer, from a brief glance at the political world cally as the campaign progresses. Thus, the Ambassador (excellent for psionicists), today, where government is concerned, the player whose PC starts out as the the Bureaucrat Priest, the Peasant Rebel other issues arise. Human rights, the meet- captain of a small force of guards defend- (or any other kind of rebel), or simply the ing of material needs, the defense of bor- ing a frontier fortress will have great fun Politician kit. The Complete Handbooks ders and acquisition of new territory, and trying to get her character accepted have detailed information on how to go the play of individual liberty against social among the ranks of nobility. about creating new character kits. When needs, though issues in themselves, are Consider the Anglo-Saxon epic, Beowulf. creating political kits, personal interaction usually political concerns as well. At the beginning of that tale, Beowulf is advantages (such as bonuses to NPC reac- While there are certain similarities be- the heroic retainer of a king, and he must tions) are very useful. tween traditional adventures and a politi- perform heroic and valorous deeds. By the If you feel that certain classes would cal campaign, there are also vast end of the epic, he has replaced that king have too many advantages in the political differences. Most significantly, the PCs’ and must be wise as well as valorous. campaign, feel free to limit or even forbid goals are different because they center on Alternatively, the PCs could start as certain classes and kits. In an early Medi- the acquisition and exercise of political political nobodies. Perhaps they are of a eval setting, you might restrict all PCs to power, not on the amassing of wealth or social class that allows them to participate the fighter class. In a religious-political combat-oriented powers. in politics, but they are too young to have campaign, all the PCs might be priests. This article examines the options availa- yet made such a move. Or maybe their This does not preclude creating NPCs of ble to DMs interested in political scenarios social classes virtually preclude political the restricted classes—in fact, doing so can and primarily political campaigns. Includ- participation, and part of the campaign is create a real challenge for the PCs. This ed are numerous suggestions for possible devoted to their winning the right (for can happen if the PCs’ sovereign has out- political situations and adventures you can themselves and for others like them) to lawed the use of or psionics, or place in your campaign amidst various play a part in the political arena. perhaps only “barbarians” train in the use political backdrops. is another important of the arcane or psionic arts. Maybe all the consideration. If your campaign will in- PCs are peasants, and they just don’t have Who are the PCs? volve a lot of spying, then psionicists, the opportunity to tap their inherent Whether a gaming group chooses to rogues, and diviners will be very valuable. psionic abilities. Perhaps magic is just the have a political campaign because the PCs If the political world is heavily military— stuff of legends, legends the PCs may are very powerful or because they simply say the queen to which the PC owes alle- encounter. think it sounds fun, you must ask yourself giance is at war with a neighboring certain questions when creating such a country because of ancient ethnic PC involvement campaign. conflicts—the player may choose to play a It is important to know the motivations You must decide what role the PCs are to fighter who holds a position in the army. of the PCs. If the players are to have char- play in the political system. Do they start While the classes themselves do not neces- acters who are believable and entertain- the campaign as established political fig- sarily dictate the PCs’ roles in their society, ing, they need to know what those ures, such as kings, viziers, or feudal many of the kits found in the various characters want. These motivations are lords? If so, their personal histories had Complete Handbooks do. intimately linked to who the PCs are in the better reflect a pre-existing political life. The Herald, Jester, and Loremaster kits social and political world. Most often, Although they could start as rulers and from the Complete Bard’s Handbook are motivations are closely tied to the funda- potentates, it is better for them to begin as suited to most political campaigns, and the mental theme of the campaign (discussed minor political players and give them the Skald kit would be appropriate for a Viking in the following section).

DRAGON 11 A player could create a PC who was ally has been slain? When they are able to certain liberties, trying to get the govern- taught from a very young age to believe in establish an alliance with another member ment to turn a blind eye to some of their a certain set of political ideals. A young of Rufus’ staff, the PCs feel great relief. activities. Also, within the guild there will peasant lad may come of age and set out be lots of political maneuvering. Who is in to free his peers from the indifferent Campaign direction charge of the guild? Are the members of dominance of the ruling classes. An or- In order to have a coherent campaign, the guild happy with their leadership? phan girl, raised by a rugged , may you must provide a cohesive political Remember, there is a reason why thieves abhor the destruction of her beloved setting. Such a setting may be tenuous: the are so good at backstabbing! forests and mountains in the name of characters are likely in positions of some The possibilities are endless. Combining civilization. degree of political power and must work two or more different, even unrelated, Perhaps a character is born to politics. to preserve and improve their status. themes can produce complex motivations Maybe she is the child of a noble, or was More interesting, though, are campaigns and rich plots. Remember that an element raised by a lawyer and everyone expected that have an issue or theme that runs of intrigue adds a lot to a political adven- she would be one, too. A more interesting throughout the many adventures that ture. Make sure there are plenty of un- twist on this theme is to have the PC not make up the campaign. trustworthy characters. For example, a know his real parentage. As the campaign For example, the campaign could focus good intrigue-based scenario can involve progresses, he slowly comes to discover on a peasant rebellion. The PCs, who start the PCs being hired by a person they later that he is the heir to the throne, or the the campaign either as peasants them- discover to be allied with evil. Now, if they spurned child of an evil warlocks or sul- selves or as sympathetic nobles, facilitate want the reward that was promised them, tan’s vizier. He has to come to terms with the rebellion. When the campaign begins, they’ll have to commit morally reprehensi- his ancestry in a society that sees parent- there is nothing more than minor discon- ble acts. If they insist on pursuing evil age as central to one’s identity. tent among the peasants. The idealistic ends for personal gain, feel free to have Another possibility is that the world in PCs foster this discontent, directing it at their malicious benefactor betray them. which the PC exists allows social advance- the ones responsible for peasant suffering, He was probably planning to do this all ment only through the ranks of a bureau- i.e., the ruling classes. As the campaign along. If the PCs go ahead and tread the cracy. Perhaps this bureaucracy is the progresses and the PCs advance in levels path of justice, they could wind up at odds priesthood, or perhaps it is merely a secu- and political power, they assume more and with their patron, but you in turn can lar organization created to maintain and more responsibility and control of the wind up giving them even greater rewards carry out the authority and functions of peasants. The climax of such a campaign for this just course of action. the existing government. Perhaps the PC is would be the staging of an actual armed a peasant who becomes a priest. In such a rebellion. Running a political campaign position, she might, if she is pious enough, Other possible campaigns would have The most important thing to decide in a be able to climb the holy ranks to some- the PCs working to quell an evil rebellion. political campaign is what the PCs are going thing roughly equivalent to the papacy. They might be involved in battles for land to do. In a well-conceived campaign, the The church may be her only chance at an between petty warlords. They could be PCs have goals when they start out. As education. Maybe the PC has secured a ambassadors, sent from one city-state to discussed above, they may be trying to position as master builder in charge of another to arrange , treaties, and overthrow a city through espionage, up- maintaining the city walls. The day-to-day commerce. In such a campaign, they most hold a prince’s authority, etc. The question of the job may not be worth likely will have missions from their gov- to be answered is how the PCs go about playing out, but the PC may also catch ernment that they hide from the officials accomplishing their goals. While you could wind of certain political plots, of their host city. Perhaps, while ostensibly come up with adventure hooks every few When choosing the PC’s role in life, it is sent to smooth relations between two sessions, the best thing is to let the PCs important to remember what he is after. states that have recently achieved a tenu- decide what they want to do next, thus What rewards does he seek? A PC with no ous peace, the PCs are actually sent to sow influencing the course of the campaign. aspirations is not fun to play. The PC must the seeds of that city’s downfall, ultimately Warning lights are probably flashing in have reasonable goals that can be fulfilled bringing down the government and allow- your mind right now. How can a DM within the scope of the campaign. Also, ing their own to seize power. Covert activi- possibly allow her players to decide the aspirations must have depth. Wanting to ty is always fun and plays a role in almost course of the campaign? Isn’t this danger- be ruler isn’t enough. Why does the PC all political campaigns. ous? My answer is no, not if the campaign care? Does he perhaps hope to change Religious issues make excellent themes is properly prepared. something about the world? Is she the true for political campaigns. The PCs could be When creating the campaign world, you heir trying to reclaim her birthright? working to spread a particular religion, or should devote a considerable amount of You must consider carefully what politi- they could support religious freedom of time to creating the politics of the world. cal rewards the PCs desire. A magical choice. Perhaps the priests are struggling Instead of producing only beautiful maps or mighty sword is not what the PCs with the secular government for control of and detailed random encounter tables, you are after. Instead, you must provide them the populace. You could also set your also must think about the nature of the with a chance for real political gains. campaign entirely within the church hier- governments in the PCs’ political world. Political promotions, the overthrow or archy, with the PCs working to eradicate Consider the weaknesses and strengths of death of enemies, the exposure of an corruption or to achieve bureaucratic or each government, as well as what goals opponent’s secrets, or the successful hid- religious power. are held by those in power. ing of one’s own secrets are examples of An arena for politics that can easily be Political systems in the real world are political rewards. overlooked is the thieves’ guild (or organi- incredibly complicated, and you can never In a traditional campaign, after the PCs zations of mercenary warriors, merchants, expect to truly duplicate this complexity in have slain a dragon, they breathe a sigh of wizards, etc.). For one thing, the guild no your campaign. However, the real world is relief as they go to pick up their treasure. doubt will have some kind of relationship nonetheless an excellent source for creat- In a political campaign, the same rhythm with the legitimate government. They may ing a political environment. For example, of tension and release should be main- actually control some of the government consider the political events that lie behind tained. News that an important political officials. Average citizens may be horrified a real-world war. Over what issues were ally has been murdered should cause to learn the extent of guild influence. Of the factions fighting? What were the lead- nervousness, if not outright fear. How can course, the PCs could be on either side of ers’ agendas? Did they share the agendas the PCs’ know what is happening in the a guild-government conflict. On the other of the people they were supposedly lead- court of King Rufus if their double-agent hand, the guild may be struggling to win ing? Although duplicating the complexity

12 AUGUST 1993 is impossible, simulating it is well within you have revealed the right information, of superiors. In the last case, the PCs your power. the PCs will be brimming over with ideas. might wind up doing what they would in When creating the world, be sure to put Allow them to discuss their plans and any other campaign. That is, a superior in plenty of real political weaknesses the spend time scheming, while you are ready might feel it necessary for the PCs to rid PCs can exploit. Also, put in a few red to answer any questions they might have. the city’s sewers of some particular threat. herrings to confound the PCs. The adviser Remember, though, that you do not need Adding political dimensions to such a may seem like an evil and manipulative to answer every question honestly. can be accomplished in a number of counsellor to the PCs, but maybe he really Before you end your session, demand a ways. Perhaps the superior is actually has the city’s best interests in mind. Also, plan of action from the players. Do not be hoping to get the PCs killed. If they per- you might try putting in some legends disappointed if they have missed your form admirably, they’ll attract the atten- about useful artifacts or future heroes. most important lead or seem to be heading tion of someone with a great deal of Will the PCs find those artifacts or become off in the wrong direction. Once they have political clout, or the attention of someone those heroes? Finally, you must be quite given you their plan, you have what you who resents their success. sure who has the political power—it may need to know to create an adventure for During any adventure, feel free to add not be who the PCs (and the people) think! the next session. elements from the political scene the PCs If you know all this information, you will Whatever their plan, you can create an are not anticipating. For example, while not need to create adventures on the fly. adventure out of it. Their schemes may they are trying to find out if the court They will already be there for the PCs to seem dry or dull. Perhaps they want to wizard is allied with fiendish powers, you spot. spend the next few days seeking inter- might consider introducing a surprise Once you have created the political views with various people to gather impor- assassination attempt on the PCs’ lives. environment, you should discuss it with tant information. But you can always They immediately begin trying to figure the players. Tell them only what their arrange to have one of the people the PCs out who wants them dead and why. It may characters would reasonably know. The want to talk to claim to be busy—and be the wizard they were investigating, but first session could be devoted to discussing inexplicably, she is busy every time they the assassination attempt could come from the characters’ goals and filling them in try to see her! Now they have to spend an entirely unexpected source. These sorts about the world. Let them know about some time spying on their target to see of clues make good lead-ins to new adven- important NPCs, and hint at the darker or what, if anything, she has to hide. tures, They can also draw the PCs’ atten- secret motivations of certain key figures. Among other things, the PCs can spend tion to what you think they missed. If you have time, prepare handouts that their time spying, carrying out assassina- Inevitably, the PCs come up with plans outline the basics of the political situation, tions, throwing parties at which they can that have nothing to do with what you focusing on issues that relate to the PCs’ gather information or influence col- anticipated would happen in the political goals. leagues, recovering items of importance, campaign world. That’s fine—work with it. Now the PCs get to make their choices. investigating disturbances in the social or For example, if the PCs get the notion into If the world has been created well, and political system, or carrying out the orders their heads that the lord chamberlain is in

DRAGON 13 cahoots with their own arch-enemy, they’ll they turn, they find something interesting. Especially for recurring characters, you want to investigate. But when you created Of course, you’ll often be called on to need to develop a consistent personality the lord chamberlain, you envisioned him prepare parts of your world you did not for each NPC in addition to giving each as an uninteresting court official. How- even know existed. Unless you are a very one a range of motivations. Ample cover- ever, the PCs have an intriguing idea, and experienced DM and are willing to wing it, age of the issue of NPC personalities can it might be worth introducing it into the you’ll need preparation time. This is why be found in other DRAGON® Magazine campaign. Always consider their ideas, you should keep on top of what the PCs articles (see issue #184 in particular), as even ones you did not consider, might be plan to do. In order to keep the red carpet well as in the ’s Guide. true. The lord chamberlain might indeed unrolling under their feet, you need to The kinds of NPCs you need to develop be a double agent. You must decide wheth- know in what direction they are going. vary with the type of campaign you are er you want it to be a fact, or just a false running. For example, if your campaign trail. Nonplayer characters has an early Middle Ages setting, you want Once you have decided if the PCs’ beliefs When you create your campaign world, feudal warlords, retainers, and serfs. In a are accurate, you can create an adventure you should develop a large cast of charac- later medieval milieu, a royal family proba- that will let them find out—or not. Maybe ters for the PCs to encounter. Many NPCs bly exists, and a governmental bureaucra- you decide that they are right about the will in the campaign appear again and cy has begun to develop. There are chamberlain, but you want them to think again. In some cases, a single NPC may be advisors, numerous ranks of nobles, and that they were wrong. Or maybe they are the focus of an entire campaign. An exam- all kinds of friends and relatives of the wrong, but you can introduce clues that ple of this would be a campaign in which ruler interested in power. In an Arabian make them think they are right. If they the PCs are devoted to a certain political campaign like the AL-QADIM™ setting, the later act on misinformation, they can get figure, such as a blessed sovereign like people will be governed by a sultan, ad- into all kinds of sticky situations in which Charlemagne or a peasant out to vised by one or more viziers and a gaggle they will be called upon to use the political change the world, such as Robin Hood. of court wizards and astrologers. Throw skills of diplomacy, denial, and dishonesty. [Editor’s Note: An entire political/action in a few courtesans with secret motiva- It is important to make sure the cam- campaign could be built around the ex- tions and visiting nobles from other states paign doesn’t lag. As with any campaign, ploits of a band of NPCs fighting to correct bearing wondrous gifts to make the setting you don’t want to wear the players out. social or political injustices. Realize that complete. But you must also be careful to keep the Robin Hood’s quest was politically moti- You must not forget the religious figures. game exciting. Instead of around vated, i.e., he sought to end Prince John’s If there are any religions in the world, every bend, there are political plots, mali- unjust and corrupt reign. PCs could join or they’ll probably want to take a part in the cious enemies, and potential allies. Within even lead a band of NPC freedom fighters political process. Therefore, important a given gaming session, try to include at who seek some form of political change. priests, shamans, or temple officials need to least one extended stretch of action. Politi- Not only must the PCs win military victo- be developed as fully as any other NPCs. cal campaigns tend to have a lot of talking, ries against the corrupt regime’s forces, And if the campaign focuses on political- which is fine. But most players and DMs they also must win the hearts and minds religious issues, there will probably be as want some action in their adventures, too. of the people if their movement is to gain many religious figures as any other NPC. The action need not be central to the popular support. ’ Some NPCs who hold political power plot, but it must be real, relevant, and GURPS* Robin Hood examines this type of may have little or no power in terms of dangerous. An assassination attempt can campaign in several gaming genres.] magic or combat. While a king in an early be a good action subplot. The PCs, having In political campaigns, the PCs won’t medieval setting is expected to lead armies come within an inch of their lives near an meet just peasants, merchants, and other to war, when a complicated bureaucracy abandoned warehouse, investigate the adventurers. They also will kowtow to has developed the king may be willing to building and find hidden access to the kings, princesses, dukes, and other power- leave fighting to others. He may instead city’s sewers. There, they pursue their ful nobles, and hobnob with bureaucrats, concern himself with the intellectual side assailant, perhaps falling afoul of some of military officers, diplomats, and other of the affairs of state. Thus, there should his well-laid traps, or even running head members of the petty nobility. Since poli- be plenty of zero-level characters involved on into an unpleasant sub-city monster. tics is fundamentally concerned with in politics. Spy missions, assassination missions, cou- people, it is important to give these NPCs To take a historical example, consider rier errands, and even side trips to gain real depth. Louis XIV of France. He was extremely treasure for political funding can all be The most important characteristic of adept politically, as shown by his ability to easy ways to introduce some action. your NPCs in a political campaign is their control his courtiers. His influence was so It is more challenging, and more fun, to motivations. Their goals, real or false, great that their squabbles centered on the find causes for action in audiences with open or hidden, must be known to you if right to dress him in the morning rather authority, efforts to influence NPCs, and they are to play their part in the adven- than on political and economic matters. even research. Maybe in order to find out ture successfully. A king who merely sits Perhaps he was correct when he said, “I the truth about the king’s witch, the PCs on a throne dispensing arbitrary justice am the state.” Yet, while he was a focus of have to retrieve a book from nearby ruins. has no place in a political adventure, while political power, the wars he waged were Or maybe the emperor, tired of hearing a minor official who has secretly sold out largely wars of diplomacy, and his person- the PCs’ pleas, has them cast into a maze to the enemy does. al role as a warrior was insignificant. In in which waits a hungry minotaur. Or, in An NPC could be interested in acquiring AD&D® game terms, he probably had high order to gain followers, the PCs have to or maintaining political power, rather than Wisdom, Intelligence, and Charisma perform heroic deeds. the traditional magical or financial power. scores, but he probably was a zero-level Ultimately, the PCs wind up creating a Alternatively, he may be devoted to a NPC. lot of the world. This may seem ridiculous particular political ideal or cause, such as Of course, you must make sure any at first, but by playing off their expecta- king and country, democracy, or universal characters the PCs might fight can hold tions you can create a world that is re- freedom. Finally, he may be trying to their own in battle. They themselves do markably believable and extremely interfere with the actions of a political not need to be skilled combatants; instead, entertaining both to play in and to run. It rival or disrupt an enemy’s plans. The they might surround themselves with often does not seem to the PCs that they most powerful political figures can be people who are capable of defending are helping to create the world. Instead, it pursuing several goals simultaneously. them. Remember, wisdom and prudence seems to them that the world is simply Of course, you should be sure to take are as important to the role of rulership as very vivid and realistic, because wherever the time to give the NPCs personality. an arsenal of spells or a mighty sword.

14 AUGUST 1993 world, society is largely separate was said in the previous section still ap- Fantasy politics from the rest of the world, and interac- plies. However, you needn’t carry your Of course, the AD&D and D&D® games tions between and other races is efforts to the same lengths. are a lot different from the real world. always fraught with tension. Most non- Magical powers are real and dangerous, halflings don’t even understand the half- Getting the PCs get involved fabulous beasts abound, and incredibly lings’ government. Mysterious and foreign Especially when the PCs’ sole motivation powerful entities may choose to take a systems of government are fascinating is personal gain, this question can be diffi- hand in the affairs of humankind (or things to discover and explore. cult. Of course, the PCs can be hired by elvenkind, dwarvenkind, etc.). Unless your Planar concerns: Extraplanar beings can some wealthy political figure to carry out campaign is meant to be historical, be sure play an important role in politics. If you a mission for her. While this may not be a to include plenty of fantasy elements. have a large pantheon, the gods are almost particularly fascinating start, it is a tried- NPCs: It is possible to include surely playing a hand in politics. (Take a and-true method, and there is nothing nonhumans in the political sphere. In look at the Trojan War for inspiration.) inherently wrong with it. Besides, though of the FORGOTTEN REALMS® Other very powerful beings will be impor- it may seem a bit lackluster, you can make setting, the beholder, Xanathar, carries tant as well. The Dragon of Athas is a it fascinating if you take the time. For the political clout within the sewers beneath supernatural force with potentially dire sake of intrigue, this “swords for hire” the city, and his twisted touch extends into political consequences. After all, what method of starting an adventure can prove the streets above as well, In the Gothic does a king do when an unstoppable force to be the most viable option. Remember, ® campaign, half the political demands a sacrifice of thousands of lives? the PC’s employer may not be what she players are dead (undead), and the most of claims to be. the rest are either insane, supernatural, or Of course, there are other ways to in- truly evil. Don’t forget about creatures The political adventure volve the PCs in a political adventure. One that can appear to be human. Dopple- In ongoing campaigns with an exciting of the best ways is to give the PCs some gangers, some dragons, and illusion-using but not necessarily cohesive series of personal stake in their mission. Try to creatures fit this category. Imagine the PCs adventures, you can easily run adventures create an adventure hook that draws the trying to track down the doppleganger in which PCs get involved with tense, PCs into the adventure for their own assassin they’ve learned is present at their potentially explosive political situations. reasons. The PCs may be quite ready to lords court before it strikes. When the adventure is complete, what- take a hand in politics if, for example, they and race issues: Perhaps ever the outcome, the PCs move on to a have a base of operations in a large city the campaign centers around a conflict new situation, the previous politics largely and a new law is made which outlaws the between character races. Do the and forgotten. use of magic, or requires that adventurers dwarves have trouble getting along? Are Crafting a single political adventure does entering the city surrender 80% of their threatening to overwhelm the not require as much work as creating an wealth to the civil authorities. Perhaps a gnomish population? In the ® entire political campaign. Most of what friend of the PCs has certain political

DRAGON 15 connections for which he is targeted by One political adventure could involve the someone with political aspirations. PCs’ quest to retrieve a crown that must For example, the PCs’ old buddy Magnar be worn by the ruler of a country at an Editorial might be a dear friend of the Duchess of annual ceremony if she wishes to remain Lambriadok. Unfortunately for Magnar, in power. Unfortunately, the crown has Continued from page 7 the infamous Count Poguish would like to been captured by agents from a neighbor- ly cheerful detail, punctuating his tales be the next Duke of Lambriadok, and he ing country who wish to incite upheaval with comments like “Cooooool!” or “It was has decided that if he could dominate so they can attack the first country more wicked!” Magnar he’ll have an extra card up his easily. Most likely, the PCs have hunted for We all put up with Bob anyway because sleeve in his future political machinations. rare and valuable objects before, but this he was, after all, one of us—a gamer. Be- So he kidnaps Magnar’s family. It’s up to time they are doing it to hold a country sides, Bob was a player, too, and seeing the PCs to help their old friend out. together. If they fail, war will soon erupt. Bob play sort of made up for his being a The PCs can become involved with poli- GM. I was running a TRAVELLER game in tics inadvertently. Perhaps that magical NPC interaction which the group was fleeing a space battle sword they found in of the last As with an ongoing campaign, motiva- when Bob’s character, a scout with his dragon they defeated traditionally belongs tion is the most important characteristic of own 100-ton scoutship, showed up to join to the MacPhearson clan. But if the Mac- NPCs. While a few simple traits should be the fun. The enemy forces were escaping Phearsons’ arch-enemies, the O’Donnells, sufficient to give the NPCs real personali- the battle in a 30-ton lifeboat and the catch wind of the fact that the sword has ties, if you don‘t know what they are after, players were happy to let them go, but been recovered, they may well try to it will be impossible to play them well. You Bob wouldn’t think of it. capture it in order to humiliate the Mac- decide that the prince is foppish, but if “I want to ram their ship!” Bob an- Phearsons. The PCs must decide which you do not know what he is trying to get nounced. He obviously assumed that star- clan to side with and whom they wish to out of the people around him, then he ships and ancient galleys were built alike. have the sword. Of course, the PCs may simply does not fit into a political environ- “You’re sure about that?” I asked. Every- well choose to keep it for themselves and ment. one else stopped talking and looked on in be forced to high-tail it out of the High- horrified fascination. lands before meeting untimely demises at Conclusion “Sure!” Bob said. “I have the bigger ship!” the hands of the rival clans. The adven- The ideas in this article should help you I had Bob roll his character’s Piloting ture will not be very political, but the run a political campaign. Of course, the skill, and he made the roll. Bob’s 100-ton political mood is still present because of best source for ideas is the political history scout plowed into the 30-ton lifeboat at a the set-up. of the various peoples of our own Earth. speed of tens of miles per second, normal Because the PCs in this type of campaign Wars, the growth and collapse of empires, orbital velocity. Both ships were instantly are not created specifically for political the rise and fall of various royal families, reduced to clouds of scrap—Bob’s charac- adventures, their motivations will be sim- and the emergence of new political sys- ter, too. It was the shortest character life- pler, at least in terms of politics. This tems all can be inspirational. You do not span in any game I’d ever run, about one obstacle should not be too hard to over- have to look only at the past. A campaign minute. come. As the above examples show, you based on what is happening in the political “Your man’s dead,” I told Bob. “Kaput. can always find a way to exploit the PCs’ world today could prove fascinating. Also, Gone. He blowed up.” existing motivations to hook them into a you might look to fantasy and science- A look of total confusion crossed Bob’s political adventure. Use their desire for fiction novels and stories for ideas. face. “What?” he asked. “How?” treasure or power. If they are willing to Although the political campaign is chal- I have no idea where Bob is these days, fight a dragon for material gain, they will lenging to run, it is well worth the effort, but despite everything I still wish him probably also be willing to dabble in politi- for in the words of John Buchan, Scottish well. He was, after all, a gamer, and at one cal maneuvering at court. statesman, “Politics is still the greatest and time or the other we’ve all been a little bit the most honorable adventure.” like him. I certainly have, given that I once PC objectives ran an AD&D® game in which I gave away In a short adventure, the PCs will not be Captain America’s shield in one of the called upon to overthrow a country or * indicates a product produced by a company other treasure hoards. It’s a terrifying thought, assume the mantle of rulership. In fact, than TSR, Inc. Most product names are trademarks but there’s a little of Bob in all of us. very often their missions will be basically owned by the companies producing those products. Cheers to you, Bob, and best of luck The use of the name of any product without mention the same as in a nonpolitical adventure. of its trademark status should not be construed as a with the empire. It would be a dull galaxy They may have to slay a fierce monster, challenge to such status. without you. rescue an innocent, or retrieve a rare artifact. The difference is that the motiva- tion for their quest is based on the political agendas of various NPCs with whom the PCs interact. Furthermore, the PCs’ suc- cess or failure will have real political consequences. The most significant difference between a political campaign and a political adven- ture is that the adventure must have a The X-MEN, AVENGERS, and CAPTAIN AMERICA self-contained plot. Shortly after play are trademarks of the Marvel Entertainment Group, begins, the PCs should have some idea of Inc. All Marvel characters, names, and the distinctive what they are trying to achieve. Also, likenesses thereof are trademarks of the Marvel when they accomplish their goal, they will Entertainment Group, Inc. ©1993 Marvel Entertain- be ready to go on to something else. The ment Group, Inc. All Rights Reserved. story is largely over. Although there is * indicates a product produced by a company other nothing to stop you from putting some than TSR, Inc. Most product names are trademarks twists and turns in the plot, you should owned by the companies publishing those products. The use of the name of any product without mention know the hook, the obstacles, and the of its trademark status should not be construed as a conclusion to any single adventure. challenge to such status.

16 AUGUST 1993

Societies should have character, too!

by Buck Deason Holmes

Artwork by Jim Holloway

Tales of far-off foreign lands and exotic and a sable cloak. He has a warhammer at cultures have always interested fantasy his side. On his face is a look of grim de- and science-fiction fans. The elves of termination. As he approaches, he says, Middle-earth, the Fremen of Arrakis, and ‘Yo, hey guys, wanna go kill us some the Klingon Empire are all examples of ?’ ” popular alien societies. These societies The above scene would have been more intrigue fans because they each have a interesting if the had spoken like a unique, specific culture. These cultures go dwarf. If he had said, “Well met” rather beyond the physical description of the than “Yo,” or if he had greeted them in people and the function of the society in Dwarvish, the scene would have sounded the story, giving their respective races much better. By dropping or changing character. some words, phrases, or the word order A DM can enhance a campaign by recre- in a sentence, a DM (or a player, for that ating this exotic feel in the cultures of her matter) can make a character and its cul- campaign world. Whether one plays in a ture more vivid to the imagination. Just homegrown campaign or in one of the one or two such words in a given encount- published settings, giving character to er is enough. Remember how Yoda, from foreign lands and people adds variety to the Star Wars films, used a different sen- the game and increase the excitement of a tence structure when he spoke. role- playing adventure. Good words to translate into a native language include hello, goodbye, yes, no, Getting started height would make their worldview differ- orders (“attack,” “do it,” “attention”), terms The first step in developing a people’s from a human’s and their art would of endearment (lover, friend, etc.) and my culture is examining the game’s rule reflect that difference. A PC might see a personal favorite, insults. A defiant orc books. Many such books have very helpful picture of a moving through an prisoner is less impressive if he calls a sections on life and culture. Some of the orchard as we would move through a field character a “moron” than if he were to use best for the AD&D® game are the 1st of wheat. Stone probably would not an orcish word, especially if the PC doesn’t Edition game’s book, have a heroic portrayal of a story like know exactly what the orc just called him. the 2nd Edition game’s AL-QADIM™ and David and Goliath. I think orcs would have many creative DARK SUN® campaign sets, and many of The following sections give tips on how insults. the entries in the . to portray the character of a culture. Like Accents can work just as well. If you The D&D® game’s Gazetteers are the best a writer showing a culture in a work of have the voice for it, add an accent. Give rules on culture for the D&D game. The fiction, a DM needs to add significant those barbarian highlanders a brogue (like Gazetteers also work well for the AD&D details about a society in a game world. the Scots). Nonhuman creatures would game and many other fantasy RPGs. Steve These details must enrich the story and be speak with an accent due to differences in Jackson Games has some very interesting interesting to the players. These details body structure. It would be hard for tusk- cultural material in its GURPS* Japan and should be dropped into the game while ed humanoids, such as a bugbear or hob- GURPS Supers I.S.T. rule books. maintaining the flow of the plot. The as- , to pronounce “F” and “V.” Thus, a These books provide the basic informa- pects of culture given here are examples might say “hight” instead of tion about societies that a DM needs, but of interesting details that can be easily “fight,” and so on. the DM should take it one step further. For worked into the game. While the focus is As there are several vernaculars of example, the Monstrous Compendium on the AD&D system, the principles here English, the Common tongue also could states that stone giants are “crude artists, can apply to any RPG. change from place to place. People from painting scenes of their lives on the walls different areas would speak differently of their lairs and on tanned hide scrolls.” Language and have their own special slang. This By describing or drawing the art of a clan Since most role-playing is verbal, por- diversity might be even greater in most of giants, a DM could add character to the traying a society’s language is the easiest campaign settings than in the real world. whole species. What would stone giants and most powerful way to highlight a In an SF setting, the language would be draw? If these giants are like most primi- society’s culture. Imagine a typical gaming diversified because of the distance of tive peoples, they would draw pictures of session. The players have just settled planets and the great population in the hunting and the performance of rituals. down and the DM begins the adventure: galaxy. A more primitive setting would not They might draw pictures of their gods “While at the local tavern, a dwarf walks have the technology (TV, radio, easy trans- and mythological heroes. Their great up to the party. He is wearing plate armor portation, etc.) to keep the language uni- DRAGON 19 fied. During the Middle Ages, it was very dinner gave them something to talk about. character was born. A list of customary common for units of measurement to be That meal also gave the Trorro a lot of names based of a culture is a quick and different in each town. This diversity character. Any encounter with the Trorro easy way to add realism to the game. It caused problems for merchants and visi- will include an invitation to dinner—a also cuts out characters with names like tors. Adventurers might suffer from the dinner that the characters graciously Bart the Bugbear. same breakdowns in communication. refuse: The dish did a lot more than make Chart A is a list of some customs that a group of tribesmen unique; it gave the might effect a society’s reaction to a PC. A Possessions PCs insight to the fauna and flora of the DM could pick a few customs, either by Every society creates unique equipment, area. It also gave us something to laugh random roll or by choice. After the DM art, and gadgets. The material possessions about. determines the custom, he then rolls on of a culture are great points of description Food could be very important if a socie- Chart B to determine the severity of the for a DM. A DM can easily work these ty’s eating habits are rather bizarre. An custom. The number in parentheses is the items into a game by putting them on event similar to the “chilled monkey modification on reaction (see the DMG, NPCs and with treasure. A man from a brains” dinner scene in Indiana Jones and page 102). The character gets the penalty distant Renaissance country might have a the Temple of Doom could easily be incor- for a difficult custom (i.e., a result of 1-3 pocketwatch or a printed book. Some porated into any RPG adventure set in an on chart B) if that character succeeds in islanders might wield shark-toothed clubs. exotic land. If a group of people have built fulfilling the expectations of that custom. A party would be amused (or disgusted) if up a resistance to poison or disease The character receives the bonus for a they found a grooming kit. present in the food they eat, the PCs might custom that must be obeyed (i.e., a result An item might have significance to the be in danger because of the meal arrange- of 6-10 on chart B) if that character fails to PCs because of its function (an arquebus, ments. Better yet, the PCs might be the follow that custom. Of course, the penalty for example) or because of its cultural dinner arrangements: or bonus are only applied to individuals significance (a totem that shows the wear- “This stew is very good, Tshani. What is who saw the behavior and who care about er to be friendly). Those characters inter- it called?” the custom. ested in combat would be intrigued by “Camro-chi.” Example: The party is about to enter the different weapons and armors, Potions, “Camro-chi, huh. What’s in it?” territory of a tribe of primitive men who medicinal herbs, spell components, spe- “Oh, potatoes, onions, an herb called might be enemies. The DM has rolled a 61 lunking equipment, climbing gear, and ydonna, and elf meat.” for Chart A, so this tribe values the search widgets like Chinese (or gnomish) puzzle- The next time they come to visit Tshani for fame and fortune—i.e., adventure. He boxes are highly prized items that PCs and his tribe, the party had better not then rolled a 3 on Chart B. Thus, the tribe could come across. Since we are talking bring their elf buddy along. believes that only very noble people have about fantastic realms, a culture could Food of a more appetizing nature is still the courage to seek out adventure. The produce truly amazing items. For example, interesting. Attempt to invent a new food, traveling party is going to be highly re- a tribe of mountain dwellers could make beverage, or spice for a place, or find a garded by these people because the PCs hang-gliders or skis. rare, archaic recipe from medieval times. are strong and brave enough to leave Smaller, less important items such as Also, foreign restaurants are neat places to safety and comfort in search of fame and totem figures, good luck charms, clothing, eat at before a game. Order some kafta or riches. art objects, and tools can add color and lamajun before playing in the AL-QADIM Knowing the customs of a people can interest role-players. A character who is a setting. It is easy for the stomach to lead help a player fit into or rebel against a farmer might visit a far-away city in order than the mind. culture. If he wanted, for some reason, to to find new tools. A money-hungry party fit into orcish society he might attempt to might trade in a form of artwork ( Customs follow those rules listed above. The DM spider-web sculpture, for example) that is Every culture has laws and social prac- could then arrange a situation where the rare or unheard of in their land but quite tices. These customs are very important to PC wants his character to kill a priest of common in other areas. the people of a society and help define Luthic. Now, the player has a problem: When one of my characters visits a new who they are. In a game, these customs does his character kill the priest and risk place, I have her try to get an item that is are great tools for generating adventures. excommunication from the orcish church, unique to that area so I can remember A custom can cover just about anything or does he follow the commandment, not where that character has been. My notes and can come from a number of sources. kill the priest, and have the orcs like him? are often reduced to a list of equipment. I Some customs are considered trivial while Conversely, if he knows about orcish eti- must confess that this makes it easy for others are regarded as mandatory rules of quette and wants to really annoy an orc me to brag as I talk about where my char- behavior. Breaking a taboo or not follow- chief, he might poke a sore that the orc acter has been while I describe what she ing the social norms could result in a PC has (if he can stomach it). has on her. being attacked or just being made fun of A lawful society generally will have as a “barbarian.” more rules than a chaotic one. Even cha- Sustenance The strongest customs are the stern otic societies would still have customs, One of the most important aspects of a commandments based on the laws of the though. A tribe of free-spirited barbarians society is its food. A DM should tell the local deity or the legal codes (orcs might might shun the PC who won’t have “a players what their characters are eating. have a law against killing the priests of friendly brawl” with them. These barbari- Better yet, the DM could show the players. Luthic). Less important are the rules based ans even could have strict punishments A little food can add flavor (ahem) to the on profane philosophy and superstition for such crimes as kidnapping and slavery. game and focus the players into making (those same orcs might believe killing As in real life, characters who can fit their characters more three-dimensional, small furry animals on dead logs during into a society can work better in it than An example of the power of cooking is the full moon is bad luck). Finally, every those who do not fit. If swearing is consid- from my own campaign world of Nmumu. group has codes of etiquette and courtesy ered very bad behavior in a town, the Because of the availability of peppers and (the orcs might think that it is rude to pick character who watches his mouth will get chocolate in the land of Andapostahd, a at or try to heal other people’s wounds). more help from the locals. The character group of primitive tribesmen called the All customs can be thought of as rules who swears up a storm will have a hard Trorro have a unique diet. While most of (“We don’t do that here”) but this is not time finding any compassion. Indeed, the my players would not eat the dish most always the best way to look at them. For townspeople might give the “nice, polite favored by the Trorro (beef soaked in example, a character’s name is determined fellow” discounts on equipment and hints pepper sauce with chocolate milk), that in part by the society into which that on how to defeat the bandits that are on

20 AUGUST 1993 the nearby highway, but they might not cliche, “Leave them hungry for more,” ap- 61-64 Make a name for yourself Seek provide vital medicines to “that trash- plies here. The campaign generally works out fame and fortune. talker” better if the PCs take a strange culture and 65-68 The family is important. Know Customs can create many adventures run with it. Let them ask the questions and your genealogy and family histo- while providing a vivid image of a people. tell them about the things that interest them. ry. Seek a good name for your A character might be banished or even Don’t be afraid to improvise if they ask family. attacked if he breaks these rules. Perhaps about something you haven’t created. One 69-72 Certain skills or occupations can the party uses one of these laws to escape can logically apply what one has done to be known only by certain people. from some enemy who has the upper other aspects of the culture. Remember that Only those certified may have hand (“I challenge you in single combat for a big custom or habit can have ramifications those proficiencies. the lives of my friends”). Customs might on very small things. A stoic society is not 73-76 Certain possessions can only be interfere with combat. Medieval knights going to have humorous plays performed in owned by certain people. Do not (circa 1200 A.D.) could only fight from the streets or cute pictures of animals on have these items in your posses- dawn Monday to sunset Wednesday; all children’s clothing. sion if you are not authorized to other times were days of peace. Cavaliers, When designing cultures, a DM should own them. paladins, and other noble warriors might be as logical as possible without jeopardiz- 77-79 Do not stand out. Act and look have similar limitations. Certainly the ing having fun. like everybody else. army from a town of Dumathoin wor- 8O-83 Do not touch, associate, or look at shipers would not fight on the new moon, those who are not in your caste. although they wouldn’t tell you that. Chart A Keep them separated from us. These are the best kinds of details, as they 84-86 Degrade and humiliate yourself simultaneously add dimension to the game d100 Custom * at every possible opportunity world and the plot. 01-05 Always show honor in battle. Never forget that you are guilty When facing an opponent one 87-89 Tell people what you are doing. Philosophy should fight face-to-face and Keep no secrets. Characterizing a people involves think- never use poison, oil, or magic. 90-92 Only those of the community are ing about their motivations and values. 06-08 Help (by force, if need be) your allowed full privileges. Foreigners The culture’s outlook on the world is very peers to do what is good and should be watched and their important. What do they think of stran- proper for the society movements limited. To be a part gers? What do they think of adventuring 09-12 Observe proper manners at the of the community, one must have or war? Do they value personal honor or dinner table. Follow the rituals a native name and occupation. material comfort? Not only should the big and eat the right amount of food. 93-96 Every item should be ornate and things be asked, but the little things as Discuss only proper topics while decorated. Common items should well. What do they think of taverns or at the table. be aesthetically pleasing. gems? If a society believes that only 13-18 Be polite to your peers and show 97-00 Let everybody live as they like. thieves have excellent manual dexterity, respect for your superiors. Hum- Oppose no one and do not judge. think of the ramifications of a bard who ble yourself before leaders. Al- juggles in the attempt to charm a crowd. ways show courtesy. Sacrifice * Those customs in italics are reversible One little detail can cause a people to hate, your pleasure if need be. if the DM so chooses. fear, love, or admire a party of adventur- 19-21 Be serious and stoic. Never tease ers. others. Laughing is very rude. Chart B This difference in viewpoints could be 22-25 Never eat or kill a certain animal taken to very bizarre limits. A society of (crickets, mockingbirds, the 1d10 Importance sentient oozes would have a very different tribe’s totem animal, etc.). 1 Only paragons of virtue are able culture. So, too, would very bizarre life- 26-29 Always accept/give presents. to fulfil the expectations of the forms such as treants and myconids. Ex- 30-32 Show your anger: Let your ha- custom ( -4 on reactions). traterrestrial cultures also would be very tred drive you. 2-3 It takes a very noble soul to fulfill different. If those sentient oozes were 33-36 One gender must be subservient the expectations of this custom from another planet, they could have a to the other. The inferior gender (-2). technology based on liquids and a philoso- is not capable of rational thought 4-5 This is an old custom that is phy based on nonresistance (i.e., go with and must be “guided.” outdated. Most people don’t live the flow). These creatures would have 37-41 All property is public. If you are by that custom any more. It is very different witticisms based on their holding an item, you own it. ignored by all except the most viewpoints. Phrases such as, “That’s a Someone else can use the items conservative and the very old (0). sweet pill to absorb,” or “You’re just bang- that you don’t need. 6-7 Not following the custom is rude ing your sense-orbs against the wall,” 42-45 Gender lines must be definite. and tasteless. A breach of eti- might be common. Men should look and act like quette, to be sure, and a sign of men; women should look and act trouble, but the person might be Conclusion like women. brought to understand (+1). The ideas listed above can be applied to 46-49 Holidays are important. Rituals 8-9 Only rude and malevolent people any society, race, religion, or location. and sacrifices must be done at engage in such behavior (+3). Because of the emphasis many fantasy the proper time. Certain actions 10 Only villains practice such behav- RPGs put on races and religions, most cannot be committed during the ior. These beings must be driven players think of societies in those terms, holidays. out or killed. Protect the children but two groups with the same religion, 50-53 Always keep your word, even if and old people. Pray for deliver- race, alignment, and economy could be it means your death. ance (+5). drastically different, especially concerning 54-56 Music is sacred. Only certain the nuances of their culture. people can sing certain songs. * indicates a product produced by a company other When presenting a culture, one needs to Some music is taboo and must than TSR, Inc. Most product names are trademarks be careful not to add too much detail. A DM owned by the companies producing those products. not be played. The use of the name of any product without mention who mentions every part of a culture is 57-60 The group is everything. The of its trademark status should not be construed as a going to bore the party very quickly. The individual’s life is secondary. challenge to such status. 22 AUGUST 1993

24 AUGUST 1993 The GM’s challenge: creating your own role-playing adventures

Artwork By Stephen Schwartz ©1993 by Lisa Stevens

Creating your own role-playing adven- In “The Golden Ship,” the main plot is as tures is one of the most exciting aspects of follows: “A group of Tuatha de Dannan being a game master. It is the bread and have been harassing Norman ships in butter of game mastering and separates northern Ireland with a ghost ship made the good GMs from the great. Creating a out of gold. The characters hear about this good adventure story is much like writing ghost ship and set off to find the ship and a good book; there are many similarities capture it for their own use.” between the two that can be explored and As you can see, the plot is pretty simple. used. Here, I’ll show you how I construct a The obstacle or conflict in the story is the story, starting with the bare skeleton of finding and capturing of the golden ghost the plot, setting, main characters, and ship. We now add to this backbone, and theme, then fleshing it out with the “Big the adventure begins to take shape. Seven” and other trimmings. I’ll use as an example an adventure that I wrote for Setting up the setting White Wolf magazine called “The Golden The setting for a story is the “stage” Ship,” showing the process you goes upon which all of the action takes place. It through to create a good story. The adven- is the backdrop against which the unfold- ture was designed for White Wolf’s ARS ing story is told. The setting provides the MAGICA* system, but the points made atmosphere for the story, and it also delin- here apply to almost any role-playing obstacle or conflict that the characters in eates and sets parameters for the action to game and genre. the story must overcome. The obstacle or come. For instance, if an undersea setting conflict can be internal or external to the is used, the characters are limited by their The plot is all characters, but its resolution forms the magical, technological, or natural abilities As in any story, the plot forms the basic backbone of the plot. You should be able to breathe water and move around freely. story line along which the action flows. A to describe the plot in a couple of short It is important to describe the setting in good plot is very simple, with the complex- sentences; otherwise, you are adding too detail, for it provides much of the story’s ity in the story being added with the vari- many trimmings and aren’t sticking to the reality. Without a good setting, the story ous trimmings. The plot consists of some main plot. lacks much of its impact.

DRAGON 25 In “The Golden Ship,” I chose northern appearance. Even the characters were vic- 2. Role-playing. This member of the Ireland in the late 12th century as the tims of xenophobia, because (in the ARS Big Seven may seem obvious enough, but setting, mainly because of the Norman MAGICA system) they are wizards and live you would be surprised how often GMs invasion of Ireland taking place at that outside of the rules of society and the Church. overlook this one when they design their time. The Normans became the protago- As you can see, the theme of xenophobia own stories (sometimes even professional nists against which the Tuatha de Dannan tied together all the different people in the designers fall prey to this one). A role- would defend Ireland, which the of story. Through the characters’ interactions playing encounter is one in which the Ireland claimed the Tuatha would do. I with the various main characters, they players get to role-play their PCs’ personal- narrowed the setting down to three spots: could explore the way xenophobia affect- ities and interact with the game world. It the fishing village of Ballyswag, where an ed their lives and the lives of the other is a chance for your players to delve into old man could be found who had seen the main characters. the world where the story is set, to get to ghost ship; Malin’s Head, a rock formation know the main characters in the story. further down the coast under which the The big seven Role-playing is what makes the game into a Tuatha lived; and the homestead of Jorga, Now that we have the backbone of the story. It provides the character develop- a Firbolg, even further down the coast. story, we need to add the flesh to the ment that is so important in the writing of These three locales formed the crux of bones and give the story more substance. any good tale. Make sure that it becomes my setting. I decided that Ballyswag would The Big Seven are points essential to the an integral part of your adventure design. be an isolated fishing village that shunned telling of a good story, and any good GM In “The Golden Ship,” the characters get outsiders. Malin’s Head would be a barren, will ensure that all seven are represented a chance to role-play with most of the desolate rock inside which could be found in each story that they tell. They consist main characters because the PCs need a beautiful faerieland. Jorga’s home was a of: action, role-playing, problem-solving, information from the NPCs to complete simple farm built along the coast. flexibility, discovery, rewards, and a lead. their quest. Tanya provides them with the We will examine each of them below and quest to begin with, the old man in Bal- The main characters give examples from “The Golden Ship.” lyswag needs to be talked to so the charac- With the setting complete, I chose the ters can narrow their search down to main characters in the adventure. Of 1. Action. Action generally means Malin’s Head, and the Tuatha de Dannan course, your players provide most of the combat, one of the mainstays of most role- must be dealt with in order to obtain the main characters, but your nonplayer playing games. Action is the part of the ship. Finally, Jorga must be dealt with on a characters also fill a few of these roles. story that makes the players sit up on the role-playing level so the theme of the story The main characters are those whose edge of their seat. Their hearts start to can be struck home. actions have a significant effect on the beat faster, their minds whirl with various outcome of the story. They are the people strategies, and their fear for their charac- you get to know well and who spend a ters’ lives is almost palpable. Combat also 3. Problem-solving. Problem-solving good deal of the story in the limelight. provides a chance for the characters to is overcoming an obstacle that stands in In my story, I needed only a few main work together as a team. Victory in com- the characters’ path of success by using characters. Obviously, Jorga the Firbolg bat is the yardstick against which many brains and wits instead of muscle and would be a main character, since his home campaigns measure their success. weapons. It can consist of something as was one of the three parts of the setting. But action doesn’t always have to mean simple as figuring the best way into the To this I added Tanya, a librarian from combat. Action can be any part of the tavern to something as complex as a 100- Dublin who has an interest in the sightings story that builds the excitement level of part riddle that must be solved for the of the golden ship and takes this informa- the story. A chase across the rooftops of characters to leave a labyrinth. Sometimes tion to the players’ wizard characters. The New York, attempts to control a plunging problem-solving involves finding a way to old man in Ballyswag plays a major role as aircraft, trying to escape pursuing mem- get a valuable NPC on your side. a source of information on where the bers of the town guard—all of these are In my story, the first problem is finding golden ship hides during the daytime, examples of action that doesn’t necessarily the hiding place of the golden ship. Once since he is the sole person alive who has mean combat. the characters find out that the ship lies in seen the ship. The head of the Tuatha de In my story, there was one main source Malin’s Head, they have to figure out how Dannan, Danea, plays a pivotal role in of action, though several other possibilities to get inside. When the ship is found, whether the characters obtain the golden existed depending on the actions of the there is the “small” matter of getting it out ship or not, and the ship’s undead captain, characters. In order to enter the Tuatha’s of the sidhe, since only the Tuatha can Sverik the Blue, rounds out the list of main sidhe (lair), the characters must defeat its counter the spell that keeps it in the sidhe. characters who are NPCs. guardians—a giant spider and a two- And finally, the biggest problem is trying headed mollusk. There is a real possibility to get the Tuatha to give the characters the Placing the theme that they must battle the undead Sverik ship without killing Jorga the Firbolg, The final part of the story’s skeleton is and his crew on the golden ship. Combat whom the Tuatha want the characters to the theme. The theme is the idea that you with Jorga the Firbolg and the Tuatha de kill. If the characters get past this prob- wish to explore in the story. It brings unity Dannan would be avoided, we hope, but lem, they are very good indeed. to the story and is explored throughout the possibility is there nonetheless. the story by the actions of the players and Action should be used by the GM as a the main characters. Even the obstacle or means to keep the players’ interest up. It 4. Flexibility. This is one aspect of conflict that forms the plot usually reso- provides the players with an easily quanti- creating your own story that many GMs nates with the theme. It is the thread that fiable means to succeed and visually helps overlook. By giving your players many ties everything together and usually teach- them to see how far they have come to- options as to how they can complete the es the players something. ward achieving their goal. Action, and adventure you have planned, you open a In my story, the theme was xenophobia— combat in particular, should be a part of can of worms that requires you to detail the fear of those who are different from any story, but you have to avoid using it many different avenues of the story, just yourself. In the story, the people of Bal- too much. Used in the right quantities, it in case the players decide to pick one of lyswag react poorly to anyone who lives can become the climax to a good story; the obscure options. It is very tempting to outside of their village; the Tuatha de Dan- used too often, it becomes just another in give the players just one path toward nan are riled up against the Normans, who a series of hack-and-slash battles. Don’t success (“I’m sorry, you just have to defeat are invading Ireland from beyond; and Jorga cheapen the effect of action—use it, but the red dragon to get the treasure; there’s is ostracized because of his huge, hideous use it sparingly. no other way!“). By giving one path, the

26 AUGUST 1993 amount of work you need to put into players by giving them too many rewards it provided kernels of stories that the making the story is reduced manyfold. for their successes, and thus is born what characters could follow up on. However, the sense of realism will be we refer to as a “Monty Haul campaign”—a lost—the players need to feel that the campaign where riches and rewards are The trimmings choices their PCs make throughout the given away much like they did in the old Now that you have the skeleton of the adventure actually make a difference “Let’s Make a Deal” game show (“And story fleshed out with the Big Seven, you between success and failure. There should behind door number two, we find . . .”). are ready to add the trimmings. These are be more than one way for the characters Make your rewards less money oriented little things, peripheral details if you will, to accomplish their goal in the adventure, and more intangibly oriented, such as that add a sense of realism that will have so that the choices they make as the story giving the group the aid of a ghost’s advice your players coming back for more. progresses significantly change the path rather than a haul of golden coins. Both In addition to the main characters, the story follows. are useful, but the ghost is more interest- throw in a number of minor personalities I ended up with three major options in ing and, nicely enough, remains in the to round things out, make the world seem “The Golden Ship.” The main one involves GM’s control, so its effect on the campaign more alive, and mask the importance of the characters finding the ship, dealing can be constantly regulated. the main characters until the players with the Tuatha de Dannan, and receiving Funny as it may seem, my initial reason discover the truth for themselves. Minor the ship in exchange for Jorga the Fir- for writing “The Golden Ship” was to personalities can be anyone, from a bar- bolg’s head. Of course, this option isn’t provide my gaming group with money keeper to the wilderness guide the charac- very palatable to many players, so I pro- that it desperately needed, not to give ters hire to the two orcs guarding the vided them with ways around a “bitter- away a magical item with the power of the dungeon gate. If you can make these bit sweet victory” that were more difficult but golden ship. As the story evolved, the parts come to life, your stories will be also more satisfying. There was always a money became such a minor part of every- much more exciting, just as a great movie chance that the characters could somehow thing that I put it in the hold of the ship contains many small characters with mem- make the deal with the head Tuatha, Da- and made the golden ship one humongous orable lines. nea, and trick him into parting with the treasure trove (but one which would be Also, try to bring in ties to the adventure ship before the ruse was discovered. Of very hard to win). Of course, the charac- from the past. An old nemesis who shows course, the golden ship could be taken by ters could make a number of very power- up, either as a main part of the story or as force when it was out raiding, but a pow- ful allies (the Tuatha and Firbolgs, with the a sidelight, will tie your various role- erful curse on the ship would make this possibility of having Sverik and his undead playing stories together and, again, make option a very bittersweet victory. raiders joining the character’s side) and a the world seem that much more large and number of less powerful ones (Tanya the real. A long-lost relative spotted at an inn 6. Discovery. Adding something new librarian and the people of Ballyswag). that the characters stop at on their way to your game world with each story you There is also information to be had from through town adds a certain depth to the run helps it come to life, and it expands many of the main characters, and informa- story that the players will appreciate. the bounds of the “known world” so that it tion can sometimes be just as rewarding as Finally, a few side episodes that have becomes something of awe and grandeur gold pieces. nothing to do with the main plot will spice to the players. Players like to discover new things up and keep the players guessing as things (don’t we all?) and adding them to 7. A lead. Finally, you should include to what is important and what isn’t. A the story line makes each story something leads to future stories when you are craft- pickpocket attempt, rescuing a child from that all the players will look forward to. ing your story. Leads make the world the bottom of a well, and perhaps a side The act of discovery is one of the traits seem that much bigger, since things are journey to visit a shrine where a saint is that separates humans from the animals, obviously happening around the charac- said to have been sighted are all little so use it to your advantage when you are ters that don’t have any bearing on the episodes that keep the world spinning and crafting your stories. quest they are currently engaged in. The alive. When I ran “The Golden Ship,” the story adventures that the characters embark on added many new things to our campaign. will seem like an integral part of the Final touches The Tuatha de Dannan and the Firbolgs world, something that didn’t suddenly Your story is now set. You have the were both new to our saga. Our troupe appear for their amusement but which skeleton of the plot, setting, main charac- had yet to explore northern Ireland, so the existed in the universe before they came ters, and theme fleshed out by the Big addition of Ballyswag and Malin’s Head across it. Thus, everything seems more Seven and touched up by the trimmings. gave us some reference as to what existed real. Besides, it makes the characters seem The only thing you need now is to bring up in the wild north. And, of course, the much more in control of things when they everything to life, and that is where your golden ship itself provided a powerful new can decide which adventure they want to characters come into play. They are that magical item that would become a main- go on next (“Hey, guys, remember that spark of life that will make your story stay in our stories for years to come; it rumor we heard in the tavern in pulse with life. Like Dr. , you had a definite impact on the campaign. Highport?“). By weaving the lead into your have created a masterpiece, but your story, you can introduce the stories that players will make that masterpiece live. 6. Rewards. Rewards offer your gam- you want the characters to see without You now have the knowledge to write ing group a tangible means to measure making them feel like they are being your own stories. Remember to think of success. Many times a reward means forced from one story to the next just adventure writing as story writing and money, jewelry, and magical items—things because that is what you’ve prepared for follow all of the same conventions, and that the players can count, see, and feel. that week. you will be pleasantly surprised at the But rewards can also take the shape of In my story, the capture of the golden depth and realism, the excitement and something less tangible but just as pleas- ship itself could lead to many future sto- intensity, and the pure pleasure you can ing, such as a valuable ally won, an old ries, depending exactly on how it was derive from writing and running your nemesis defeated, or a powerful threat obtained. The Firbolgs could come to own adventure stories. thwarted. Rewards are what a successful avenge Jorga’s death, other Tuatha might group garners for its victories, so you try to get the ship back, and even the * indicates a product produced by a company other must make sure that your story contains Normans might try to avenge the loss of than TSR, Inc. Most product names are trademarks them. Usually this isn’t a problem for most owned by the companies publishing those products. their ships. On a more mundane level, I The use of the name of any product without mention GMs. What does tend to happen, though, put a captain’s log in the ship’s hold that of its trademark status should not be construed as a is that GMs try to overcompensate their chronicled the exploits of Sverik the Blue; challenge to such status.

28 AUGUST 1993

Organization

And in role-playing games,

by Richard Hunt

Artwork By Jim Holloway

One commonly overlooked aspect of The best solution is to decide which new successfully mastering any fine role- rules to include. Be very selective and playing game is the ability to organize the avoid using every new rule or article. game itself. This entails every ‘aspect of the Photocopy the table of contents from game, from the rules right down to the every issue of relevant magazines and the paperwork that keeps it running from articles themselves. Place all of them in a session to session. A badly disorganized loose-leaf notebook, in date or issue order. game master is a frustrating sight, espe- Plastic tabs may even be used to separate cially for the players; it can utterly crush AD&D® game as well as other fantasy role- articles on different subjects, particularly their confidence and respect for his ability playing games. new magical items, weapons, spells, mon- to run a successful and enjoyable game. A sters, and procedures. Granted, this is a GM who fumbles through piles of rule Organizing the rules great deal of trouble, but it could be worth supplements, forgets crucial playing mate- The first task every GM must tackle is it once you have established a system. rials, or loses important information from organizing the rules. Many game systems A good way to avoid all this is through session to session eventually ruins the present the GM with several optional rules the use of a computer database; it can be continuity of the game. He eventually systems, even in the basic rule book. Such used to create an index of the articles you becomes frustrated and impatient with the is the case with the AD&D 2nd Edition plan to use sorted by subject matter. Sim- effort, as well as the hard criticism of his Player’s Handbook and Dungeon Master’s ply print out a listing of the articles you players, at which point he must either give Guide. Supplements and additional refer- plan to use after updating it each month. I in or . . . get organized! ences may also enter the market as time am in the process of converting from Before deciding to get organized, the GM goes on, and these can pile up—even con- photocopies to a data base—it’s highly should be sure he really has time to mas- tradict one another—unless the diligent recommended. Of course, this requires ter the game. A lack of time could be the GM stays on top of them. Decide early on that the magazines be on hand during real cause of the disorganization. As we all what optional rules you are going to use. play, perhaps on a nearby shelf. know, GMs are people, too. If lack of time Upon buying a new supplement, read it Once all this is done, physically separate is the problem, the best thing to do is keep and decide what sections you plan to use the rule books you intend to use from the the game as simple as possible. Restrict the in the same manner. Write up a list of all ones you don’t; this includes house rules use of supplementary material, avoid the optional rules or mark them in the books. and article notebooks. Place all of the use of house rules, or play a little less I highly recommend the use of Post-It relevant ones on a shelf near your writing frequently. This cuts down on the amount Notes or easy-stick labels so you can desk, computer, or wherever you plot of game material the GM must learn and change your mind later. Be sure to inform each game session, for quick and handy gives him more time in which to prepare. the players of your selections, allowing reference. It is also important to keep Frankly, playing a simple version of the them to make the same marks in their books from other systems, old editions, game is better than not playing at all. own rule books as well. Be flexible and magazines, boxed sets, board games, and The players can also handle some tasks. allow the players to voice their objections modules separate. Many of these can still In fact, turning over select tasks to mem- or suggest changes. In the end, this gives be valuable reference materials, but the bers of the group is another good way to you something to point to when a player core rule books are of higher priority. find the time for a quality game. Really declares his intention to use an optional Separating the rule books solidifies in your enthusiastic players, typically those who rule you may have disallowed. mind which references are most impor- keep adventure logs, remember past ses- Many GMs also have house rules. Write tant; it also allows you to just grab them sions with great clarity, or have a passion these down somewhere and place them in all when moving to the play area without for rules accuracy, can often be phenome- the rule book or a notebook with other having to sort through them every time nal at keeping track of party-related infor- materials. If there are a substantial num- you play. mation, freeing the GM for other ber of house rules, consider writing up a functions. small pamphlet of them to copy and dis- Organizing the game world Organization is otherwise a very practi- tribute. New players are especially appre- Once the game rules are organized, the cal matter. Knowing where to put every- ciative of being apprised of all house rules game world material is next. The first step thing is the first step; keeping it there is from the start. here depends on the game world. If the the second. This article suggests several Material from game magazines (such as game world is a commercial product, your methods for doing just that, for the this one) can present a special problem task is relatively simple; just put all materi-

30 AUGUST 1993 we do mean everything!

als detailing the world in the original box, placing any supplements next to it. Place this right next to the organized rules on your shelf. Read them often and become very with where specific informa- tion (history, politics, etc.) is located. If optional rules have been introduced with a particular world, mark these as you would basic rule books and supplements. All world maps should be framed (poster frames are inexpensive) and hung or pinned up in the play area if at all possi- ble. Poster frames are really a must, since you can write on them with markers without marring the maps. Leaving the maps in the box does not allow you to become familiar with them. If a world atlas is available (such as with TSR’s FORGOTTEN REALMS® and DRAGONLANCE® settings), then by all means use it instead. Atlases tend to be more detailed, highly portable, and by far easier to use than posters. I have seen more than one GM attempt to navigate the party’s course on fold-out maps, throw up his hands in disgust, and toss the whole mess on the floor! The GM should then set about making changes to the world. Just because you bought the game world does not mean that you can’t do a bit of judicious prun- ing. You bought it—it’s yours. Take out the things you really hate and add anything you wish. Change the names of places, people, historical events, gods, or anything else, all to suit you. It may even be neces- sary to make up a few things that the designers failed to develop. For instance, I have found that almost no one includes a world calendar! You could even go so far as to add new cities and develop areas that remain purposefully undeveloped. All major additions should be detailed in writing. Place such information in another loose-leaf notebook or in the boxed set. In this particular case, tell the players only the most obvious changes you’ve made; let them slowly discover the rest-those parts of the game world that are of your inven- tion. Players who read game-world materi-

DRAGON 31 al and know it backward and forward will line format, the GM should write a de- good track of NPCs. Compute r users can be foiled as well. Do as much or as little as tailed outline of how the campaign should also include a list of all NPCs in the section you think needs to be done. If you’re progress or how an adventure should be for quick reference. satisfied with everything on the whole, introduced. A single outline should gener- The fourth section should contain infor- don’t do anything—it’s that simple. ally cover about 3-5 game sessions if possi- mation on the player characters, in- Organizing your own game world is ble, and each section should cover a major cluding (using the AD&D game as an very time-consuming but extremely re- plot line. A section of a basic outline for an example) their names, classes, levels, warding. How you develop this world is AD&D adventure might look like this: races, hit points, proficiencies, or any up to you. First, however, take a look at other relevant information. The most commercial game worlds for examples of The Dark Arrow important part of this section is the what to do and what not to do. A good A. The heroes have learned that Falcon’s magical-item listing, which contains a list friend of mine bought a game world, made Peak is newly inhabited by a tribe of of all magical items for each PC. This a ton of photocopies, bashed it with goblins, led by their chief Lorzniskik. serves two purposes: First, the GM can sweeping changes, then discovered that B. They are also aware of the presence of gauge the level of magic in the campaign, every commercial adventure set on that a green dragon, Emer, in the Haven- whether there is too much (i.e, Monty game world was tens of thousands of wood, though they have not learned Haul) or not enough (i.e., Uncle Scrooge). miles away from every other adventure the location of her lair. He can also keep track of information that requiring great amounts of travel, hun- 1. An arrow of dragon slaying was should be secret, such as magical charges, dreds of random encounters, or magical lost on Falcon’s Peak; this infor- unknown functions, command words, and explanations for how the party managed mation is revealed by the new the special status of particularly harmful to get on the other side of the world! party member who lost it there, items (cursed items, rings of delusion, and Needless to say, he gave up and moved on Vaulinon. The party hopes the sentient weapons). An item should have a to another world, all the wiser. goblins found the arrow and question mark by it if it has not been fully The real key to beginning is to start with attacking their lair will yield it. identified by its owner. Again, a computer only the basics. This might include world 2. The goblins do have the arrow, is ideal for keeping track of such things. history, the seasons, phases of the moon(s), but are unaware of its nature. It The last two sections should contain the mythology and gods, kingdoms and poli- is a “ in a haystack” of adventure and the statistical listing of all tics, geology, wildlife, and ecology. The GM tribal arrows. monsters in the adventure, respectively. has a unique opportunity to perform C. The party attacks Falcon’s Peak and Modules should be photocopied if at all many tasks without mastering any of retrieves the arrow. They return to the possible, so that sections may be high- them; he is often expected to be a biolo- city in preparation for the confronta- lighted, struck, or altered as necessary. A gist, meteorologist, geologist, astrologer, tion with the green dragon. plastic sleeve for a three-ring binder (avail- historian, political scientist, and artist, to D. The characters travel to the Haven- able at office supply stores) can house a name just a scant few. Players often ask wood, where they discover the location fold-out style module. The last section the strangest questions, and the best you of the old dragon’s lair from a pair of should contain the statistical listings of all can do is be organized enough to know slightly green-tinted (from exposure to monsters in the outline and adventure; where the answer might be, particularly chlorine gas) . After they interro- thus the goblins, ogres, and green dragon when the question is about your world. gate the ogres, the heroes go to the lair. from the outline above would be included The AD&D Campaign Sourcebook/ E. The heroes kill the green dragon with a in this section, with all hit points pregener- Catacomb Guide is an excellent source of successful shot—or they are in deep ated and ready to go. Hand-drawn or general tips, ideas, and information for trouble! computer-generated forms are equally any game system. useful here. Keep in mind that your game world will Subplots, such as the appearance of a never be complete. World-building is a very rival party seeking to gain the arrow, can Have campaign, must travel time-consuming process, sometimes lonely be planned as well. The main thing to keep The final task is to prepare for traveling (unless you enlist aid), and often unappreci- in mind is that this outline details what to the game site, whether it be a dining ated. If you can live with all of that, then you should happen, not what will happen. The room twenty paces away, a friend’s apart- are probably suited to the task of organizing party may decide to sell the arrow or ment across town, or a gaming club. Many a beautiful new game world. Unfortunately, ignore the adventure hooks altogether. stores sell plastic containers, cardboard no one can tell you how to organize it. Each That’s why the GM should have other boxes, and other forms of luggage perfect world is unique in style and its organization outline sections to fall back on. The outline for storing and moving game materials; depends on the individual. The only surety is is only a very loose script, and the GM fishing tackle boxes and cosmetics cases that it must be organized in the same way should treat it as such. work well. In any case, keeping game that a painting must be painted. Seeking The second section of the notebook materials such as miniature figures, vinyl multiple examples is really the best way to should contain a very simple campaign mats, pens, pencils, dice, scratch paper, decide how your world must be made and calendar upon which to mark the pas- calculators, GM’s screens, and other ef- ordered. sage of the days of the year, keep track of fects (trees, rocks, dungeon furniture, etc.) the current date, and write in small notes. all together, organized, and ready to go on The GM’s notebook A calendar with twelve months should be short notice is a necessity. Once the rules and game world are divided into four pages, three months to a organized, the GM should decide how he page, with at least one square inch per day Using these methods for organizing your wants to organize the day-to-day events of for notes (graph paper is excellent in this game can make as much difference as the campaign, the fine details of the char- regard). At the end of a session, the time knowing how to tell a good story or know- acters’ lives to come. The GM should put of day can be written in for the current ing the rules of the game. How can you tell together another notebook to aid in run- date. This section helps keep track of time a good story if you don’t know where to ning the campaign from session to session. and events between sessions. find it? The same goes for the rules. Play- The organization of this book may vary, The next section should contain all of ers are impressed, at least subconsciously, but a basic blueprint for this notebook is the campaign’s major nonplayer charac- by a well-organized game. Organizing the very necessary; at the very least, it should ters. This can be a very thick section of game by using these methods can benefit contain six sections. notebook paper, computer printouts of all everyone and make the game an event to The first section should contain the NPCs (one to a page), or the like. Index remember, with an organized GM to thank campaign outline. Using standard out- cards are really too small to keep very for it.

32 AUGUST 1993

I fully support your view on emergency bandaging and “death’s door” victims. I rule much the same on these matters in my own game. I would, however, like to share with you some elements in my campaign that allow us to avoid some of the problems you seem to be having in yours. I have never been a staunch supporter of spell components. I believe the components are meant to be somehow symbolic of either the desired effect to be gained from the summoned magical force or the intended recipient of the spell. I’ve never understood why a symbolic item needs to cost some outrageous sum in gold pieces, or why such components need to be consumed in casting the spell, as if such things as “a tiny ball of bat guano and sulfur” could provide the driving force for a fireball (assum- ing you’re not trying to justify this with E = mc²!). I mostly dislike heavy dependence on spell components because, from Gandalf to Belgarath, fiddling with powders, silver bells, and dung doesn’t fit my image of one mighty in “Forum” welcomes your comments and opin- experienced players and adds new dimensions the Will and the Word. ions on role-playing games. In the United States to the game). Often, the player’s actions lead to a I agree with your interpretation of death from and Canada, write to: Forum, DRAGON® Maga- new series of adventures or can act as the poisoning; neutralize poison is a necessary first zine, PO. Box 111, Lake Geneva WI 53147 U.S.A. introduction to an already-written module step before raise dead can even hope to suc- In Europe, write to: Forum, DRAGON Magazine, (homemade or store-bought) if everyone is ceed. On the other hand, poisons in my game TSR Ltd, 120 Church End, Cherry Hinton, dealing with new PCs. Most of all, the new can have an onset time anywhere between Cambridge CB1 3LB, United Kingdom. We ask player is not confronted with a set of rules that three seconds and 15 minutes, depending on the that material submitted to “Forum” be either can prove to be a big deterrent, and he is put toxin. An Intelligence check by the victim (to neatly written by hand or typed with a fresh into a lively setting, not some kind of static recognize odor, taste, or numbing) on initial ribbon and clean keys so we can read and environment. contact usually allows a chance to use neutralize understand your comments. We will print the Secondly, I would like to tell Cory Dodt [issue poison to halt damage already in process, or to complete address of a contributor if the writer #190], with regards to his SSI rules problems, halt damage before it even begins. requests it. that: “As a DM, you will not be arrested by the Finally, I’d like to support your ruling on spells TSR police if you do not stick rigidly to the upon advancing. Unless the wizards find a I wrote these few points after reading “Fo- AD&D® official rules” and “Dissension makes teacher (not an assembly-line training center) rum” in DRAGON issue #190. for bad evenings.” willing to sell their spells in addition to the price First, about William D. Sharpe III’s comments Since I started playing the AD&D game, I have of level advancement (usually a quest for items about getting new players (especially females): I played with the original rules, the Unearthed needed in magical-item construction, not would like to point out that it is difficult to Arcana ones, the AD&D 2nd Edition ones, and a money), they’re just going to have to make do introduce someone to role-playing games if that multitude of rules taken from DRAGON Maga- with what they find in scrolls or steal out of person is not familiar with fantasy or science zine and the Best of DRAGON Magazine antholo- NPC spell books. fiction. How can you involve a person in a gies (and I have not started to look into the My point is: Know what you want. I think it’s magical setting if he or she does not know about official rules supplements). Since then, all the just as inappropriate to blindly follow the “offi- Merlin or Gandalf? Even if that person knows groups that I have played with have adapted a cial” stuff as it is to succumb to the easier SSI about them, maybe it is not in their field of common set of rules. Nowadays, that set of streamlined hack-and-slash rules. Compromise interest. In my case, though I have been in- rules is made of the ones found in the AD&D can ease pressure, but it won’t make you a volved in role-playing since 1982 (especially in 2nd Edition books (PH and DMG), with some happy gamer when you find yourself agreeing medieval-like fantasy settings), I still don’t feel adjustments that make the resolution of en- to follow rules that you don’t think are right. comfortable gaming in a science-fiction setting, counters and combat more efficient and less Try to reason with your fellow gamers; if you even though I don’t miss a new “Star Trek” chaotic. Those modifications to the official have valid justification for your rulings while episode or book. AD&D rules are minor and few. There are they just want it because SSI does it, you’ll have How do you introduce someone who is new to other official rules we ignore intentionally a definite advantage. If you need to be heavy role-playing into a group? I like Mr. Sharpe’s because of their bulkiness. The bottom line is handed, tell them if they want to play using the idea about solo adventures, but the group I am that we have great evenings, and that is the SSI rules, they should stay at home Saturday with has its own way to integrate someone most important aspect of any role-playing game, night and play on the computer. I myself own familiar with fantasy or role-playing into our because the rules are tools to the game, not the SSI Secret of the Silver Blades and I know how game. It can be done at a moment’s notice, and intent of it. The rules are there to-provide a much fun the game can be, but it’s no match to it works well if those already with the group are stable base on which we can have ‘fun. I under- true ROLE-playing. familiar with all the game’s rules. It could be stand the frustration associated with the “an- Erik Koppang called “improvisation/training.” The new player other DM, another set of rules” syndrome (I. Concord NH is coached by one or two other experienced experienced that a few times), but I repeat my players who explain the basic rules and general advice: get a common set of rules, a common I have been playing role-playing games ever setting, and help generate a new, low-level way to have fun. since my childhood, and I am still a very avid character. The other players dig up ideas for a Pierre Lapalme player. Recently one thing has been troubling short adventure in a city or a public place, St. Antoine, Quebec me, and that is the fact that as I get older, the preferably not a hack-and-slash or a seek-and- more uncomfortable I feel telling people who destroy situation. When the character is ready, I’d like to respond to the plea for help from don’t game that I do. someone acts as game master while others act Mr. Dodt in issue #190, regarding his trouble in I know that I should not feel this way, because as PCs, NPCs, or set crew, interacting with the getting his gaming group to recognize the gaming is something that I enjoy immensely, but GM and the newcomer within preestablished distinction between the SSI computer games I am starting to feel as though this alienates me guidelines. Meanwhile, the new player is free to and the AD&D role-playing game. It sounds like from. the rest of society. It seems to me that evolve a character in that setting by speaking you’re trying to be too accommodating to player those who have never played a game like the and interacting with the PCs and NPCs. Let the pressure, allowing them to decide how to run ADVANCED DUNGEONS & DRAGONS game feel player experience the character’s life and sur- the game. As the DM, your word is law and it is a child’s game, that adults grow out of it. roundings; let the player add something to the should be final. If you firmly believe the rules That has left me with very ambiguous feel- ongoing plot and make totally unexpected you use are better than SSI shortcuts, then you ings. Do I give up one of the aspects of my life moves (this proves to be a challenge to the need to stand by your decision. that I love dearly to avoid discomfort trying to

DRAGON 35 explain why I still game? Or do I disregard the used a depilatory, I can see too much. Following On a slightly related note, I must respond to feelings of the uninformed and ignorant, and the releases of these products, a group of wom- the woman who wrote in saying that (forgive continue to game in the closet? It is really tough en employees here at TSR met to discuss how my paraphrasing) she couldn’t believe that any trying to decide between the real world and a we can facilitate changes to the presentation of women would be interested in DRAGONLANCE fantasy one. women on our product covers. Time will tell products because all the women on the covers I know this feeling will not go away, because I how well we met that challenge. were well-endowed. I’m sorry she’s decided to am unwilling to give up my most beloved of If you note the artist’s name on the pieces you judge the books by their covers. I feel it’s neces- hobbies. I feel sick that the rest of this society found most objectionable, I’ll lay odds it was the sary to let her know that, despite her assertion, does not understand that adults like to become same person nine times out of ten. I’ll not name the DRAGONLANCE product line has the high- wizards, thieves, or captains of starships. It is a names here; you can figure it out for your- est proportion of female readers/gamers of all sad reflection of how little is “acceptable” in selves. For what it’s worth, that person is no our lines. The fact that the cover women have today’s world. After all, isn’t the purpose of a longer employed by TSR. (His firing had nothing what the writer considers to be large breasts hobby to release the stress and pressures of real to do with the depiction of women in his paint- isn’t the point; the fact that those women char- life? What better way to escape your troubles ings, but the outcome was the same: The princi- acters are strong in their own right, not pre- than to become someone else for a few hours? pal “offender” is no longer here.) sented as men’s toys or foils, is the drawing card In closing, I would like to add a piece of advice Some years ago, I spoke with a young boy of the saga. I suggest that reader pick up one of to anyone who may feel as I do. You should look (perhaps 12 or 13) in Los Angeles who asked me the novels and read it, regardless of the looks of around you, see just who is giving you grief why we always had “bikini babes” on the cov- the woman on the cover, and I’m quite sure about playing role-games, and ask yourself just ers, when “real armor” would make so much she’ll find a set of female characters who can what type of spell would be best to educate more sense. I told him that he was the most hold a story line on their own. them about what they’re missing. Trust me, it is mature teenager I’d met at that time and agreed Thanks to all of you who regularly make a whole new kind of fun. completely with him. The difficulty lies in “Forum” an exciting, thought-provoking column! Paul Bleiweis convincing the sales and marketing department Name withheld by request Great Falls VA that we don’t need sex kittens in chain bikinis (or less) on our covers to sell our products. They

Hear! Hear! seem to forget that some of our best sellers—the l indicates a product produced by a company other I am profoundly glad to read a letter from original FORGOTTEN REALMS® campaign than TSR, Inc. Most product names are trademarks someone else [Amaryllis Roy, in issue #189] who setting box, Drow of the , and Ruins owned by the companies publishing those products. is angered and alienated by the depictions of of Undermountain, to name three—have no The use of the name of any product without mention women on TSR product covers. As a woman women on their covers, semi-nude or otherwise! of its trademark status should not be construed as a challenge to such status. gamer, sometime DM, and employee of TSR for Please, those of you reading this, if you are in several years, I heartily concur. It’s taken a long agreement that women are objectified and thus time, but finally we have made some voices denigrated on our product covers, write to the heard. company and say so. “Sex sells” has a place in I have personally objected (in writing) to two the market, but not when the primary audience pieces of art: the covers of the AD&D products (according to our own sales and marketing Unsung Heroes and From the Shadows. In my department) is young teen males. Let your opinion, if I can see that the female obviously opinions be heard.

36 AUGUST 1993

Minor: Numbers, War. Morgion: Major: Time; Minor: Num- bers, Thought. Chemosh: Major: Thought; Minor: Time, War. Zeboim: Major: Chaos; Minor: Time, War. Hiddukel: Major: Chaos, Time; Minor: Travelers. Nuitari: Major: Thought, Numbers; Minor: Time. Gilean: Major: Numbers, Time; Minor: by Thought, Wards. Sirrion: Major: Chaos; Minor: Numbers. If you have any questions on the games that the NPC in question is suitably wary. Reorx: Major: Law, War; Minor: produced by TSR, Inc., “Sage Advice” will Note that this kind of testing can be both Thought, Wards. answer them. In the United States and unreliable and dangerous. For example, if Chislev: Major: Time; Minor: Chaos. Canada, write to: Sage Advice, DRAGON® a party finds a magical sword in one of Zivilyn: Major: Thought; Minor: Magazine, PO. Box 111, Lake Geneva WI Ravenloft’s domains, they have no easy Numbers. 53147, U.S.A. In Europe, write to: Sage way to check its alignment, even if they Shinare: Major: Travelers; Minor: Law. Advice, DRAGON Magazine, TSR Ltd., 120 handle it themselves. If a sword has a Lunitari: Major: Thought, Numbers; Church End, Cherry Hinton, Cambridge lawful-neutral alignment, any lawful char- Minor: Time. CB1 3LB, United Kingdom. We are no acter can handle it safely (see the Dungeon I’ve been getting a fairly steady stream longer able to make personal replies; Master’s Guide, page 187), and the PCs of requests for this type of material please send no SASEs with your questions might just arm a lawful-evil adversary. (though there still has been only one at- (SASEs are being returned with writer’s Likewise, a sword with a chaotic-good tempt at a crass bribe). So, starting with guidelines for the magazine). alignment is dangerous to any character the next issue, I’ll work through all the This month, the sage again digs into his who is not chaotic good. Handing such a pantheons in the Legends & Lore tome, mailbag and pulls out a random assort- weapon to a potentially friendly lawful- one pantheon a month, until they’re all ment of letters. This group contained good NPC is certain to sour relations. done or until TSR, Inc. releases a product questions on a number of AD&D® cam- that makes the effort moot. If the enter- paign worlds, so join our sage on his tour. Why weren’t the new spheres of prise still seems worthwhile after I finish Our first stop is in the Domains of Dread. priest spells from the Tome of Magic the L&L pantheons, I’ll move on to the included in the Tales of the Lance deities. Since nobody can detect good or boxed set, and why didn’t you in- (The deities of the FORGOTTEN evil in the RAVENLOFT® setting, can clude them in your discussion of REALMS® setting appear with the addi- characters such as paladins keep Krynn deities in issue #190? tional spheres from the Tome of Magic in their powers if they become lawful As it was, Harold Johnson and the other DRAGON issue #192.) neutral or even lawful evil? Do cler- Tales of the Lance authors ran out of room ics have to worry only about Law long before they ran out of things to say What kind of spell books would an and Chaos? What happens to magi- about Krynn. In fact, nearly a quarter of elven mage/minstrel (from The Com- cal items that might damage good or the original manuscript had to be dropped plete Bard’s Handbook) have? How evil characters, such as the libram from the product. A smidgen of this mate- would the character go about gain- of gainful conjuration or intelligent rial has seen print in POLYHEDRON® ing spells? magical weapons? If these items Newszine, and the rest is still awaiting The character would have two com- work normally, why couldn’t you publication. Needless to say, references to pletely separate sets of magical writings. test someone’s alignment just by the optional material in the Tome of Magic One would be a set of books just like any handing him a good-aligned sword? were out of the question. I didn’t talk other wizard would have, and one would Creatures on the Demi-Plane of Dread about the Tome of Magic priest spells in be an eclectic aggregation of notes such as still have alignments, even though divina- issue #190 because the reader who posed other bards would collect. tion magic cannot detect or identify their the question about Krynn deities didn’t ask The character would add spells to each auras. RAVENLOFT characters are in no about them. list in the manner appropriate to each way exempt from alignment restrictions. Since you asked, here are my unofficial class: through scholarly study and re- Note also that RAVENLOFT campaign suggestions for using the Tome of Magic search as a wizard, and through happen- player characters must be very careful spheres on Krynn: stance as a bard. The exact process is up about evil actions, as these can cause Paladine: Major: Law, Wards; Minor: to the DM. In any case, the character must Ravenloft powers checks, which eventu- Thought, War. follow all the normal rules for spell acqui- ally can transform the character into a Mishakal: Major: Numbers, Thought; sition, and must roll a “chance to know” DM-controlled creature. Minor: Travelers, Wards. each time a spell is added to either list. Actions that have consequences depen- Majere: Major: Law, Thought; Minor: The character could attempt to add a spell dent on alignment, such as picking up a Time, Wards. from her wizard list to her bard list, but weapon with the wrong alignment, are Kiri-Jolith: Major: Law, War; Minor: would have to make a second “chance to unchanged in the RAVENLOFT setting. Wards. know” roll. When memorizing spells, the These arise from the interaction between Habbakuk: Major: Travelers; Minor: character cannot cross lists. For example, the character’s aura and the item’s Time, War. if the character knew magic missile as a enchantment—you can’t see a brick wall in Branchala: Major: Numbers; Minor: wizard, but not as a bard, she could mem- utter darkness, but it still hurts if you Time, Travelers. orize this spell only as a wizard and could collide with it. Solinari: Major: Thought; Minor: Num- not use her bard spell “slots” to memorize I suppose one could test a character’s bers, Time. extra magic missile spells. The character’s alignment by tricking him into picking up : Major: Chaos, Time; Minor: Intelligence score still determines the an aligned sword. All such attempts should War, Wards. maximum number of spells the character be played out, with the DM making sure Sargonnas: Major: Chaos, Thought; can have in each list. 38 AUGUST 1993

est in this region had been cleared of the orcish infestation threatening the eastern Province of Sur. All seemed quiet as we prepared to cross the Ganlil River on our way back to Er. There was no sign of the orcs’ imminent ambush, as is typical of these jungle savages. Hundreds of raging orcs rose from the bushes, from behind trees, and from concealed holes dug into the narrow forest trail, while others swung down from trees hanging from vines. “Their attack was sudden and deadly, almost defeating my royal guard. Our war chariots had virtually no room to maneu- ver on the trail, and many were over- whelmed by the howling mass of orcs. We owed our survival to a desperate charge down the trail. Unfamiliar with this type of combat, the orcs attempting to stop us died under the vicious blades of the chari- ots’ wheels. It was a dark day for Nim- mur’s heroes, as two thirds of the royal guard perished. All the wounded had been left behind, and no doubt they were taken away by the orcs and tortured for days somewhere under the dark and mysterious canopy of the jungle.” II. “By the end of the campaign of Nin- Shurgon, the orcs had discovered the nature of our curse [see this column in DRAGON® issue #192 for details on the Nimmurian manscorpions and their curse]. I have declared it against the law of Nimmur to venture along the southern trail without full military escort. Some imprudent travelers occasionally ignore this law, yet almost invariably their twisted and charred remains are found later at the edge of the trail, grotesquely propped up on bamboo sticks as a sinister warning to others. “Although they seem barbaric and unin- telligent, the orcs of the Dark Jungle remain cunning, ruthless warriors, At the Nimmurian methods of war and disci- pline, they throw total savagery. This does not explain how they still defy civilization A new definition of bad: after so may wars with Nimmur and Herath. the orcs of the Dark Jungle and “The key to their strength is the jungle itself. The thick forest forbids the use of their master war chariots., relegating these powerful machines of war to the mere patrolling of trails. This has forced our armies to dis- by Bruce A. Heard patch teams of convicts to keep the trails This regular feature offers answers to letters on the D&D® game, its free of vegetation, as far as thirty feet on worlds and products, occasional articles, or “first glance” reviews of both sides of the trail. This is enormously D&D game products. The reader is welcome “to send questions, sug- expensive and dangerous. These teams gestions, or criticism on the game or on the material published here. require heavily armed escorts both to pre- We can’t promise all letters will be answered in this column, but they vent them from escaping and the orcs all will get our attention. from interfering with the clearing work. “The orcs have also mastered the cow- ardly talent of hiding. They cover their Once again we plunder Raman Nimmurian Clay Tablets, by King bodies with the sap of certain plants to Nabonidus’s library and discover some Anupalassar II turn their skins green or brown, and their new material on the Orc’s Head Penin- I. “I loathe the orcs for the scar their shamans often draw lines or paint stripes sula, in particular on the inhabitants of warriors left on my face—and on my on the bodies of their warriors to imitate the Dark Jungle. This chapter concludes armies. It happened years ago, during the the foliage in which they will hide. These our exploration of . campaign of Nin-Shurgon. Most of the for- dyes can leave stains on skin for several

DRAGON 41 42 AUGUST 1993 weeks even under rainy conditions. Some- depending on their facing they generate destroyed or until the statue was returned times, the orcs even add leaves or mosses fragments of orcish lore. Although confus- to flesh. to blend in perfectly with their milieu. In ing and time consuming, fragments of sto- “The missing ebon eye has become the response to this, military scouts must ries could be reassembled in a logical object of many since it was stolen. always precede Nimmurian trav- sequence. I am convinced some of the The military Order of the Ebon Eye was eling on the southern trail, to constantly vertebrae are missing from my set, but established by the druids with the sole probe the bushes ahead of the caravan.” here is what I gathered from a long series purpose of returning the sacred object. III. “The orcs’ tribes are independent of bone tossing: Many of the order’s young knights have from each other; however, major efforts “‘A great fire-breathing dragon appar- sworn to find the ebon eye and have left from Herath or Nimmur to reduce the ently lived among the orcs of the Dark on life-long quests. So far, none of these orcs’ power have prompted the tribal kings Jungle at the time these bones were popular heroes have returned. It is a great to ally against the threat. The orcish popu- enchanted. The monster was called Pyre, honor among Robrenn warriors to lation also develops faster than what the and ruled the orcs from a great cavern in become such a knight, or even to have jungle can accommodate, so the orcs con- the middle of the Dark Jungle. There it such a knight in the family.” stantly try to conquer surrounding lands— kept hundreds of slaves, including primarily Nimmur and western Herath. humans and nonhuman creatures of the Ideologic painted on mummi- Because of this, the orcs stand unvan- Savage Coast, that worked to extract a fied lizard skins, by Haz’ar, of quished, a deadly threat to civilization that strange red ore from the earth. The Shazak (translated by Thibaud de Châtel- must be dealt with once and for all.” enchanted bones referred to the ore as guyon) cinnabar. Pyre used the ore to augment its “The orcs believe that the spirits of the Excerpt from a Tome of Herathian magical abilities and survive well beyond dead remain in the trees of their jungle. Alchemy, compiled by Malphica of Amion what its natural age should have allowed. Indeed, it is not rare to discover on some (decoded by Raman Nabonidus) The bones reveal Pyre was more than five remote trail the ebon statues of warriors “My servants have recently begun work- centuries old at that time. or sometimes even influential members of ing on a unique alchemical potion of “Pyre subjected all the orcish tribes to its the tribe who were thought to have lost blight. The project has been generously power. Every moon, tribal kings paid trib- their way in the jungle. The shamans say funded by King Anupalassar II of Nimmur. ute to Pyre, in slaves, food, and treasure. that the forest spirits have captured their This poison is to destroy vegetation, in There were several major tribes indepen- souls. particular jungle. It is clear that the Nim- dent of each other, with an almost infinite “The orcs build great wooden forts, murian king wishes to wage a new war number of subtribes owing fealty to the especially near the entrances to their against the orcs of the Dark Jungle. tribal kings. When Pyre desired it, these ancestral caverns. They cut down trees in “If the potion works, the orcs would tribes united and conducted massive inva- some areas, haul the trunks to the top of eventually be forced to fight most of their sions against their northern foes. It forested hills, and build the forts among battles in the open. They would not stand seemed these coincided with the natural the growing trees. These fortifications are a chance against Nimmurian war chari- cycle of the dragon, when it awakened very difficult to spot from above. The ots. Vast new lands would then become from long periods of slumber. shamans often have the builders carve on available for substantial Nimmurian con- “I suspect Pyre still lives, judging from the forts’ logs the screaming, demented quests. The consequences were too the orcs continued ability to foil Nimmur faces of tribal ancestors known to have important, and I revealed the nature of and Herath’s concerted efforts to pacify been taken away by the forest . There our task to our king. Unbeknownst to them. According to visions from the are often hundreds of faces for each tribe, Anupalassar, Ring Yahav of Herath has orcish bones, Pyre sometimes adopted a some dating back several centuries. decided to quietly fund our research as human shape and traveled the lands out- Shamans will have ebon statues found in well. Should Nimmur produce this potion, side the Dark Jungles. It spied secret the jungle incorporated to the walls of the Herath would then do the same in order places in Herath, Nimmur, and Robrenn, forts or temples. This is part of these orcs’ to claim its share of the southern penin- stole precious magical items, and killed ancestral lore. sula [see DRAGON issue #183 for details rulers or key military leaders who showed “These orcs speak the same language as on the Herathians]. success against the orcs’ tactics. The last the one used in the Yazak Steppes by the “I surmise Nimmur’s primary plan con- images I could piece together showed goblins. The orcs know of the goblins but sists in pouring the poison into the Ganlil Pyre tearing to pieces an obscure group of have no direct dealings with them. The River, south of Mardesh, to clear its banks Herathian alchemists working on a new Master of Hule has attempted to influence and open a roadway into the heart of the magical potion.” the tribal kings, but they change too Dark Jungle. However, I suspect this poi- quickly for him to maintain any real effec- son conceals a greater curse, for its effects Druidical Icons from Robrenn (inter- tive control. Somehow, tribal kings that could spread to the lands of Nimmur and preted by Raman Nabonidus) have dealings with the Master end up as Herath. There is no telling how long this “An ancient king of Robrenn once went ebon statues within several moons. The poison could affect the land. The tentative on a quest to destroy a red dragon called shamans usually frown upon any dealings samples are so potent they could turn sev- Pyre. He died in his quest, but not before with foreigners. However, not all foreign- eral acres of jungle into totally bare and wounding the beast and causing it to lose ers captured in the jungle are immedi- sterile dirt for several decades. We are an eye. The dragon fled, but it stole a ately put to death. I once observed a studying antidotes. Already one of my sacred object from the druids, an eye chieftain free a human visitor from alchemists accidentally died after mishan- made of ebony, before leaving Robrenn. Vilaverde after a long discussion. The dling the substance.” This eye was a key item in the Robrenn human fluently spoke the language of the mythology. orcs. He came back weeks later with Visions from a set of enchanted orc “Pyre placed the item into its empty eye strange red pieces of metal and weapons. vertebrae (comments by Sir Archibald socket as it left Robrenn. The eye Right after the human’s departure, the Foulkes of Bellayne) bestowed upon its user the ability to turn chieftain mounted dangerous ambushes “These twelve orcish bones are an amaz- its foes into ebon statues. The druids had against several caravans on the northern ing item, creating magical images and used it for centuries to punish criminals trail. That chieftain was never turned into sounds in the mind of their user. They are and heretics. It was said that a victim’s a statue of ebony.” simply tossed on a table, like dice, and soul remained in the statue until it was

DRAGON 43 Scrolls found in a bottle floating off the scuttled the ship, and returned to the The orcs of the Dark Jungle coast of Davania (signed by a Capt. Enver safety of their jungle lagoons. For centuries, the humanoids dwelling Zogar) “Should you decide to sail in these in the southern region of the Orc’s Head “The orcs captured me many years ago. waters, either come with several ships Peninsula have resisted Nimmur and I then commanded the Sea Fox, a mer- and well armed, or stay out of sight of the Herath’s repeated attempt to subjugate chant ship from Shkodar. I am the last coast. The orcs’ ambushes at sea can be them. They owe their success to their abil- survivor of this ship and fear I’ll never as swift as they are unexpected. I have ity to adapt to the jungle and sea. Their leave this forsaken jungle. Ring Ukul, my seen them operate as much in broad day- success also comes from their ancient captor, has allowed me to write on these light as in the middle of the night, homing leader, the dragon Pyre, who has added scrolls, thinking I would tell the story of in on the lanterns of unwary ships.” his knowledge of the northern foes and a his rule. For some strange reason, I felt ruthless authority without which the orcs compelled to do so at first, but over time I Excerpt from “Ships and Battles,” by would quickly return to their old habits of found myself unable to comply with Ukul João de Texeiras fighting each other. any longer. Ukul is a despicable monster “The biggest sea raid ever seen had 9,000 The orcs of the land have formed with a powerful personality who has orcs from two tribes in 90 giant outrigger dozens of tribes, with the smaller owing replaced his severed hand with a harpoon canoes. It is now referred as the Great Sea fealty to the larger. The tribes depicted on head. I was to give him these scrolls yes- Terror, which lasted almost a year. This the map with this article show the bound- terday, but instead I escaped with them. huge army spread chaos and destruction aries of the five largest tribes only, the In these scrolls lies a warning to the ships all the way up to the Gulf of Hule, where lands of the smaller ones being part of that travel the seas near the Dark Jungle. I concerted efforts from Vilaverdan and these main tribes. Their kings are listed in entrust the scrolls to this bottle and will Texeiras fleets forced it back south. The the following tribal entries; however, cast it into the sea. I pray that one day one orcs had been terrorizing the coast from “royal” succession tends to be frequent of my kind will find these words. Herath to Narvaez, where they sacked and (1d12 years from the moment PCs have “Beware of the tribes living along the burned down the city of Puerto Morillos. their first interaction with this land). shores of the peninsula. They’ve acquired They looted and foraged during the night, Dark Jungle orcs have the ability to hide a cunning knowledge of the seas and mar- then fished, rested, and sailed during the in the forest as a thief can hide in shadows itime weather. Their shamans have day, under the shade of makeshift tents (30% chance, individually or in a group). If acquired the magical ability to predict spread over their war canoes. the orcs have enough time to set up an weather. I am certain that this is what “The orcs had easily avoided our slower ambush, if they use all camouflage usually allowed them to gain mastery of the seas, war galleys, taking advantage of storms available to them, and if they remain per- at least as far as one can tell from the land. and fog to escape. Their canoes were fectly motionless, their chances go up to Within the past decade, the substantial sturdy enough to weather the brutality of 60%. They do not wear armor, but carry increase of merchant traffic between the the storms, and the Great Shaman aboard shields and fight mostly with short bows, Texeiras colony of The Horn, Nimmur, and the canoes was cunning enough to use fog spears, and stone axes. Except for the Slagovich greatly encouraged the orcs to as a means of avoiding unfavorable bat- Green Slayers, all Dark Jungle orcs know practice piracy, so far with great success. tles. The orcs often snuck back at night, how to maneuver their giant outrigger “King Ukul once invited me to one of sinking or setting fire to several isolated canoes in high wind conditions or worse, these raids. He had five giant outrigger vessels in order to threaten the rest of the using both sails and paddles. Their canoes, each of them holding up to 120 fleet. Then, they quietly retreated into the shamans also know how to cast predict warriors with paddles. Fully manned, night. weather as a 1st-level druid. such war canoes could easily reach twice “After months of rapacious plundering, Their fighting units break down into the speed of a large sail ship for a short mounds of loot began to slow their giant hordes of about 1,000 orcs, then into war- time. The king positioned his canoes canoes down. This prevented them from bands of approximately 100. Up to 75% of ahead of the incoming ship, a Vilaverdan escaping a two-pronged attack from a tribe’s adult population can muster dur- merchantman. This tactic forced the ship Slagovich war galleys and Zvornikian ing a war. About half of the Dark Jungle to attempt to break through the orcs’ line, troop transports. The orcs’ sheer savagery population lives in caverns underneath or else to double back and flee against the was almost enough to defeat the coalition, the Dark Jungle, which connect to the wind. The ship veered to the south but their luck turned when a javelin fired ancient Sokhtars’ caverns [see this column instead, attempting to circumvent the line from a galley’s ballista killed the orcs’ in DRAGON issue #192] and those of the and still retain some speed, but two of the Great Shaman. Deprived of their most Herathians [see issue #183]. The connect- war canoes were able to pursue the ship. potent sea magic, the orcs lost heart and ing caverns are fortified and heavily They came close enough to fire powerful abandoned their war canoes on the shore guarded by the orcs and the forces at the ballista-mounted harpoons that got stuck east of Robrenn, set fire to them, and con- tunnels’ other ends. into the ship’s hull and its riggings. The tinued their rampage on firm land. orcs tugged on the lines attached to the “Pursued by all the local armies, 5,700 Tribe of the Black Orchid—(North- harpoons, pulling themselves closer to the surviving orcs fled into the Yazak steppes, west) Main tribal camp: F’faug (Pop.: 1,500 ship. Under scores of arrows fired from banded with goblins (for a stiff share of orcs, 310 troglodytes); Subject tribes: 4; the canoes, brave sailors attempted to the orcs’ booty), re-entered the forest Hordes: 7 (30 war canoes on the coast and sever the harpoons lines. But there were north of Bellayne, skirted the Herathian last 80 miles of the Ganlil River); Ruler: too few soldiers aboard to return such fire border and finally returned to the Dark King Qreebak “The Dreamer”; Symbol: and the two canoes maintained their grip Jungle, following the Forbidden River. Of black orchid on a crimson field; Patron: on the ship long enough to slow it down the 9,000 orcs that had left, only 3,800 sur- Ait-tha (a.k.a. Talitha). and allow other canoes to catch up. vived but with great treasures. The The Black Orchid shamans are reputed Finally, like a whale exhausted by the remainder had fallen before rakastas of to be the most skillful among the orcish tenacity of its hunters, the ship came to a the Forest Marches of Wyndham, lizard- tribes of the Dark Jungles in herbal halt. The Torreón swordsmen aboard men or gatormen of The Bayou, and knowledge. They concoct a black paste in fought gallantly, but soon the entire crew finally, before allied Herathian and Nim- which their warriors rub their arrows. buckled before the fury of the orcs’ bar- murian border forces on the lookout for The paste, made from a black orchid baric assault. No one aboard survived. them.” found in this region of the Dark Jungle, The orcs quickly plundered the cargo, causes a fever within an hour to those

44 AUGUST 1993 wounded (save vs. poison allowed). The of the swamps surrounding their main lines of combat. They also hate the Sea fever lasts for 1d6+4 days, during which tribal camp. The other tribes avoid this Plagues, with whom they’ve had numer- the victim is amnesiac and prone to follow area for fear of the deadly green slime ous clashes at sea when attempting to any order whispered into his ear. The ambushes set by the Green Slayers. This intercept the same merchant ships. Black Orchid tribe is favorable to the Sea tribe is favorable to the Sea Plague tribe Plague tribe, but dislikes the Green Slay- but dislikes the Black Orchids for attempt- The Overking: The Overking is Pyre, an ers who have allowed their dreaded green ing to steal the secret of the protective ancient, huge, red dragon with the ability slime to infest the shores of the Ganlil paint. They fear the power of the Silent to cast spells (AC -5; HD 20****; 120 hp; River. Deaths, their ancestral rivals, owing their MV 150’(50’)/360’(120’); AT 3 on the ground, freedom mostly to their knowledge of 6 in the air, fire breath, or magical spell; Tribe of the Silent Death—(Northeast) green slimes and help from swamp trolls. DMG as per Rules Cyclopedia, page 169; Main tribal camp: Ol-ömoi (Pop.: 4,100 Save F36; ML 11; TT Hx3, Ix2; INT 15; AL orcs, 570 lizardmen); Subject tribes: 10; Tribe of the Sea Plague — (Southwest) C;XP 24,000). Hordes: 20 (45 war canoes, half of which Main tribal camp: Zrag (Pop.: 1,800 orcs, Pyre owns the druidical ebon eye stolen prowl the Forbidden River); Ruler: King 250 snappers); Subject tribes: 5; Hordes: 8 from Robrenn, in addition to whatever is Bratagh “The Impervious”; Symbol: (53 war canoes scattered on the coastline); in its treasure hoard. This magical item mouthless yellow skull on a black field; Ruler: King Ukul “Harpoon Hand”; Sym- allows Pyre to turn anyone gazing at him Patron: Karaash. bol: red harpoon on a dull-blue field; into an ebony statue (save vs. petrification This is the most powerful tribe of the Patron: Oruguz (a.k.a. Orcus) allowed). Removing the ebon eye (manu- Dark Jungle, and also the one with the Once per moon, their shamans can cast ally or with a wish spell) from his head biggest problem: a long border with a cloudkill spell as a 9th-level wizard. For would cause Pyre to suffer 3d6 points of Herath. It is notorious for to sailing up the this, at least 12 shamans must howl and damage (no save). Widow River on war canoes and slipping dance for an hour. Shamans can perform Pyre has also gorged himself with deep into Herath. They hide during the the ceremony at sea if all are aboard the cinnabar, which has contaminated him to day and travel at night, pillaging villages or same canoe. The spell can neither be cast the 9th degree (see DRAGON issue #172 caravan camps they find. The orcs of this in the jungle nor at sea with high wind for special powers). The tribe have developed the ability to move conditions or worse. When the spell is cinnabar has enabled the dragon to sur- silently (40% chance on foot or on their cast, greenish bubbles burst at the surface vive much longer than its draconic war canoes; roll for each 120 orcs or sin- of the sea, releasing the cloudkill’s deadly longevity normally allows (see DRAGON gle canoe involved). vapors. Upon reaching a ship, the vapors issue #170, “From Hatchling to Immortal Silent Deaths view themselves as the sweep the outside decks, then sink into Guardian,” for data on dragon cycles and exemplars of orcish kind and demand the ship’s lower levels. The spell can be life spans). Cinnabar provides him with that all other tribes subject to their used against only one ship. the following abilities: cinnamorphism, authority and to the patronage of their The Sea Plague tribe is favorable to both detect cinnabryl, immunity to electricity, great orcish immortal, Karaash. The the Black Orchids and the Green Slayers, repel metal, X-vision, regeneration, anti- Silent Deaths dislike the Green Slayers during whose disputes they often act as magic II, and planar phase. and the Storm Bringers, who have mediators. The Sea Plagues, however, hate Pyre knows the following spells: Level resisted the Silent Deaths’ attempts to their ancestral rival to the east, the Storm I—charm person, darkness, read magic, make them subject tribes. The Silent Bringers, who can call upon high winds to sleep, ventriloquism; Level II— detect invis- Deaths, however, occasionally join major dispel their cloudkill spells. ible, entangle, ESP, invisibility, phantasmal sea raids initiated by the Storm Bringers, force; Level III—clairvoyance, dispel for loot and to demonstrate Karaash’s Tribe of the Storm Bringers — South- magic, haste, hold person; Level IV— con- powers. east) Main tribal camp: Ugmar (Pop.: 2,800 fusion, hallucinatory terrain, wall of fire; orcs, 290 ogres); Subject tribes: 6; Hordes: Level V— magic jar, teleport Tribe of the Green Slayers—(North- 11 (73 war canoes, of which 53 are scat- Pyre’s lair is located underground at a central) Main tribal camp: Argak (Pop.: tered on the coastline and 20 control Red secret location that may have hidden 2,200 orcs, 230 trolls); Subject tribes: 6; Lake and the downstream segment of the access to all of the orcs’ caverns (this is up Hordes: 10 (9 war canoes, mostly in the Forbidden River); Ruler: King Orögi “The to the DM). In general, Pyre ignores occa- swampy maze around Argak); Ruler: King Half-”; Symbol: black foot on a brick- sional border clashes between the orc Haïtar ‘Wood-Crawler”; Symbol: white red field; Patron: Crakkak of the Sharp tribes, but he always puts an end to all-out eyeless face on a dull-green field; Patron: Tooth. tribal warfare and puts to death all tribal Na’al (a.k.a. Nyx). Shamans of Crakkak have the ability to kings involved in such wars. If not sleep- These orcs have learned to capture and cast a weather control spell for the exclu- ing or spying upon his underlings, Pyre is raise green slime in large stone vats. sive purpose of summoning or dispelling likely to be secretly traveling the northern Before a battle, they fasten clay jars con- high winds at sea. They can do so once nations. taining green slime (three 2-HD slimes per per moon; this requires at least 12 With all its abilities put together, this is jar) on ballista-fired javelins. They can fire shamans howling and dancing for an one of the most powerful dragons on the these javelins up to half the normal bal- hour. The shamans can perform the cere- world of . Pyre should be used as lista range; on impact, the slimes are mony at sea if all are aboard the same a background figure that PCs do not released and randomly scattered. Slimes canoe. They use the spell to break up encounter unless they are on a quest for are only used once during an ambush (the large enemy fleets, flee a battle, or dis- Immortality. Destroying Pyre will probably first round of javelins). The ballistae are perse cloudlike spells. mark the end of the Dark Jungle orcs’ usually installed at an ambush site and The Storm Bringers occasionally accept power, as well as an inevitable destabiliza- camouflaged under fresh foliage, or war canoes from the Silent Death tribe tion of the political balance between the mounted on war canoes. Green Slayer during major sea raids against the eastern nations of the Savage Coast. Either way— shamans know how to prepare a slime- kingdoms of the Savage Coast, such as the handle with care! repellent paint that protects flesh from the raids of the Great Sea Terror, mostly to green slime’s corrosion. bolster their overall strength. If this is Giant war canoes: These are huge out- The Green Slayers are the only orcs who done, Storm Bringer shamans arrange for rigger canoes comparable to Viking long- know how to get around the dark bayous Silent Death war canoes to be in the first ships, which Dark Jungle orcs use to wage

DRAGON 45 naval warfare and conduct river raids. ters. They usually do this to set Nim- ditional values of the orcs and backs their Each canoe requires 100-120 orcs with murian rulers against each other (Pyre struggle against not only Herath and Nim- paddles for maximum speed, but other- provides the information on the objects to mur, but also against Pyre. The antidra- wise can use normal sails for long-dis- be stolen). Orcish shamans of Aït-tha can conic sentiment remains well hidden, but tance navigation. Each comes with a also pick pockets as 1st-level thieves. shamans of Karaash might secretly back a ballista capable of shooting a solid har- Crakkak of the Sharp Tooth: Storm serious attempt at destroying Pyre if they poon attached to a rope. Tents can be Bringer orcs adopted Crakkak as their were convinced of its success. Karaashite pulled over the rowers to protect them chief Immortal after witnessing numer- shamans know of the Order of the Ebon from the sun. ous ravenous sharks attacking helpless Eye and its purpose. They don’t believe Cost: 4,000 gp; Crew 100-120 orcs; human sailors from a group of sinking these knights have a chance against Pyre, Capacity: 30,000; Move (miles/day): 18/90; ships. So impressed were the orcs with but they will not interfere with the Move (feet/round): 90/150; Maximum the sharks’ feeding frenzy that they began knights’ efforts. Speed: 240 for one turn; Hull Points: 40- honoring the “great shark spirit.” This Karaash is honored to various degrees 60; AC 8. caught the attention of Crakkak, who cre- in most tribes of the Dark Jungle. His fol- After a full turn at maximum speed, the ated a new following of shamans by send- lowing is strongest among Silent Deaths. If orcs are exhausted and must stop. If ing dreams and visions. He rewarded his there could be such a thing as “orc-pal- attacked then, the orcs fight at -3 to hit followers with the tribal ability to affect adins,” devout followers of Karaash are it. and damage (1 hp damage minimum) for high winds at sea and with a new protec- They constantly seek to demonstrate the the rest of the encounter. tion spell. Orcish shamans of Crakkak can greatness of Karaash’s precepts and the cast this unique protection from sharks 30’ value of orcish supremacy. Karaashite The Dark Jungle pantheon radius spell in addition to their normal zealots gain a +1 to hit and damage when Aït-tha (Talitha): Among the orcs of the complement of spells. There is a 10% fighting unbelievers. Their shamans can Dark Jungle, this Immortal stands as the chance of sharks being present at a naval also use crossbows (see the Wrath of the patron of thieves and victory by deception. battle near the Orc’s Head Peninsula (1d4 Immortals boxed set, Book 1, page 24). Her shamans are the ones who ordered shark per ship or war canoe in the battle). Na’al (Nyx): As the patroness of dark- the Green Slayers’ slime-repellent paint to This is a sign of luck for the Storm ness, Na’al is often honored among orcs be stolen. They often seek to capture iso- Bringers, who then get a +1 bonus to of the caverns. The foggy region of the lated Nimmurian manscorpions; using their Morale. Those orcs eaten by sharks swamps around Argak is dark and dismal the amnesia induced by the black orchid, anyway are believed to have been called to enough to remain a haven for her follow- Aït-tha’s shamans plant secret orders into serve Crakkak. ers. The Green Slayers’ attempts to raise their captives’ minds to steal some pre- Karaash (Ilneval): Karaash is the patron green slime as pets and teaching it tricks cious object from their Nimmurian mas- of orcish warfare. He also defends the tra- caught Na’al’s attention. This unique and totally hopeless endeavor to raise the level of consciousness of green slime received her utmost sympathy. As a reward for the Green Slayers’ work in this field, she granted their shamans the knowledge of various slime-repellent recipes. Orcish shamans of Na’al can also cast a darkness spell once per day in addition to their nor- mal complement of spells. Oruguz (Orcus): The orcs of the Sea Plague tribe started out as pig-herders centuries ago, trading their pigs to neigh- boring tribes. The tribal kings of the Sea Plagues were then (and still are today) devil swine. This secret community of lycanthropes always managed to keep one of their own on the tribal throne, without the orcs’ knowledge, thanks to the devil swine’ ability to charm their victims. The devil swine are the ones responsi- ble for enforcing the precepts of Oruguz among their tribe. As a reward for their undying faith to him, Oruguz granted his followers the tribal cloudkill spell, which made them more powerful sea-raiders. Their new ability at sea earned them the great enmity of the Storm Bringers, who became direct rivals. Orcish shamans of Oruguz also receive a bonus of -2 to their armor class when fighting demihumans (dwarves, elves, and halflings).

46 AUGUST 1993

nce the lords of Agurak ruled Over earth and sky and sea With heavy hand and evil heart The Only The likes of you and me. But brave Rhiannon went to them And ruled them with a spell. With blood and gold she bound them close And thus Agurak fell. Good Orc

Rhodri scarcely had to look at the words written on the parchment he was holding up. He knew them by heart. The big human sitting opposite him was reciting the words as Rhodri spoke, despite being falling-down drunk. If the barbarian could read, he was not as stu- pid as he had first seemed. Rhodri filed that piece of information away for future use. “This is big secret, huh? Very big!” He leaned across the table toward Rhodri. “This song children sing in street. No secret!” He got up. Rhodri grabbed the man’s arm. Under the coarse by Liz Holliday cloth, the muscle was hard as iron. “With children’s song armed, you want to go find treasure of Aram Karagh? You go, elf. Me, I find easy picking. Like maybe, do single combat with red dragon.” “Don’t be stupid, Lars,” Rhodri said. The northman growled. There was no other word for it. Damn, Rhodri thought. Where he was going, he would need a good fighter. Lars was quite simply the biggest, drunkest heap of muscle he had come across. Rhodri had more or less picked the northman up out of the gutter when the last tavern Lars had blessed with his presence had thrown him out. There wouldn’t be time to find anyone else. “I didn’t mean anything by it,” Rhodri said sooth- ingly, “but, of course, this isn’t all I’ve got.” He put the parchment away and, from a scroll case he kept strapped under his jerkin, took out a much older piece that he handled with great care. Only an immense stroke of good fortune had brought it to him. “The way to the Tombs of Aram Karagh,” he said dramatically. Before he could continue, Lars cut in. “The map? You stole map from Lady’s priestesses?” He sounded shocked and, Rhodri thought, possibly also a little impressed. It seemed a shame to disappoint him. “No. That wasn’t necessary, as you’ll see when my . . . associate . . . arrives later. This—” he paused for effect “—this is the other half of the map. The part so long thought lost. And see here, these lines complete the Ritual of Open- ing.” He pointed at the runes of the High Tongue that spidered across the bottom of the map. It was quite safe. He had no intention of telling the human the translation. “So much magic,” the big human said, leaning across the table toward Rhodri, “is very, very bad. Many curses Illustrations by Paul Jaquays from the evil old rulers—” “No,” Rhodri said. “Is very, very good. Much magic,

DRAGON 49 much money—and a heap of superstitious nonsense Lars weighed the bag in his hand. “Is good,” he said, that has kept others from-finding it before now.” without bothering to count them. “Many deaths,” the barbarian countered. “My people Idiot, Rhodri thought as he followed the northerner sing of in the mead halls. Your bards also.” Damnation, out into the main room. Rhodri thought. Then the human flashed a brilliant “Drinks all round,” Lars shouted. The landlady smile at him. “But is good. Is glorious death for me. stared at him. ‘Yes, whole inn drinks when Lars Iron- For you.” hand drinks!” Over my dead body, Rhodri thought. “There’s more. I She went away and came back with two flagons of ale, have the whole of the Lay, including the Ritual of Bind- which she banged down on the table. “Any trouble, ing that will stop the Ancient Monarchs from following you’re both out, understand?” us to take revenge. At least, I have a translation; my “No trouble, goodwife,” Rhodri assured her. Drawing associate has the original.” He took out a third scroll of attention to himself was the last thing he wanted. parchment. This one was considerably longer than the “Sup ale, elf,” Lars said. “This ass-o-ci-ate will be soon others, but Rhodri only unrolled the top few inches. here?” “Soon,” Rhodri agreed. He didn’t want Lars getting So sing the Lay of Rhiannon upset. They had spent so much time finding him. For with her blood she freed us But Lars seemed happy enough. There was plenty of But pure of heart and strong of arm time for him to regale the inn with tales of how he had May follow when she need us . . . become a man by slaying the white wolf; of how he killed the Necromancer Ruselian in her tower; and ‘You don’t want to hear the rest,” Rhodri said. how he defeated the frost giant Ulofgrim Kinripper in Indeed you don’t, he thought. Not when it goes on so single combat. Rhodri soon felt as if he knew Lars’s life much about blood sacrifices. Even you could work that one story as well as the man himself. out, eventually. “I’m not sure it’s safe to just read it out, A little before second watch, the street door opened. anyway,” he said. That was good. Just the right touch of A tall figure walked in, his white robe only partly menace. obscured by his cloak. Lars touched the parchment with a finger as thick as “Ah, here he is,” Rhodri cried in relief. a sausage. “By Odin’s eye. Is truly Lay of Rhiannon “This is associate?” asked Lars. “With who we will raid complete?” lost Aram Karagh?” “Keep your hands to yourself.” He glanced at the “Indeed,” said the new arrival, and pulled his hood door that led to the public room of the Golden Wheel back from his face. Lamplight gleamed on blood-red Tavern. “And keep your voice down. The Lady only eyes. He smiled at Lars, revealing an inch or so of tusk. knows who might be listening.” It was true. The section “An orc?” shouted Lars. His hand went, as if by of map was genuine, at least to the best of Rhodri’s reflex, for his sword. “Tell me is not true. You test loy- knowledge. He had acquired it from an impoverished alty of Lars Ironhand, no?” He looked wildly at Rhodri, alchemist who swore she had inherited it from her who would have sworn he saw the northman’s eyes roll, teacher. Rhodri suspected its provenance was more and flecks of saliva fly from the corners of his mouth. complex and more dubious than that. “I want sword. I kill dead this, this thing for you.” “Satisfied?” he asked, rolling the parchment up. He “Peace,” Rhodri said, thankful he had managed to had put it back in its ivory scroll case before the find an inn that peace-bound all weapons at the door. human had a chance to answer. “Allow me to introduce you—” “With whole of map and Lay, perhaps could be possi- The orc, as if oblivious to Lars’s outburst, took off his ble. So. I, Lars Ironhand, son of Njal Firebeard, hero cloak. The robe beneath was of purest white, embroi- of the Battle of Breidafjord, slayer of the Necromancer dered with a fleur-de-lys in thread of gold. Ruselian, scourge of the White Cliffs, will go to tombs.” “Odin’s beard!” Lars gasped. The man burped loudly, then wiped the back of his The orc pressed his hands together, as if in supplica- hand across his mouth. As far as Rhodri could tell, Lars tion, “Truly, my child, once I was lost but now I serve had been drunk since morning. only the Lady of Flowers—” his last words were Never mind, Rhodri thought. He brushed hair the drowned by Lars’s guffaws. He waited a moment, and color of ash away from one delicately pointed ear. Best when the sound had died down, carried on. “—who remind the human what he was dealing with. No use heals all things with hands as soft as rose petals.” letting him get funny ideas. The landlady approached, wielding a broomstick as if “Agreed,” he said. ‘You take a third of the risk for it were a club. Rhodri said quickly, “Come, Lars, you half the profit, since my companion is not interested in have taken my money. Will you not also take my word? the fabled treasure of the place, but only in clearing I promise you, the tale of how my friend saw the light is out the evil.” He dumped a bag of coins on the table. one worth hearing.” They had been hard come by, but Rhodri considered “Orc should be dead. Better than in priest dress,” them a sound investment. “And, to show our good Lars grumbled. faith, we will pay you five hundred good Ekkesberg “If you truly think that,” said the orc, “I pray you kill kron in advance.” me now. I’ve nothing to fear from going to my Lady.”

50 AUGUST 1993 With that he dropped to his knees and bowed his head. Lands. With Timothy’s help—protesting, he put aside “Maybe will,” Lars said. He raised his hand as if to his white robes for the foul armor of an orcish strike the orc hard enough to take off his head, even tribesman again—they came at last to the stinking without the sword. marshes of Karas Mikia, and thence to the foot of “Peace, I say,” Rhodri said again. Sweat studded his Mount Karagh. All this was not without its difficulties. brow. To lose the orc would be to lose the whole game. Then they clambered up scree slopes made of crushed “There’s hospitality between us. Are you a barbarian? bones to the Tombs of Aram Karagh. Besides, I tell you, Timothy is the only good orc By the might of Lars Ironhand, they rolled aside the you’ll—” stones that shielded the entrance, and again by his “Timothy? Timothy!” Lars let his fist drop, and gave might fought their way through a dozen dead men his thigh a mighty slap. His hand was heavy with gold whose eyes flashed burning fire in a chamber with walls as yellow as his beard. Flashy, Rhodri thought, like all the that dripped blood. They went blindfolded across an northern barbarians. But he had no objection to that. invisible bridge spanning an abyss filled with abomina- Lars’s laughter rolled on. “By Odin’s runes, is fine tions so terrible that the sight of them would steal the joke,” he said at last. He wiped his eyes with the back of sanity from anyone—human, elf, or orc. There were a hand like a side of ham. “Maybe you tell me how walls that clashed together like teeth of granite, and a come?” floor that crumbled beneath their feet. Yet they came “Timothy may tell you when he knows you better. He through it all, to a small room whose doors could both truly is pure hearted,” Rhodri said softly. “And so he be watched at once, and there they made camp. fears scorn, you see . . . ” he let his voice trail off. Lars had taken a deep gash on his biceps from one of Gwyneth, the sage who had translated the Ritual of the wolf-ghouls that roamed the tombs. He heated a Opening, had introduced Rhodri to Timothy. The orc dagger in the fire and begged Timothy to cauterize the had insisted on being called that, right from the first. wound. When the orc could not bear to hurt him, he For a while, Rhodri thought the orc’s preposterous tale made Rhodri do it instead. Timothy turned away as the of how he had seen the Light and entered the Church human’s lips went white with pain. Rhodri grinned. of the Lady might be true. After all, the orc had wept The orc played his part well. when Gwyneth had been found with a dagger in her The firelight sent shadows dancing up the walls, turn- back. Rhodri had almost regretted that bit of business. ing the cracks in the old stone into maps of hell. Timo- Anyone who could find a priest of the Lady willing to thy pulled out the gold fleur-de-lys he wore on a neck betray the church was too good a contact to give up chain, but before he could begin his prayer Rhodri easily, but he hadn’t dared risk her gossiping about the said, “Come, Timothy. Prayer’s important, sure. But work she had done for him. now’s the hour for campfire tales, tales to stiffen our Timothy had done all she said he would. It had taken spines and put fire in our bellies.” days, but Rhodri had finally winkled the true story out Besides, he’d rather hear stories than prayers. You of the orc: that he was really his tribe’s shaman, seek- never knew what supernatural nastiness was listening ing revenge on the humans who had wiped out his out there in the darkness, listening for prayers and family. other signs of goodness. He had no belief that the He told Rhodri how he had spent many years insinu- Lady of Flowers would come to his rescue, not if she ating himself into the church at Caer Maredd, until knew as much as her priestesses said. finally he had been made a lay brother. Then he had He handed Timothy a skin of wine. Timothy stared at killed a priest and, disguised in his robes, stolen the it for a moment. Don’t you dare, Rhodri thought at him. church’s part of the map and the Lay of Rhiannon. The orc glanced over, out of little piggy eyes. Then he That had been even harder, he admitted, than finding handed it on to Lars, who took a long swig. Rhodri. And after all, neither part of the map was any “By Odin’s patch, yes,” said Lars. ‘You keep promise use on its own. now, orc. Tell how got name, how came to join priest- Rhodri never had found out which god the orc really esses.” He tipped the wine skin up again and looked served. Its name was probably unpronounceable unless slyly at Rhodri. “Or I could tell tale of Lars Ironhand you had six-inch tusks. He shook his head to clear it of killing Necromancer Ruselian. Is good tale—” old memories. For the moment, he had to appear “No,” Rhodri said quickly. ‘You’ll tell him, won’t you, absolutely convincing. “Perhaps he might tell you one Tim?” night around the campfire.” “Will you not do it for me, Rhodri?” Timothy Lars seemed preoccupied for a moment. He glanced pleaded. ‘You know it as well as I, and the telling pains at Timothy, who was still kneeling, whispering prayers me. Besides, your tongue is silver where mine is lead.” for the saving of souls and the healing of hurts. The northerner was supposed to believe they’d been “Woman! Ale for me and my friends Rhodri and . . . partners for years, but Rhodri didn’t know if he could Timothy.” bring it off. The orc had had more practice, after all. Still, it would be damned convincing if he could. They made their way along the last trading routes Rhodri started to speak, but Lars stopped him. “Tim- that ran to the south and east of Caer Maredd, then othy tells,” he said. “Was part of payment.” through the forbidding Siglara Pass, into the Dark Timothy sighed. “If I must,” he said. “My story began

DRAGON 51 on a chill January morning, the kind when the mist glanced up at him. For a long moment the orc and the rises high and lingers long, and the sun hangs cold and human looked at each other. Something about that small in the pale sky. glance bothered Rhodri, but he couldn’t quite put his “It was a hard winter. My tribe had been forced to finger on it. Orcs, humans. Who could say what went come farther and farther down from the Broken Hills. on in their minds? Anyway, Timothy was continuing. “I There was no game. We hadn’t eaten for weeks, some felt as if someone had stuck an ice-pick through my of us. Not more than roots and berries. Vegetables!” skull. As if my body were being wrenched apart. There He stared into the fire. “The human villages were easy was a flash of white light and a searing pain. I closed pickings. Easier than traveling farther on empty bellies, my eyes against it. when we might never have found any game. Easier “When I opened them, everything seemed far away, than dying.” He fed a twig to the flames. The sap as if I were viewing it from the top of a distant moun- hissed and spat. “Maybe we took it too far. Maybe if tain. My body seemed swollen, and what with the we’d stuck to raiding the cattle pens. screaming and the smell of blood, I was very confused. “The round-ears came and tried to wipe us out. They “I saw the round-ears looking up at me. Magelight had elves to help, and dwarves too. I suppose I should flickered over their blades, and I knew I was dead have said we weren’t the only tribe dining off human meat. Then I heard one of them say, ‘A dragon! By the flesh that winter. Lady I never thought the old wizard Daffyd had it in “Warriors, yes, that I can understand, even now that him.’ I’ve seen the Light. But they slaughtered pregnant “I knew then I’d have to get out.” He grinned as if at females, cubs still at the breast, children too little to some private joke, revealing an extra couple of inches hold a spear, old ‘uns so ancient their tusks had rotted of polished tusk. “You see, I knew that any dragon the right away. At least we only killed enough to eat.” He humans called would be on the side of the Lady. And looked up. Light gleamed blood-red in his eyes. “All of even then, I was no fool. So I ran. I crashed through them. All gone, now.” Was that a tear glistening on his the woods, but my legs wouldn’t obey me properly. Lit- cheek? Damn, but the orc was good. Don’t overdo it, tle spurts of steam—I thought it was steam—puffed on though, Rhodri thought. the cold air.” Again, the private smile. Watch it, Rhodri “I volunteered for guard duty,” Timothy went on. Got thought, You’re doing fine. Don’t give it all away now. bullied into it, I’ll be bound, Rhodri interpreted. “I must “I was dragging a bush or something along behind have dozed off. Suddenly the whole wood seemed to me. I twitched to free myself. Rocks clattered behind be alive with the enemy. I could smell them, the sweet me and began to cascade down the hillside. A tree to greenish smell of live elf, and the earthy stink of dwarf. one side snapped like a toothpick. One of the humans And human. It made—” The orc stopped suddenly. His began to scream. I started to think, ‘Good! Die in cheeks flushed bronze with embarrassment. agony and rot in hell, round ear,’ like any good warrior “Go on,” Lars said, leaning forward. should.” He glanced up. “Well, don’t blame me. It was Blast, Rhodri thought, having heard what was coming part of my cultural conditioning. And anyway, at that next already. moment I thought, ‘I shouldn’t call them round-ears, “It made my stomach rumble,” Timothy finished in a just because they’re human. They’re people, just like whisper. “I’m sorry,” he said, without meeting Lars’s us.’ Suddenly I realized that it was a beautiful day, and eyes. “It’s the way I was then. I won’t lie about it.” the fighting was pointless. It didn’t matter who started The northman frowned. Rhodri could almost hear it. I knew I had to stop it. I opened my mouth to say all the clockwork whirring in his brain. that and—” “Lars understands,” Rhodri said quickly. “If you were Rhodri smothered a giggle. He knew what was com- faking your conversion, you’d be sure to lie about ing next. Luckily, the northman was too wrapped up in something like this.” the story to notice. Lars nodded slowly. “Fire gouted out of my mouth. The humans scram- Rhodri almost grinned with relief. That orc, he bled for cover as the hillside ignited like a torch. To me thought, is nothing short of brilliant. it felt pleasantly warm. “Anyway, there were a dozen round-ears advancing “I heard a human say, ‘I thought you said gold drag- through the wood, with one of their lily-white priest- ons were always good, Daffyd you old fool!’ from esses at the center.” He traced the sign of the fleur-de- behind a rock. lys in the air as he spoke, but carried straight on. “I “That was when I realized what I’d become. I opened could smell the magic on the fighters’ swords, but they my mouth to try to talk peace again, but the elvish were too far away to bother me. What worried me was archers let fly. I took three arrows, one deep in a mus- the wizard at the back. He was looking straight at me, cle. That was when I ran. I flew off and let the carnage and his fingers were dancing. I just couldn’t look continue behind me, even though I saw how wicked it away.” was.” His voice was full of pain. Wasted, Rhodri He stopped speaking altogether then and fumbled thought. He’s wasted doing this. He should be on the stage. with a few more twigs, feeding them one at a time to Sure enough, the barbarian was rapt, following every the fire. word. “Is bad blame yourself,” he said. “The Lady, she Lars stared at the orc. “Tell more,” Lars said. Timothy does not.” His voice sounded odd. Rhodri glanced

52 AUGUST 1993 sharply at him. Could the orc have moved him that course, but he didn’t dare push too hard in case Timo- much? Apparently so. thy walked away. But then he turned to Rhodri as if he had felt the elf He sauntered over. The barbarian was unconscious, looking at him. “Besides,” he said, “is glorious death and Timothy was tending his wounds. They didn’t for battle-fallen. Is shame on him who stopped it.” He seem too bad, so maybe the orc was right and it was grinned wolfishly. worth trying to save the human. No sense letting him ‘Yes, well, perhaps she has forgiven me, for the priest- get above his station, though. esses said I done enough penance,” Timothy said. “I “Now what did you do that for?” Rhodri asked. “He’s found myself an isolated hilltop and settled down to outlived his usefulness, and we agreed we’d do away grieve and do penance for a while. Well, a good few with him as soon as we could.” years, actually. “Sorry,” Timothy said. He stared at the unconscious “Then one day I woke to find that I had my old body northerner. “I must have got carried away.” back. It took me a while to work out that this meant that old Daffyd had died. I was sorry about that, It was hard to keep track of time in the darkness, because I never did get the chance to say thank you to but Rhodri thought it was their third day in the him. You see, just because I had my old body back tombs when they finally came to the Great Seal, a didn’t mean I had reverted to my old ways. I still slab of engraved marble set into an oaken door. The wanted to dedicate my life to goodness. In fact, I runes of the old High Tongue of the sorcerers were wanted to make amends for all the terrible things I had carved upon it, and around the runes a pentacle, done in my past. So I made my way down to Caer and around the pentacle a circle of sigils, and Maredd and threw myself on the mercy of the priest- around all these an unbroken circle graven deep esses of the Lady. The rest—” into the stone. Rhodri’s nose flared. He could smell something. Timothy and Lars—who had woken eventually and Incense and decay. Rotting flesh and old earth. seemed only a little shaky—held torches aloft, while At that moment, Timothy leaped to his feet. “Ware Rhodri rubbed soft black wax into the engraving so enemy,” he shouted, as the creature shambled into the that they might read the words better. light. There was a confused moment in which Rhodri “So,” said Lars. “Behind here are old bad kings only had time to make sure he had a wall at his back and queens. Get prayers ready, Timothy.” He rubbed and his long sword in his hand. By then, Lars was on his neck, where the mark of the ghoul’s teeth was his feet too. still faintly livid. “This time, I let you go first, okay?” Timothy fumbled at his chain. The fleur-de-lys? Rhodri Timothy said something in reply, but Rhodri paid wondered. You could take this act too far, you know. Besides, no attention. He was looking at the runes. They were what do you think I’m paying the barbarian for? And any- difficult to read, but he was almost certain they were way, you’d better not get yourself killed, orc. You’ve yet to do the Lay of Rhiannon. Almost without realizing he your part. was doing it, Rhodri whispered the Common transla- Lars pushed in front of the orc. Rhodri relaxed tion: slightly. “Odin’s toenails, I kill it dead!” the barbarian said as Once the lords of Agurak ruled he swung his sword at the creature, “Dead, dead.” But Over earth and sky and sea the room was too small for that, and the stroke was With heavy hand and evil heart spoiled. As Rhodri watched, the northerner was forced The likes of you and me. to drop his sword. He caught one blow on his vam- But brave Rhiannon went to them brace, but then the ghoul was at his throat. He went And ruled them with a spell. down beneath it. With blood and gold she bound them close. Too bad, Rhodri thought. They might just need the And thus Agurak fell. northerner again. Still, the creature should be easier to So sing the Lay of Rhiannon kill once it was bloated with food. He raised his sword For with her blood she freed us ready to kill it when it left Lars’s corpse. But pure of heart and strong of arm Timothy pushed him out of the way. Rhodri stag- May follow when she need us. gered slightly as the orc grabbed the ghoul by its hair and hauled it off Lars. What was the fool doing? He He glanced back at his companions. They were stand- had his back to Rhodri, so the elf couldn’t see, but he ing shoulder to shoulder a little way down the corridor, heard the orc say a few harsh guttural words in a lan- as if they thought he might try to run out on them. He guage he didn’t understand. wondered how much Lars truly suspected about what The ghoul moaned. There was a flash of darkness. was to follow. Or Timothy either, for that matter. After Then it was gone, and in its place there was only the all, if one sacrifice was good, two were bound to be bet- smell of sulphur. So you really were your tribe’s shaman, ter. Rhodri thought. He was relieved in spite of himself. It He put the map away and pulled out the second was the first real proof he’d had that Timothy had scroll case, the one he had been so careful to keep hid- been telling the truth. He’d tried testing the orc, of den. It bore the translation of the Ritual of Opening

DRAGON 53 from the second half of the map. He wondered if the for the rest of their lives, ten times over. Still, Rhodri sage Euan ap Tomas had lied when he sold it to him, thought, it would be worth mounting another expedi- either about this or about the commentaries that said tion sooner or later. When he could find suitable blood sacrifices would be needed to keep the ancient companions. monarchs bound. He could almost hear the old man He glanced up. Timothy was lighting the last of the speak: “It’s blood-magic, elf. The problem for the Lady thirteen white candles he had placed around the pen- worshippers is that they’d be doing a small evil to pre- tagram. As the chamber filled with their churchish vent a bigger one. The Dark Gods understand power, odor, their flames danced in the draft from the door, though. The strongest rule. To bind the Monarchs of turning the orc’s face demonic and sending shadows Agurak would bring their priests much honor. Find skittering over the walls, black on black. one of them to do the binding, and you’d have no Lars was on the far side of the room. Rhodri made problem.” his move. He launched himself at the human, who Which just proved how little the old human knew of went down before him. The man was big, but he was the Dark Gods. Try to fool their priests, and Rhodri ungainly. Rhodri flipped onto his feet and had a knife would have been hounded to the far ends of the earth at the man’s throat before the barbarian had really and back again. But an orcish shaman, that was a dif- understood what was going on. Timothy was coming ferent matter. toward them. Rhodri would have to dispose of the orc It was too late to worry about it. He began to read the eventually, of course, but not before the sacrifice had scroll. Blue lightning traced over the runes on the mar- been made—to whatever god. ble seal. As he spoke the last word, a clap of thunder “Into the pentagram, human,” Rhodri said. His voice sounded down the passageway, and for all they were was harsh with his exertion. deep under the earth a bolt of lightning struck the Lars’s eyes went wide. He stared at Timothy. The fool! center of the pentagram. Slowly, the final door of the Rhodri thought. He really believed the orc’s tale. He Tombs of Aram Karagh swung open. The smells of sul- gave the northerner a sharp shove, and the man stum- phur and saltpeter hung in the air. The candles gut- bled forward. A bead of blood appeared on his neck tered in the sudden draft, then sprang to life again. where the blade had nicked him. Timothy grabbed his “Come on,” he said to his companions. Surely it was arm and pulled him toward the circle. the stink of burning and decay that made his voice “Wait,” Rhodri said. “We should bind him. We don’t catch in his throat, and nothing else. want any trouble.” He let them go first. Timothy was holding his fleur- ‘You scared of humans, pointy?” Timothy asked. Play- de-lys up, as if it were real. Lars had his sword out. It ful banter or a taunt? Rhodri could not tell, but he would be as much use. As they entered the vast burial would not be drawn. Soon, the orc would be in no con- chamber, on the walls began to glow dition to call anyone names. with cold light. “No point taking risks, not when we’ve come this far. Rhodri noted the gleam of quartz in the obsidian If we don’t want the shades of the Monarchs of Agurak walls, the gold chains that bound a dozen figures to after us, we’d better make sure they get their sacrifice.” their catafalques and held a dozen dozen warriors “Certainly.” Timothy pulled a piece of thin rope from against the walls. Blue magelight played over ageless his pack and went behind Lars. He pulled the human’s flesh. For an instant, he imagined those eyes open- hands together roughly and tied them behind his back. ing, regarding him with infinite hatred. He thought ‘You’re probably right,” he said when he had finished. he heard the sussurus of breathing slowed almost to ‘You usually are.” He smiled as he stood up. a stop. Yet his attention was held only by the royal Together they pushed the human between the can- treasures: the regalia of crown, scepter, and orb at dles. Rhodri was about to back off—he had no desire to the foot of each catafalque, and the jewelry, gems get covered in more blood than was absolutely neces- and gold that lay in the caskets in the middle of the sary—but Timothy said, “Wait. You have to read this room. out for me or the Binding won’t work. There isn’t Of a blood sacrifice there was no sign. that much difference between orcish priest- Lars strode up to the treasure. “Much riches here for work and the human kind. I’ve written the all.” He picked up a white-gold and diamond necklace spell out using the Common alphabet, so and put it on. The filigree nestled among the hair of you won’t have trouble pronouncing it.” his chest. “Suits me, no? Timothy, do what must. Then Rhodri took the paper reluctantly. we go, with treasure. Heroes, no?” There were a few lines of the peculiar Timothy cleared a space in the middle of the floor fish-hooks that passed for writing among and drew a circle in white chalk on the black marble. the orcs, then the transliteration. He filled it with runes and symbols, and then a penta- “I’ll stand here,” he said deci- cle. Rhodri noted with interest that it was perfectly sively, moving out- symmetrical. Timothy was playing his part well, though side the ring of that would not help him in the end. candles. He went to help Lars scoop the treasure into sacks. “If you want,” said They took only the best of it, enough to keep them all Timothy. He pulled a

54 AUGUST 1993 stone knife out of its belt sheath. “But if anything goes don’t want him getting all excited again.” wrong, you won’t be protected from them.” He gestured Rhodri knew that was wrong. Timothy was talking to at the figures ranged around the room. Candlelight the human as if they were friends. He ought to stop it, glinted on the blood gutter in the blade. but he couldn’t move. His arms felt like lead. He “Oh, very well,” Rhodri said. He stepped into the couldn’t move his legs. Then Timothy was standing in pentagram. front of him. Timothy dropped to his knees between Lars and Rhodri. “When I say go,” he said. He raised the knife above his head, but then paused. He appeared to be meditating. For the first time Rhodri believed that Timothy really took all the mumbo-jumbo seriously. “Go,” the orc said. Rhodri started to read the words. He was suddenly afraid that he would stumble, and of what might happen if he did, or if the wards failed. He had expected Timothy to plunge the knife straight into Lars’s chest. Instead, the orc lowered it with arm-aching slowness, chanting a few words over and over in a language Rhodri could not place. Beads of sweat were stand- ing out on Lars forehead. Rhodri had to stop him- self from grinning. It didn’t seem appropriate somehow. Then the blade was at the human’s chest. Timo- thy held it with one hand. He stopped and looked at Rhodri. “With you in a minute,” he said to Lars. He grinned round his tusks. “I’d better just see to our friendly elf over there. We “What?” Rhodri said. His voice came out as a long moment. Maybe when the orc went to release the drawn-out moan. northman . . . “Sorry, Rhodri,” Timothy replied. He plucked the “You might as well give up,” Timothy said. “No hard parchment from Rhodri’s hands. “It’s the chant my feelings and all that. Just be a good chap and untie granddad used to hypnotise himself. Helps the shaman Lars for me, will you?” trances no end.” Rhodri didn’t move. The orc came up close to him Rhodri shook his head. With a great effort of will he and pressed the dagger just below his ear, behind the shook off his stupor, but Timothy had the dagger and angle of his jaw. he was holding it like a professional. “I don’t want to do this,” Timothy said. “Don’t force “Assassin,” Rhodri spat. me.” Rhodri felt the orc’s breath hot on his face. His “Nothing of the sort,” Timothy said tartly. “As I said, mouth was suddenly full of the coppery taste of fear. He I’m a priest of the Lady. You should have believed me nodded very slightly and began to untie the northerner. when I told you in the first place. Mind you, I haven’t As soon as Lars was free, he grabbed Rhodri and forgotten some of the things I knew from before.” bundled him over to the side of the room away from Keep talking, orc, Rhodri thought as he maneuvered the door. First he and Timothy took all Rhodri’s knives round. He feinted forward. Timothy dropped back away, showing more imagination about where such half a pace. Rhodri grabbed one of the candles. It was things could be hidden than he expected. Then they as long as his arm and reassuringly heavy. He swiped at bound him hand and foot and made him kneel. Timo- Timothy with it, buying just enough time to pull out thy raised his hands and began to chant the Prayer for his other boot knife. the Forgiveness of Sins. “You’re a fool, Timothy,” he said. ‘You should have You can’t even begin to imagine the number and kind of my killed me when you had the chance.” sins, Rhodri thought. And they were no better than he “I couldn’t do that, Rhodri. I told you: I’m good. I had was, anyway. Lars had begun to rummage through one quite a struggle to convince the priestesses’ truth of the caskets. tellers to let me join the church.” Timothy was moving “Get it over with,” Rhodri said when he could stand it too, tracking Rhodri all the way. “It isn’t the sort of no longer. At least he hadn’t intended to make Lars thing you can fake, no matter what you thought. So I suffer. wouldn’t want Lars telling them I’d let them down just “There are preparations we have to make first,” Tim- because I got carried away.” othy said. Rhodri was sure the orc was laughing at him. They stopped talking then. Rhodri had suddenly “I’d better read it out,” the orc continued, turning to noticed how much closer Timothy was. Best make a Lars. “It would be entirely embarrassing to start mak- quick end to it. He slashed at the orc’s face. Timothy ing mistakes at this stage.” dodged in and out. They were jockeying for position Lars nodded and held up a thin gold chain he must again before Rhodri realized he had been cut across have found in one of the caskets. the front of his thighs. It was nothing, a stinging “Here goes,” Timothy said. “Kept in the darkest con- wound, but he knew he would have to be more careful. ditions imaginable, they who fear the Light because of He feinted, but Timothy moved in the opposite direc- their bloodlines are bound with gold.” It was tantaliz- tion and suddenly there was a line of blood across Rho- ingly familiar, but Rhodri could not quite place it. The dri’s knuckles. orc continued, “They are most evil, but for the sake of He felt himself begin to panic. He lunged wildly, the world, Rhiannon, who was pure and strong, put then tried to turn it into a feint. Too late: Timothy par- them where they can do no harm.” ried the blow and the two daggers locked at the hilt. Rhodri recognized it then: the verse from the map of The orc’s blade was underneath, but try as he might the tombs. “Wait!” he said. “That’s not what it means. Rhodri couldn’t force it down. His hands were slick I’ve got a proper translation. Let me go and I’ll help with sweat. He heard someone grunt and someone you.” It was his only chance. He could find a way to swear, but couldn’t tell which of them it had been. escape later. Timothy stared at him. For an orc, his Then the dagger flicked out of his hands and skittered arrogance was unbelievable. “You have to believe me, away into the shadows. or you’ll let all of them free.” Even he could hear the He began to back away. Timothy’s eyes were burning wheedling in his voice. with anger as he followed him. “The verse translation you have is incorrect because “Come on, then,” Rhodri shouted. “Get it over with, it pays more attention to the poetical structure than to you hypocrite. Call yourself good, orc? You’re no better the meaning,” Lars said. Suddenly, his grammar was than me.” flawless. “At the University at Ekkesberg, we have been Timothy sighed. “Oh Rhodri, you still haven’t got it, working for years on a proper translation. Now that we have you?” He kept on advancing. “I’m not just a good have it, we’ve put our heads together with the Church orc.” He smiled. “I’m the best.” of the Lady to get rid of the evil ones forever.” Rhodri spat at him. It wasn’t much of a retort, but it Damn northern barbarians, Rhodri thought. So much was the best he could do. He had hoped to distract the for appealing to their consciences. There had to be a orc, but to his disappointment, Timothy didn’t even way to escape. “At the proper conjunction of the flinch. He would just have to wait for the right spheres, the enchantment may be broken,” Timothy

56 AUGUST 1993 continued, “or it may be strengthened so that the break free, but the northerner was an expert. There chamber and everything in it is placed outside normal was no hope. Then he caught what Lars was saying. time and space for all eternity. But to do this requires “Are you sure you want to do this?” the northerner the slow death of a willing sacrifice—” asked. His voice was so solemn it made Rhodri want Rhodri panicked. “Sacrifice. I knew it. I knew it.” to giggle. “Shut up,” Lars said shortly. “It says ‘willing.’ Even “I’m sure. Just make sure the candles are all lit you can hear that.” before you leave.” “Not me, then,” Rhodri said. He could feel the tears And then Lars took the golden chains he had found starting in his eyes even as he hated himself for them. and began to bind Timothy with them: round his “I’m not willing. I’m not, I tell you. And anyway, if I ankles, round his wrists, and round and round his hadn’t found the other half of the map, you’d never torso. And all the while he chanted words in the old have been able to get into this place at all.” High Tongue of the sorcerers, words that Timothy “Yes, and we’re very grateful to you,” Timothy said. had repeated to him not very long ago. He sounded genuine. “But do be quiet and let us get The air in the room seemed to grow calmer and on with it. The proper translation is quite a lot longer colder with every syllable. Rhodri found that he could and more complicated than the one you have. Lars, hardly breathe. He wondered if it was his imagina- you had better watch him.” tion, or if something old and so evil it made him seem “Of course,” the northerner said, “If you’d handed saintlike really was watching what happened from a the map over to the church authorities when you first great distance. He felt its eyes on him and understood discovered it, we wouldn’t have had to go through all that it knew it was about to be banished forever. He this.” He stood up, holding another length of chain. wondered if he would have helped it if he could. Was “Would we, Timothy?” The expression on his face was he kin to it? Once he would have sworn he was. Now strangely wistful as he handed the chain to the orc. he did not know. “This all the chain there is, I think. You are going to The last syllable was spoken. Lars stood up. He finish reading the Lay out? It’s quite a long time since stared down at Timothy for a moment. The orc’s eyes I heard it, and playing stupid so this oaf would bring were half-closed, and he was swaying on his knees. me along has frozen up my brains. I wouldn’t want to Lars swiped at his eyes with the back of his hand, then make any mistakes.” He came and stood next to went over to Rhodri. Rhodri. “Get up,” he said. He undid the knot that tied the Timothy continued, “—willing sacrifice without the elf to the catafalque. “You walk ahead of me.” shedding of blood. Great as we are, we can find no “Wait,” Rhodri said. “Untie me. It’s too dangerous.” such victim. Lars just stared at him. “Look, we’ll never make it out “The sacrifice must be bound in gold as those oth- of here alive unless you do. You won’t get out.” ers who should not be named have been bound. To Lars smiled. “I’ll manage. You can always stay here, this end we have left suitable chains here. Bind the if you’d prefer.” victim saying—” “No!” Rhodri said. “No.” His voice was thick with His voice went off into gibberish then. Gibberish phlegm. He could not take his eyes off Timothy. How like the words he had used to banish the ghoul. In could anyone do this to himself? He wondered if any case Rhodri was too busy panicking to pay atten- speaking to the orc would spoil the charm. He tion. If they thought he was willing to be a sacrifice, resisted the temptation until he was right by the door. they must think he was kobold-stupid. His mouth had “Timothy?” he said. The orc’s head came up. His gone dry and his heart was pounding. A slow death. eyes opened. They shone like rubies in the No blood. Maybe they were going to garrotte him. candlelight. That could be slow, if you were careful. No-one knew “Why?” Rhodri asked. He had to know. that better than he did. Or they might use poison. “The sins of my people, my own too. I have to expi- Something to constrict the windpipe, maybe. He ate them. There’s no one else to do it.” The orc would have to make them understand that he didn’t smiled sadly, and looked away. want to die for their stupid cause. ‘You could have anything you wanted. Fortune, Lars grabbed him by the hair and dragged him to fame. You could buy the world with the treasure in his feet. The pain was excruciating, but he supposed this room and have change left over for breakfast.” it would all be over soon. Rhodri let his voice trail off. It was as if he and the orc “Now?” he asked as Lars pushed him toward the were speaking different languages. pentagram. Timothy was already inside it. He seemed Timothy’s head came up. For a moment there was a unnaturally calm, and his face was pasty. hint of old arrogance in the narrowing of his eyes. “Now if you watch carefully, you might learn some- “That isn’t what I want, Rhodri,” he said. “I told you. thing,” Lars said. He tied a rope to Rhodri’s bonds It isn’t enough for me to be the only good orc. I have and fastened it to a knob at the end of the nearest to be the best.” catafalque, as if he were a dog and not an elf. Lars went to Timothy. He put his hands on the orc’s shoulders and began to speak to him. Rhodri tried to

DRAGON 57

Challenge of the Five Realms (MicroProse)

Will you meet the Challenge of the Five Realms?

KnightLine space, plus sound and music boards. As should open at this point. To keep the We just received Strike Commander you can see, you’re going to need a fast door open, drop an item onto the center from Origin Systems, and after installing machine to run these games at peak effi- pressure plate before leaving it. Save your the game (which required over 30 min- ciency. There’s no doubt in our minds game now. After going through this door, utes!), all we can say is it looks like one of that if you have the hardware, you should be prepared to fight 11 margoyles after the best PC/MS-DOS flight simulators check into these games. turning west. Continue west 70 feet and we’ve seen. Strike Commander offers you’ll be in front of an illusory wall. Walk intense combat action with stunning ani- H.E.L.P. through it and travel 30 feet, then turn mation and graphics. Two other super Several readers responded to Danny north. Continue north until you come to simulators are Disney Software’s Stunt Pekofsek’s request for help with Eye of the the wall. Push through it—it’s another Island, an original flight simulator that Beholder II that appeared in DRAGON® illusory wall. In this area is a stone gem allows you to be the pilot, director, and issue #192. They were Charles Lin of (also look for a secret button to find more the stunt coordinator, and X-Wing from Burnaby, British Columbia, and Grant goodies). The stone gem, when taken to LucasArts Games, the flight simulator Szabo of Skokie, Ill. All solutions were the room with the door with the runes, with all the personality and dazzling ani- similar in content. teleports you to temple level #2.” mation of Star Wars. Although we haven’t “To open the door to the south, items had time to review any of these games, it’s must be placed on all four corner pres- our opinion that flight simulation fans will sure plates. The party must then step onto Reviews want these games. Without a doubt, they the center pressure plate. The door set new standards for PC/MS-DOS flight Challenge of the Five Realms * * * MicroProse, PC-MS/DOS simulators. Computer games’ ratings However, be aware that the storage Challenge of the Five Realms (CFR) is an requirements are massive, and you’re interesting fantasy role-playing game X Not recommended (FRPG), but its presentation appears to be going to need a lot of memory. Stunt * Poor Island requires 13 MB of hard disk space, ** just a bit behind the times. The plot is Fair interesting, if implausible. If you can take VGA graphics, a 33 MHz processor, and *** Good two MB or more of RAM. Strike Comman- **** the information at face value, you’ll have a Excellent good time questing in the five realms of der recommends four MB of RAM with a ***** Superb 33 MHz processor, 33 MB of hard disk

DRAGON 59 requires you to answer several questions. This deter- mines not only your physical attributes, but your talents like fighting skills and magical capabilities as well. When you’ve finished with the questions, you receive your full skill set and attribute designa- tions for review. If you don’t like your character, you have to reboot the game and start over. The game starts at Castle Ballytogue with the Prince awakening after getting hit on the head. He learns that his father, King Clesodor of Alonia, has been killed by Grimnoth, an evil sorcerer. The prince must avenge his father’s death and defeat Grimnoth. There are five realms, numer- ous cities, and many people to visit while Grimnoth’s evil darkness starts to encom- pass the land. Humans inhabit Alonia, the is called Fraywood, Aerieus is a cloud-based realm, Thalassy lies below the ocean, and Alveola lies below ground and is the habitat of gnomes. There is much to do and only 100 game-days within which to complete your tasks. Challenge of the Five Realms (MicroProse) To make matters worse, your cousin, Duke Gormond, has claimed the throne entering a word from a page in the man- after being told that you may have killed ual. Make certain you enter the exact the king through the use of sorcery. He word, otherwise the program boots you was told that you now flee the approach- out to the DOS prompt. Also, realize that ing plague of darkness after casting the only a single word is needed. The instruc- spell that caused it. Your cousin orders tions to type in exactly what is in the man- knights to slay you and then he’s off to ual led us astray during our first try. The Castle Ballytogue to claim the throne. information required was part of a two- You’re going to have to deal with Gor- word sentence, so we typed in both this evil sorcerer leaves and doesn’t finish mond as well. words, and out we went to the DOS off the Prince—the evil one could’ve slain Before leaving the castle and its nearby prompt. both the King and the Prince and village, you should locate some spell com- The dialogue balloons are bothersome. acquired everything he demands right ponents and hunt down the rogues who Every time you encounter someone, all there. Granted, there wouldn’t have been stole your mother’s treasure chest. It con- speech is contained in these white bal- an adventure to play had this occurred, tains 50 gems, the Queen’s diary, her dia- loons on the screen, partially concealing but as the plot now stands, it requires a mond ring, bracelet, and two rubies. it. The conversations are interesting, even great deal of disbelief on the gamer’s part. You’re going to need the cash to arm though the verbiage is unnatural at times. CFR left us with the impression of a yourself at the village armory and You can save as many as eight games. game from the past. The graphics are weapons shop. Be certain you’ve done Movement is accomplished via the mouse. standard, not state-of-the-art. The plot everything you can do before leaving the Note the direction of the arrow below your stretches belief, and the interface is remi- castle and the village, because once you’ve character and then depress and hold your niscent of the older series from left, your cousin will be enroute and it’s mouse button to move your character in Origin. Although there are far better going to be tough for you to reoccupy the the arrow’s direction. Sometimes the FRPGs on the market, including several castle without a full complement of NPCs. character simply won’t move, even though from MicroProse, CFR is an interesting We recommend you head south imme- there appears to be enough room for him adventure if you forget the opening diately, taking note of all the minor quests to move in one direction or another. When sequences and decide to enjoy five very that have been suggested to you. Note that that happens, you have to back up and try different realms. We reviewed this game the evil sorcerer’s dark cloud is going to again. Trying to go through some doors using VGA graphics, a Roland sound be moving from south to north. You can be quite frustrating. board, and Aztech’s Sound Galaxy NX in should find a sorceress named Cagliostra Music and sound, although evident at Sound Blaster Pro emulation mode. and gain the help of wizards. Once the the start of the game, are all but nonexis- dark cloud infiltrates an area, it’s tent throughout the adventure. The open- unhealthy to enter that location. By select- ing movie for the game is filled with some **** ing quests which require a southerly visit silly dialogue. Simply put, your hero’s , CD-ROM game for first, you can gain knowledge or items to father is slain by Grimnoth, who wants the Macintosh help defeat the darkness later. You’ll also crown. Why the evil fellow simply can’t Although slower than molasses (thanks find that even as you undertake a quest, take the crown after he slays the King to the hardware of CD-ROM drives not others will be presented that are manda- makes no sense—-after all, the crown falls catching up to software technology), The tory to complete the major goal. Be cer- to the floor between Grimnoth and the Journeyman Project (TJP) is the most tain to decide which quests make sense to prince when the King is disintegrated. innovative science-fiction game we’ve undertake at which time. Instead, Grimnoth tells the prince to bring seen on any system. All scenes are profes- The copy-protection system consists of him the crown by a specific date. Then, sionally rendered to the point of photo-

60 AUGUST 1993 identifying locations and adventures for you, you're going to waste your time in the city or with the game. We reviewed this FRPG using VGA graphics and Aztech’s Sound Galaxy NX sound board.

Pax Imperia **** Changeling Software, Macintosh Here’s a space-colonization strategy game that really involves you in not only ship and technology building, but also in planet development. Unlike Spaceward Ho! (reviewed later) where combat is the name of the game, Pax Imperia requires you, as the Emperor, to consider all man- ner of revenue gathering, defensive, offen- sive, and star research opportunities. You select your galaxy how you wish your money to be spent on technology (the Radical technology selection creates some truly astonishing items!), which ships are to be built, how to reinvest in planet devel- Legends of Valor (SSI) opment, and much more. Highly interac- tive and replayable time after time, this offering presents a great value for gamers. The games only drawback is that various windows need to be opened to accom- plish game commands. This can become confusing, especially when you have four or five windows open atop the base screen. However, once you learn what you can do with galaxies, systems, stars, and planets, you’ll find your window use opti- mized. In all, Pax Imperia is a definite must for Mac gamers. Look for its colorful and distinctive packaging at your local retailer.

S.C.OUT **** Inline Design, Macintosh A terrific arcade/strategy game, the goal of this game is to reactivate a moonbase S.C.OUT(lnline Design) infested with aliens. S.C.OUT gives you all manner of offensive weaponry to annihi- realism. The game interface is as unique release later this year, TJP affords many late the enemy, from entity to worm to an invention as you’ll find anywhere. The adventuring thrills. If you, like us, appreci- slime. But it’s not simply moving around animation is smooth, and the sound ate the work of true game artists, this an easy playing surface to make your kills. effects are superb. This game takes time game is a must-have! There are all sorts of barriers to your suc- travel where it’s never been before as you cess, including doors (some of which are ** try to counter time rifts by altering the Legends of Valour locked), electronic doors, L.E.D. doors, cause of the rifts. Travel back to the time SSI, PC/MS-DOS barriers that won’t allow cargo to cross when dinosaurs roamed the Earth to We were quite excited when we them, and armored obstacles that can be locate the Temporal Historical Vault that received our copy of this FRPG. Then, the destroyed only with continuous fire. contains the historical disc through which letdown—simply learning how to survive There are devices you can find to assist in you can learn which histories have been and navigate the city is boring! The graph- your endeavor, from electric railways to altered. Encounter robotic machines that ics, claimed to be better than Ultima portable batteries that give power to the would just as soon destroy you as look at Underworld, are certainly its equal. How- railway. Safe zones and teleporters you. Learn how to withstand the rigors of ever, wandering about a city trying to find abound, as do force mirrors that can be a vacuum while investigating alternate quests and then fulfilling promises, when diagonal and four-way in nature. Watch paths. The adventure is intriguing and you can be tossed in jail for numerous out for those viruses! Despite a slow and exciting, leading you to participate in what days for absolutely no reason, and finding sometimes jerky screen refresh when you like a motion picture on your Mac. you forgot to pay your money at the inn scroll from side to side, S.C.OUT offers Normally, a game as slow as this would and all your possessions have been seized, high replayability, great graphics and not receive as high a star rating as TJP becomes highly frustrating. There are a sound, plus a lot of action! earns. The reason is simple. TJP is the large number of mini-adventures to be first of its kind of CD-ROM-based enter- experienced within this realm, but only if Spaceward Ho! v. 3.0 **** tainment, a true technological marvel that you can hack the mapping chore you face. Delta Tao Software, Macintosh should be owned by gamers as a record of If you’re going to purchase Legends of val- A highly addictive space-conquest game, when interactive entertainment entered a our, then purchase the Hint Book that Spaceward Ho! finds you trying to colonize new stage. With a Clue Book planned for goes with it. Without the book specifically your galaxy and fighting off attempts of

DRAGON 61 alien races to colonize your world. You ing you can do to prevent this from hap- search you will find some booty. begin the game as the “owner” of a single pening, but you can rescue either in 2. When you’re finished with the crater, planet, from which you dispatch Scouts Luskan. Before you can perform the res- start making your way towards Zhentil and other ships to colonize the universe. cue though, you must complete the mis- Keep so you can advance the PCs in your As your Scout ships head for other plan- sions in Minturn and Orlumbar and at group. Steer clear of Dragon’s Horn Gap ets, keep in mind the amount of fuel they least pass through Port Liast and Never- for the time being, but take the time to have on board if it takes four fuel units winter. The order of these events doesn’t investigate all the other places along the to reach a planet, then it also takes four matter, but I recommend the following: way like intersections, farms, etc. There fuel units to return to your home planet. Go to Neverwinter and let yourself be cap- are lots of handy magical items to be had if You want to search for planets that are tured by the guards. Lord Nasher will sen- you can solve problems. When you arrive as close in nature as your home planet, tence you to Farr Windward, a special at Zhentil Keep, you’re better off just pay- say, something around 72° and about 1.0 colony on Orlumbar. In Farr Windward, a ing the drow. If you don’t, they’ll raise the G. Avoid planets with ratings of less than strange man named Ougo will want to alarm and you’ll never get any peace. Tak- 0.4 G or higher than 2.5 G. You’ll never ter- join the party—let him. After completing ing any bracers after the battles with the raform them into profitable planets. Start the mission in Farr Windward, find the drow is a good idea because you get a lot building your resources—you want to be Hidden Temple of Talos. When you defeat of gold for selling them. There is a magical able to build both defensive and offensive the enemy there, you’ll have completed item shop in the town, and you’ll need it. units. You’ll thank your lucky stars you the Orlumbor mission (the temple is 3. The technique I use for the prepara- built enough defense satellites for your Orlumbor itself). When you try to leave tion of planar travel is somewhat faster home planet the first time you’re invaded Orlumbor, your character’s beloved will than the way described in DRAGON issue by an enemy! This offering emphasizes be kidnapped. Go to Mintarn. You’ll meet #179 but is a bit more dangerous. First, raw action. If you enjoy colonization with Jagaerda from Gateway to the Savage pick two characters from your group, a force, Spaceward Ho! is definitely worth Frontier. Let her join you. To finish the fighter type and a mage. Give any drow the price of admission. By the way, Delta mission, clear out Southclaw Fort and all weapons that can be used to both of them. Tao is one of the few publishers who of the warehouses. Now go to Port Llast. Then give all the magical items to the PCs believes in reducing packaging to its bare At 9:00 A.M., go on the Trackless Sea Tour. who aren’t going on the trip (if they don’t minimum in order to save trees and other The ship will be attacked by pirates. You have enough room, create two characters natural resources to sell its goodies. We have three choices: abandon ship (your for the purpose of holding these items). congratulate them for this policy! reputation will suffer), hide (the pirates After this is all done, set the difficulty set- take the ship to Luskan), or defeat the ting to novice and save the game. Then let Clue corner pirates. This battle is tough! The first wave teleport you to the plane you’re is pirates, then Luskan Captains, then going. Once you get to your destination Might and Magic III PC/MS-DOS Host Tower Mages. If you win, you’ll be you might have an encounter, but it version) richly rewarded. Finally, go to Luskan. Go shouldn’t be anything a well-placed 1. Enter DOE MEISTER at a mirror por- directly to the door at 5,9. Go in and go Delayed Blast Fireball spell and a couple tal to enter a dragon’s cavern where there through the door to the north. Now, travel of attacks from fighters can’t handle. is a large amount of money. Use Lloyd’s east-northeast. Stop, save the game, and Kevin Faenza Beacon or Mr. Wizard to get home. cast preparatory spells. Go north and fight Coaldale IL 2. Enter ORB MEISTER at a mirror por- the bad guys. Be careful; they have two tal to get a Power Orb. Unless you are very Stone Golems! Go through the door to the Ultima VII: The Black Gate powerful, take the transporter to Fountain northeast—there’s another combat—and (PC/MS-DOS version) Head. you have rescued your beloved! 1. By watching all the credits, a new 3. Blackwind got married on day 60. 5. When you camp after rescuing your selection called “view quotes” appears on Mario DeAngelis lover, both characters declare their love the main menu. At the end of this is some- Cranston RI and ask for your blessing. Give it, other- thing well worth watching, especially if wise, the NPC will leave and your heart- you have a sound card. (Note: you can Treasure of broken character will perform badly from skip the quote by pressing Escape.) (Amiga version) that point on. 2. Parrots know a lot of things. For 1. Siulajia isn’t the only NPC available 6. When your character and his beloved instance, they can tell you where the “trea- for one of your characters to fall in love have declared their love, their perfor- sure” is. If the parrot is reluctant to tell, with. There’s a male warrior named Jar- mance in battle improves. But watch out! perhaps a little music might help. barkas and if your party leader is a female, If either of them are killed, the other will 3. You can obtain all the treasure from he’ll join the party instead of Siulajia. go into a mad frenzy and be totally under the cave’s entrance, so don’t bother fight- Speaking of romance, it’s not automatic. If computer control and you won’t regain ing the pirate’s ghost. This treasure con- your character hangs back in battle or control until the next battle! sists of eight gold bars, over 600 gold ignores the helpless, the NPC won’t come Sheila Jenkins coins, four glass swords, a lightning whip, to love him. Rogersville TN two vials of serpent venom, two magical 2. If you clear the mausoleum area in rings, and more! (Notice the caltrops in Loudwater, the townspeople give you a 1. At the beginning of the game, when the entrance.) Cloak +2. Also in Loudwater, the young Elminster teleports the party to the 4. The Lost Isle of Ambrosia is under girl who approaches the party for help Realms for the first time, make your way the map’s compass. isn’t really as pretty as she appears, but to the Crater of Hulburg which will be just 5. Go into caves alone and invisible. Any help her anyway, or the NPC will be angry. a little northeast of you. When you enter other way spells suicide for your friends. 3. Memorize Cure Disease, Dispel the crater go directly north and join 6. You have to join the Fellowship to Magic, and Neutralize Poison spells before forces with Valla of the Silver Blades, she beat the game. exploring the Waterdeep Caverns. The dis- will give you a Shield +4 for your troubles. 7. Some inns have useful items in their guised Zhentish soldiers have a hideout in She will not leave the crater with the guest rooms. Maybe staying the night isn’t the northwest corner of the caverns. party, however. Then you come across a such a bad idea. 4. At one point (usually while trying to room with a bunch of coffins in it and 8. Go west from the Bee Cave entrance leave Orlumber or Mintur), Jarbarkas or in the coffins. Take care of them and walk the mountainside alone until Siulajia will be kidnapped. There’s noth- and go to the room to the south. If you you come to the sea shore. Hidden under

62 AUGUST 1993 the debris is a Ring of Invisibility. 9. Follow the river in Paws south. Where it ends in a lake is a pile of debris. Under- neath the debris are Magical Gauntlets. 10. Buy the hourglass in Paws. It’s needed to complete the game. 11. The bees in Bee Cave won’t hurt you if you don’t bother them or steal their honey. 12. Don’t take Tseramed into the Bee Cave, or the hermits won’t talk to you. 13. Shamino has your pocketwatch. 14. Talk to everyone until you can say only “job” or “bye.” This produces good information (and items). 15. Only one chunk of caddellite is needed for each helmet. 16. In the Trapezoid Generator, the ethereal monster is easy to defeat with a Glass Sword. Jamie Belanger Easthampton MA A fond farewell After many years of writing The Role of Computers, we have come to the end of an era. This is the last computer-game col- umn we will write for DRAGON Magazine. We began this review column about eight years ago, when (now the edi- tor of AMAZING® Stories) was the editor of DRAGON Magazine. The intervening years with Kim, Roger Moore, Barbara Young, and have been enormously fulfilling for us. These editors are highly professional and skilled craftpersons, and they have raised DRAGON Magazine to its leadership role in magazine publishing. We leave The Role of Computers with mixed feelings. We shall miss our loyal readers—gamers all—and your letters. (We’ve received over 1,000 letters in the past eight years.) We’ll miss your insights and thoughts on computer gaming and your enormous generosity in helping other gamers through the quagmires of computer gaming. Your responses to pleas for gaming aid are a testimony to your fortitude and knowledge of the vari- ous software entertainment genres. For us, it’s on to new projects. If you are an aficionado of Macintosh gaming, we suggest you take a look at the magazine Mac Home Journal. Our review column, Mac Attack!, addresses all manner of Mac- based entertainment. DRAGON Magazine will continue to pub- lish a computer-game review column, and we wish the new columnist much success. To all our gaming friends, we wish to leave you with heartfelt words to spur you on to win all your adventures and vanquish all your adversaries—game on! Hartley, Pattie, and Kirk Lesser

DRAGON 63

Days of future passed: a chronology of published FORGOTTEN REALMS® fiction

by James Lowder

Blame it on the Avatar Trilogy. Time of Troubles. The notes in my Cyclo- Year of the Crown (1351 DR) Back in 1988, when work began on that pedia just weren’t going to be enough. l The Crystal Shard begins epic series, there wasn’t much of a need Three dozen phone calls, a careful read- Year of the Dragon (1352 DR) for a timeline of Realmsian fiction. Doug ing of ’s excellent l Prologue of Ironhelm Niles was busy chronicling the history of FORGOTTEN REALMS® atlas, and lots of Year of the Arch (1353 DR) the Moonshaes. R. A. Salvatore had set up indulgence from the Realms authors led to l “A Virtue by Reflection” camp in the mountains north of Water- the creation of a rough timeline. Over the Year of the Harp (1355 DR) deep. Ed Greenwood and the writing team next three years, the chronology was l “Elminster at the Magefair” of and had begun modified regularly. Designers and editors Year of the Worm (1356 DR) to detail life in the Heartlands. in TSR’s book and game departments, and l The Crystal Shard ends The books created by all these authors even RPGA™ Network staffers, studied the l Streams of Silver had one major thing in common: They timeline and offered advice on the incon- l The Halfling’s Gem begins featured self-contained stories, tales that sistencies that had begun to spring up. l “The Lord of Lowhill” really didn’t impact upon each other or The result is what you see here. Year of the Prince (1357 DR) make overt references to events in other All dates on the timeline are in Dale- * “Dark Mirror” parts of the literary Realms. Drizzt’s ad- reckoning (DR). The dates are accompa- l The Halfling’s Gem ends ventures didn’t much affect Elminster, just nied by names from the Roll of Years, as l The Legacy as ’s quest to uncover the meaning of drawn from the predictions of Augathra l Starless Night her “” didn’t have a thing to the Mad and the redactions of those do with the Moonshaes. prophecies by Alaundo of Candlekeep. The Avatar Trilogy broke that mold. Short stories are noted in quotes. Novels That planet-shaking epic—complete with are in italics. gods walking the world and a continent- wide quest—featured events that were The Year of the Howling Winds (892 DR) anything but self-contained. The face of l “One Last Drink” the Realms changed over the course of the Year of the Shattered Goblet (1072 DR) trilogy. Suddenly, when a story took place l Chapter 1 of of the Mists became as important as where. After all, if (RAVENLOFT®/FORGOTTEN REALMS you mention Cyric or Midnight as gods, crossover) the story must be post-Avatar. If Bane is Year of the Rose (1098 DR; 475 Ravenloft) still slithering around, your tale is clearly l Chapter 2 of Vampire of the Mists pre-Avatar. (RAVENLOFT/FORGOTTEN REALMS For a time, that was how we dealt with crossover) placing fiction in the timeline—a novel was Year of the Singing Skull (1297 DR) either pre- or post-Avatar. All books writ- l Homeland begins ten before were lumped Year of the Adder (1328 DR) together before DR 1358. All books writ- l Homeland ends I ten after Waterdeep were placed either Year of the Snow Winds (1335 DR) before or after DR 1358, depending upon l “The Family Business” their content. None of this was official, of Year of the Wanderer (1338 DR) course. As editor and project coordinator l Exile begins for Avatar, I kept notes scrawled in my Year of the Lion (1340 DR) copy of the Cyclopedia of the Realms. l

Unsurprisingly, that soon proved to be l Exile ends about as practical as lighting a night game l Sojourn begins at Fenway Park with a book of matches. Year of the Saddle (1345 DR) By the time late 1989 rolled around and l Darkwalker on work had begun on the Empires Trilogy Year of the Bloodbird (1346 DR)

the next world-spanning Realms series, it l Black Wizards

became clear that we needed to attach l Darkwell firm dates to each book. More and more, Year of the Bright Blade (1347 DR)

authors were creating intricate histories l Sojourn ends for characters, histories that quite often Year of the Morningstar (1350 DR) mentioned their adventures during the l

65 l Azure Bonds l The Maztica Trilogy (Ironhelm, Anne Brown and Jim Ward) concludes the l Spellfire Viperhand, Feathered Dragon) begins best-selling Heroes of Phlan series. The l Year of the Helm (1362 DR) young son of Tarl and Shal embarks upon a l FORGOTTEN REALMS comic book l The Quintet ends quest for the warhammer of Tyr. His jour- begins l The Maztica Trilogy ends ney will lead him to the ultimate pool, the l AD&D® comic book begins l Red Magic source of all the others that have plagued l FORGOTTEN REALMS boxed set Year of the Wyvern (1363 DR) the Realms with evil throughout time. (1987 edition) complete to end of this l The Ring of Winter The Harpers novel Soldiers of Ice, due out year l “Patronage” in December 1993, is David Cook’s latest Year of Shadows (1358 DR) l “The Bargain” addition to Realmslore. In it, Martine of l Wyvern’s Spur: Ches Year of the Wave (1364 DR) Sembia must fight a horde of gnolls in order l The Avatar Trilogy (Shadowdale, l Crypt of the Shadowking to save the gnomes of snowbound Samek. , Waterdeep): Kythorn through l “Grandfather’s Toys” If you couldn’t tell from the title alone, Marpenoth l Elfsong Elfsong is ’s follow-up l FORGOTTEN REALMS comic book Year of the Sword (1365 DR) to her Harpers book, Elfshadow. Elfsong ends l The Druidhome Trilogy (Prophet of teams Danilo Thann with the nefarious l Song of the Saurials Moonshae, The Coral Kingdom, The Elaith Craulnober and sets them on the Year of the Serpent (1359 DR) Druid Queen) trail of the mysterious mage who has l AD&D comic book ends Year of the Staff (1366 DR) ensorceled all the bards around Water- l l Soldiers of Ice deep. The unlikely duo will be solving the l Dragonwall Year of the Shield (1367 DR) puzzle in spring 1994. l The Night Parade l The Ogre’s Pact Crown of Fire is Ed Greenwood’s long- Year of the Turret (1360 DR) l Revised FORGOTTEN REALMS boxed awaited sequel to Spellfire. The Zhentarim l Crusade set (1993 edition) complete to end of and their minions have cooked up new l The Parched Sea this year schemes for capturing Shandril and her l “The Curse of Tegea” Year of the Banner (1368 DR) allies, all in hopes of turning her magnifi- l “King’s Tear” l Prince of Lies cent power to their evil ends. Crown of Year of Maidens (1361 DR) Year of Wild Magic (1372 DR) Fire will also hit bookstores early in 1994. l Elfshadow l Pool of Twilight Later in 1994, returns to l The Cleric Quintet (Canticle, In Syl- the Realms after his long stint on Athas, van Shadows, Night Masks, Fallen For- There are probably a couple of titles in the world of the Dark Sun. The Ogre’s tress, The Chaos Curse) begins the timeline you don’t recognize. That’s Pact is the first book in Troy’s Twilight l Into the Void (®/ because they haven’t been published yet. Giants Trilogy) which tells of an ancient FORGOTTEN REALMS crossover) In November 1993, Pool of twilight (by Continued on page 73 DRAGON 67 NANCON XV/TEXICON ‘93 Sept. 3-6 TX This convention will be held at the Adams Mark hotel in Houston, Texas. Events include role- playing, board, and miniatures games. Other activities include an auction, a video room, and open gaming. Registration: $25 thereafter. Single- day passes will be available at the door. Send an SASE to: Greater Houston Gaming, PO. Box 631462, Houston TX 77263-1462.

PACIFICON ’93, Sept. 3-6 CA * indicates a product produced by a company other This convention will be held at the Dunfey Convention Calendar Policies than TSR, Inc. Most product names are trademarks This column is a service to our readers owned by the companies publishing those products. hotel in San Mateo, Calif. Events include role- worldwide. Anyone may place a free listing The use of the name of any product without mention playing and board games. Other activities in- for a game convention here, but the follow- of its trademark status should not be construed as a clude a flea market, dealers, seminars, movies, ing guidelines must be observed. challenge to such status. painting contests, and open and miniatures In order to ensure that all convention gaming. Write to: PACIFICON, P.O. Box 2625, listings contain accurate and timely informa- CAMELOT V, Aug. 13-15 AL Fremont CA 94536. tion, all material should be either typed This convention will be held at the Tom Bevill double-spaced or printed legibly on standard Center on the University of Alabama-Huntsville SIOUX CITY GAME CON VIII manuscript paper. The contents of each campus. Guests include “Zeb” Cook and Troy Sept. 3-5 NE listing must be short and succinct. Denning. Activities include RPG events, dealers, This convention will be held at the Marina Inn The information given in the listing must videos, and open gaming. Registration: $25 at in South Sioux City, Nebr. Events include a wide include the following, in this order: the door. Write to: SAGA, PO Box 14242, Hunts- variety of gaming events. Registration: $10/ 1. Convention title and dates held; ville AL 35815-0242; or call: (205)461-8827. weekend. Send an SASE to: Kurt Lyons, 2801 2. Site and location; Jennings, Sioux City IA 51104. 3. Guests of honor (if applicable); GOLD CON II, Aug. 14 NJ 4. Special events offered; This convention will be held at the American NOWSCON ‘93, Sept. 11-12 OH 5. Registration fees or attendance require- Legion Post in Clark, N.J. Events include role- This convention will be held at the ONG ments; and, playing, miniatures, board, and RPGA® Network Armory in Brook Park, Ohio. Activities include 6. Address(es) and telephone number(s) events. Other activities include a miniatures- role-playing, board, and miniatures games, plus where additional information and confirma- painting contest. Registration: $10 at the door. an auction. Registration: $15/weekend or $10/ tion can be obtained. There are no event fees. Write to: AU Gamers, day preregistered; $17/weekend or $11/day at Convention flyers, newsletters, and other PO. Box 81, Whippany NJ 07981; or call: (201) the door. Write to: NOWSCON, c/o Dennis mass-mailed announcements will not be 402-9239. Alvarez, 21574 Ivan Ave., Euclid OH; or call: considered for use in this column; we prefer (216) 731-4360 evenings. to see a cover letter with the announcement 1993 GEN CON® Game Fair as well. No call-in listings are accepted. Aug. 19-22 WI SUMMIT CITY CON ‘93, Sept. 11-12 IN Unless stated otherwise, all dollar values For information on the worlds largest game This convention will be held at the Indiana given for U.S. and Canadian conventions are fair, turn to page 33! National Guard Armory in Ft. Wayne, Ind. in U.S. currency. Events include role-playing, board, and minia- WARNING: We are not responsible for BUBONICON 25, Aug. 20-22 NM tures games. Other activities include dealers, a incorrect information sent to us by conven- This convention will be held at the Howard flea market, and a painting contest. Write to: tion staff members. Please check your con- Johnson Lodge in Albuquerque, N.M. Guests Phoenix Rising Game Shop, 6252 St. Joseph Rd., vention listing carefully! Our wide include Kevin J. Anderson and Robert C. Cor- Ft. Wayne IN 46835; or call: (219) 485-6807. circulation ensures that over a quarter of a nett. Activities include gaming, panels, signings, million readers worldwide see each issue. movies, a masquerade, an art show, an auction, MAELSTROM I, Sept. 17-19 NE Accurate information is your responsibility. hucksters, and filking. Registration: $24 at the This convention will be held at the UNL East Copy deadlines are the last Monday of door. Write to: NMSF Conference, PO. Box Campus and Super 8 hotel in Lincoln, Nebr. each month, two months prior to the on-sale 37257, Albuquerque NM 87176; or call: (505) Guests include Richard A. Knaak, Mickey Zuck- date of an issue. Thus, the copy deadline for 266-8905. No collect calls, please. er Reichert, and Erin McKee. Activities include the December issue is the last Monday of gaming, anime, panels, and a writer’s contest. October. Announcements for North Ameri- WARZONE NORTH ‘93, Aug. 20-22 FL Registration: $20. Write to: MAELSTROM I, PO. can and Pacific conventions must be mailed This convention will be held at the Holiday Inn Box 82844, Lincoln NE 68501-2844; or call: (402) to: Convention Calendar, DRAGON® Maga- East in Jacksonville, Fla. Events include role- 477-8430. zine, PO. Box 111, Lake Geneva WI 53147, playing, board, and miniatures games. Other U.S.A. Announcements for Europe must be activities include dealers, a flea market, an auction, ANDCON 93, Sept. 24-26 OH posted an additional month before the and open gaming. Registration: $19/weekend or $7/ This convention will be held at the Holiday deadline to: Convention Calendar, DRAGON® day at the door Write to: WARZONE NORTH, c/o Inn in Independence, Ohio. Guests include Jean Magazine, TSR Limited, 120 Church End, Wolf Entertainment, PO. Box 1256, Deland FL Rabe, Peter Bromley, Rick Loomis, Colin Mc- Cherry Hinton, Cambridge CB1 3LB, United 32721-1256; or call: (904) 822-9653. Comb, Tim Beach, and “Slade” Henson. Activities Kingdom. include 23 RPGA® Network events, miniatures If a convention listing must be changed GAMESDAY ‘93, Aug. 22 games, the national PBM convention, and over because the convention has been canceled, This convention will be held in Tilburg, Hol- 200 other events. Registration: $17.95/weekend. the dates have changed, or incorrect infor- land. Events include role-playing, board, and Daily and visitor passes are available. Write to: mation has been printed, please contact us war games, plus dealers. Write to: Farotil, St. ANDCON ‘93 HQ, PO. Box 3100, Kent OH 44240; immediately. Most questions or changes Marcusstraat 9, 5046DT Tilburg, HOLLAND. or call: (800) 529-EXPO. should be directed to the magazine editors at TSR, Inc.: (414) 248-3625 (U.S.A.). Ques- OMEGACON ‘93, Aug. 27-29 FL CONTACT XI, Sept. 24-26 IN tions or changes concerning European This convention will be held at the Howard This convention will be held at the Ramada Inn conventions should be directed to TSR Johnson Universal Tower in Orlando, Fla. Guests in Evansville, Ind. Guests include Missouri Smith Limited: (0223) 212517 (U.K.). include John M. Hurtt. Other activities include and Dr. Bill Breuer. Activities include gaming, workshops, a costume contest, videos, and discussions, a dealers’ room, an art show and indicates an Australian convention. board games. Registration: $5. Write to: John auction, a hospitality suite, and a video room. indicates a Canadian convention. Martello, 2415 Silverwood Dr., Pine Hills FL Registration: $15 until Sept. 1; $20 thereafter. indicates a European convention. 32808-2847; or call: (407) 293-1739. Write to: CONTACT XI, PO. Box 3884, Evansville IN indicates a South American convention. 47737; or call: (812) 473-3109.

68 AUGUST 1993

DEMICON 4, Sept. 24-26 MD $20 before Sept. 30; $25 at the door. GMs are NUKE-CON III, Oct. 9-10 NE This gaming convention will be held at the welcome. Write to: Schenectady Wargamers’ This convention will be held at St. Bernard’s Sheraton Conference hotel in Towson, Md. Assoc., C.O.F.N., PO. Box 9429, Schenectady NY school in Omaha, Nebr. Events include role-playing, Events include role-playing, board, and minia- 12309; or call: (518) 664-9451. board, and miniatures games. Registration: $8/ tures games. Other activities include seminars, a weekend or $5/day. Write to: NUKE-CON, PO. Box game auction, a painted-miniatures contest, and WOLF-CON III, Oct. 1-3 MS 1561, Omaha NE 68005; or call: (402) 733-5937. dealers. Registration: $25. Send an SASE to: This convention will be held at Colvard Student Harford Adventure Society, c/o Strategic Castle, Union of Mississippi State University’s campus in NECRONOMICON ‘93, Oct. 15-17 FL 114 N. Toll Gate Rd., Bel Air MD 21014; or call: Starkville, Miss. Guests include Mike Stackpole, Liz This convention will be held at the Holiday (410) 638-2400. Danforth, and Mark O’Green. Activities include Inn-Airport in Tampa, Fla. Guests include Lois gaming, dealers, an art room and auction, a cos- McMaster Bujold and Peter David. Activities EPSILON ALPHA ‘93, Sept. 24-26 IL tume contest, and a dance. Registration: $20. Write include panels, an art show, gaming, a masquer- This convention will be held at the Holiday Inn to: Clayton Bain, Rt. 3, Box 178, Starkville MS ade, videos, a charity auction, and dealers. in Collinsville, Ill. Guests include Todd Bryant and 39759; or call: (601) 323-9407. Registration: $20. Write to: NECRONOMICON, John Haymes. Activities include dealers, banquets, PO. Box 2076, Riverview FL 33569. an art show, movies, a costume contest, and a GAMEMASTER ‘93, Oct. 2 ID masquerade. Registration: $35/weekend or $20/day. This convention will be held at the Student RUDICON 9, Oct. 15-17 NY Write to: MASFA, Inc., PO. Box 23167, Belleville IL Union of Boise State University in Boise, Idaho. The This convention will be held at the Rochester 62223; or call: (913) 677-6537. guest of honor is Gary Thomas. Activities include Institute of Technology in Rochester, N.Y. Events gaming, a miniatures-painting competition, and an include role-playing, board, and miniatures TACTICON ‘93, Sept. 24-26 CO auction. Registration: $2/game preregistered. Write games. Other activities include art and costume This convention will be held at the Sheraton to: Gamemasters’ Guild, PO. Box 8823, Boise ID contests, anime, guests, and dealers. Registra- hotel of Lakewood, Colo. Events include over 83707; or call (208) 343-4288. tion: $6 for students; $8 for non-students. Send 150 events in all types of gaming. Registration: an SASE to: RUDICON 9, c/o Student Director- $15/weekend preregistered. Write to: Denver NOVAG VIII, Oct. 2-3 VA ate, 1 Lomb Memorial Dr., Rochester NY 14623. Gamers’ Assoc., P.O. Box 440058, Aurora CO This convention will be held at the Elks’ Lodge in 80044; or call: (303) 665-7062. Fairfax, Va. Events include role-playing, board, war, TOTALLY TUBULAR CON ‘93 and miniatures games. Registration: $10. Write to: Oct. 15-17 CA EARTH ‘93, Sept. 25-26 NOVAG, PO. Box 729, Sterling VA 20167. This convention will be held at the Jolly Roger This convention will be held at the Freizeitheim Inn in Anaheim, Calif. Events include role- Stocken in Hannover, Germany Events include TOL-CON XI, Oct. 2-3 OH playing, board, and miniatures games. Write to: role-playing, board, and miniatures games. Other This convention will be held at the University TOTALLY TUBULAR CON, PO. Box 18791, activities include a costume contest, demos, and of Toledo’s Scott Park campus in Toledo, Ohio. Anaheim Hills CA 92817-8791, writing contests. Write to: Arne Rassek, Berliner Events include over 200 role-playing, board, Str. 23, D—W 3005 Hemmingen 1, GERMANY. war, and miniatures games. Other activities P. E. W. KHAN-U II, Oct. 16-17 PA include an auction, demos, painting contests, This convention will be held at the Embers in EMPEROR’S BIRTHDAY ‘93, Sept. 25-26 IN dealers, and open gaming. Send an SASE to: Carlisle, Pa. Events include only political, eco- This convention will be held at the Century TOL-CON, c/o Mind Games, 2115 N. Reynolds nomic, and historical board and war games. Center in South Bend, Ind. Events include role- Rd., Toledo OH 43615. Write to: M. Foner’s Games Only Emporium, 200 playing, board, and miniatures games. Write to: 3rd St., New Cumberland PA 17070; or call: Mark Schumaker, 1621 Frances Av., Elkhart IN COSCON '93, Oct. 8-10 PA (717) 774-6676. 46514; or call: (219) 294-7019. This convention will be held at the Holiday Inn in Beaver Falls, Pa. Guest of honor is Jean TACTICON ‘93, Oct. 16-17 CT GAMECON ‘93, Sept. 25-26 IN Rabe. Activities include gaming, dealers, a This convention will be held at the Holiday Inn This convention will be held at the Ramada miniatures-painting contest, and game demos. in Norwalk, Conn. Events include role-playing, Inn South in Indianapolis, Ind. Guests include Registration: $15 before Sept. 30; $20 thereafter. board, war, and miniatures games. Other activities Steve Lortz. Activities include a painted- Send an SASE to: Circle of Swords, PO. Box include movies and dealers. Write to: Jim Wiley, miniatures contest, seminars, and dealers. 2126, Butler PA 16003; or call: (412) 283-1159. Gaming Guild, 100 Hoyt St., #2C, Stamford CT Registration: $12 preregistered; $15 at the door. 06905; or call: (203) 969-2396. Game masters are welcome. Send an SASE to: QUAD CON ‘93, Oct. 8-10 IA GAMECON, PO. Box 39035, Indianapolis IN This convention will be held at the Palmer RUCON III, Oct. 23 PA 46239-0035; or call: (317) 862-3982. Alumni Auditorium in Davenport, Iowa. Events This convention will be held at Lock Haven’s include role-playing, board, and miniatures University’s Parsons Union Building in Lock GAME DAY ‘93, Sept. 25 IL games. Other activities include dealers, a Haven, Pa. Events include role-playing, board, This convention will be held at Southern miniatures-painting contest, and a silent auction. and miniatures games. Other activities include Illinois University’s Student Center in Carbon- Registration: $9/weekend or $4/day preregis- contests, discussions, and dealers. Registration: dale, Ill. Events include role-playing, board, and tered; $12/weekend or $6/day at the door. Game $7 before Oct. 7; $10 at the door. Send an SASE miniatures games. Other activities include fees are $2-3 per game. Send a long SASE with to: Ken Newquist, 14 Tinc Rd., Flanders NJ miniatures and art contests. Registration: $4. extra postage to: Game Emporium, 3213 23rd 07836. After Sept. 1, send an SASE to: Role- Write to: Strategic Games Society, Office of Av., Moline IL 61265; or call: (309) 762-5577. No playing Underground, Parsons Union Bldg., Student Development, 3rd Floor, Student Center collect calls, please. LHU, Lock Haven PA 17745. SIU, Carbondale IL 62901-4425; or call Joel at: (618)529-4630. RALLY ‘ROUND THE FLAG ‘93 U-CON ‘93, Oct. 29-31 MI Oct. 8-10 OH This convention will be held at the University VENCON ‘93, Sept. 25-26 This convention will be held at the Convention of Michigan campus in Ann Arbor, Mich. Our This convention will be held at Simon Bolivar Center in Columbus, Ohio. Events include guest of honor is Keith Herber. Activities include University’s Student House in Caracas, Venezuela. miniatures, war, board, and role-playing games. gaming, seminars, a special horror Events include role-playing, board, and miniatures Other activities include game and miniatures tournament and costume contest. Registration: games. Other activities include movies and dealers. dealers. Write to: HMGSNT, PO. Box 14272, $9 preregistered; $12 at the door. Write to: U- Registration: Bs. 200/day. Write to: Tito Labastidas, Columbus OH 43214; or call: (614) 267-1957. CON, P.O. Box 4491, Ann Arbor MI 48106-4491. Fundacion Caracas, Av. Universidad, Esq. Monroy, Caracas, VENEZUELA. ARTYCON V, Oct. 9-11 OK UMF-CON XIII, Oct. 29-31 ME This convention will be held at the Caisson This convention will be held at the University of COUNCIL OF FIVE NATIONS 19 Recreation Center at Fort Sill, Okla. Events Maine in Farmington, Maine. Events include role- Oct. 1-3 NY include role-playing, board, and all types of playing and miniatures games. Registration: $8/ This convention will be held at the Ramada miniatures games. Registration: $5/day at the weekend preregistered or $12/weekend at the Inn in Schenectady, N.Y. Events include role- door. Write to: The Game Shack, 2114 Ft. Sill door. Single-day rates are available. Write to: Table playing, board, and miniatures games. Other Blvd., Lawton OK 73507; or call: (405) 353- 5006. Gaming Club, 5 South St., UMF Farmington ME activities include seminars, demos, an auction, 04938. contests, and a benefit breakfast. Registration: Continued on page 73

70 AUGUST 1993

The DRAGON STRIKE™ game: more for new gamers

by Bruce Nesmith

The DRAGON STRIKE™ board game is never have too much of this game, I’ve taste of the fun you’re missing.) If your here! By now, many of you own a copy decided to put together another DRAGON players think they know all the scenarios, and some of you have undoubtedly played STRIKE adventure. (It will also give those throw this one at them. Have fun! through all of the scenarios. Since you can of you who haven’t gotten the game yet a

72 AUGUST 1993 (3) When Darkfyre arrives, Teraptus is will not go with the heroes or help them riding on his back. The evil wizard can fight Teraptus and Darkfyre. 12 l Castle cast spells but cannot attack while riding the dragon. (L) Corridor. Empty For 2 to 3 Heroes l Very Difficult (4) As soon as the Dragon Orb is de- stroyed, Teraptus must get off the (M) Throne Room. If the orcs are asked Lord Narran is worried. He paces the dragon. Place his figure in the free about the Dragon Orb, one of the says, floor as he explains. “Teraptus is endan- space closest to the dragon. “Oh, that hunk of glass we stole from gering the whole kingdom again. He Cloudscraper? Now he’s in the dungeon, has unearthed one of the lost Dragon where you’re gonna be soon!” Orbs. This magical device lets him control Darkfyre the dragon. You must Adventure Key (N) Private Chambers. Empty, unless go to the evil wizard’s castle, find the you’ve put either the fire elemental or the Orb, and destroy it. The only problem (A) Drawbridge. The gate is locked, but Dragon Orb here. is that nobody knows how to destroy the portcullis is up and out of the way. the Orb. It cannot be smashed by (0) Tower. Empty, unless you’ve put the swords or spells.” (B) & (C) Guard Towers. The bugbears Dragon Orb here. in here come out when they hear noises in Starting Treasure: 3 cards per hero the courtyard. On the second turn of (4 cards each if only two heroes are combat with the manscorpion, the Dragon playing). Master can open the doors and bring out the bugbears. Novel Ideas Goal: Find the Dragon Orb and destroy Continued from page 67 (D) Courtyard. The manscorpion is not it—then get out of the castle alive. civilization of giants and their struggle to interested in talking. survive in the inhospitable Ice Mountains. Setup TSR has other Realms novels in store for (E) Foyer. Empty. 1994, including two books by R. A. l Pit Marker Salvatore—a Drizzt hardcover titled Siege (F) Barracks. Empty l Crystal Ball Marker of Darkness and book five of the Cleric (1) Use the Crystal Ball marker to repre- Quintet, The Chaos Curse—as well as the (G) Nook. Empty unless you’ve put the sent the Dragon Orb. first in a new series of stand-alone novels fire elemental here. (2) Place the Dragon Orb in H, N or O. Put called , which—as you might the Fire Elemental in G, I, or N. The guess—features characters of noble birth. (H) Wizard’s Tower. If the Dragon Orb Fire Elemental can be placed in the You’ll certainly hear more about those is here, it is in the chest along with a ran- same room as the Orb if you want. If it titles in the months to come. domly drawn treasure. is, the Orb is inside the fire elemental, In the meantime, drop me a note if you and the monster must be destroyed have any comments about or—shudder- (I) Great Banquet Hall. Empty unless before the heroes can get the Orb. corrections for the timeline. I can be you’ve put the fire elemental here. (3) Place the Pit Marker at J. reached c/o TSR’s book department, PO. Box 756, Lake Geneva WI 53147, U.S.A. Special Rules (J) Corridor. There is a pit marker here. (1) The Dragon Orb can be destroyed only It takes a feat of strength to jump over the by the dragon’s fiery breath. pit. (2) Since Darkfyre doesn’t want to be a slave to Teraptus, he must breathe fire (K) Dungeon. Lay the figure of the giant Convention Calendar on its back. Read this to the players when on the Orb each turn he can see it. A Continued from page 70 hero can hold it out to be seen as a the first enter: special action. WARZONE WEST ‘93, Oct. 29-31 FL A noble-looking giant lies chained to the This convention will be held at the floor. To the side is a troll sharpening a Holiday Inn Ashley Plaza in Tampa, Fla. Events include gaming, dealers, a flea An Apology dagger. In the corner are two gargoyles stirring a boiling pot over a fire. market, and an auction. Registration: $13 before Oct. 1; $17/weekend or $7/day at I must apologize for my ignorance, The troll and the gargoyles are jailers. The the door. Write to: WARZONE WEST, c/o resulting in my use of a nasty racial slur giant is named Cloudscraper and is a good Wolf Entertainment, PO. Box 1256, Deland in my “Game Wizards” article in creature, not like his evil cousins. He will FL 32721-1256; or call: (904) 822-9653. DRAGON® issue #195, concerning the talk to the heroes only if he is set free. FOR FAERIE, QUEEN, AND COUNTRY l If asked why he is imprisoned, Important: To ensure that your game. The word in question, which I Cloudscraper says, “Teraptus stole the convention listing makes it into our shall not repeat here, was one that I Dragon Orb from me. Now he is trying files, enclose a self-addressed stamped associated with the word “pollywog,” get me to tell him all its secrets.” postcard with your first convention meaning a tadpole—a young frog. I’m l If asked where the Dragon Orb is, notice; we will return the card to show very sorry that this offended some of Cloudscraper says, “I don’t know where that your notice was received. You our readers. I thank the caller from it is.” might also send a second notice one England who enlightened all of us to l If asked how the Dragon Orb can be week after mailing the first. Mail your this faux pas. destroyed, Cloudscraper says, “Only listing as early as possible, and always Karen S. Boomgarden the fire of a dragon’s breath can de- keep us informed of any changes. stroy the Orb. Darkfyre hates the Orb Please avoid sending convention notices The editors of DRAGON Magazine, so much he will breathe on it as soon as by fax, as this method has not proved who also missed the reference, add he sees it.” to be reliable. their apologies as well. When the heroes leave the dungeon, Roger E. Moore remove Cloudscraper from the board. He

DRAGON 73 Do novels and movies make good games? Well, sometimes . . .

©1993 by Rick Swan

Role-playing games' ratings

X Not recommended * Poor, but may be useful ** Fair

*** Good

**** Excellent ***** The best

74 AUGUST 1993 By nature, I’m lazy, which is why I dread old corrupt corporations and cybernetic new gadgets. Most, however, are unmemo- games based on movies, books, and other renegades. If I have to navigate one more rable. While needle guns, pulse lasers, and media. If I’m not familiar with the source burned-out city or haywire computer smart missiles may be necessary to recre- material, then I have homework to do. program, I may upchuck my implants. ate the feel of the novel, veteran role- And I hate homework. Welcome relief arrives in the form of players have seen them all before. But Here I was, for instance, all ready to dig When Gravity Fails, a 2020* amid this routine inventory is a strikingly into the stack of New Republic material game supplement based on George Alec inventive device called the moddy, short for West End’s second-edition STAR Effinger’s novel of the same name. Instead for modular personality. Plugged into a WARS* game, when I came across this of the usual European or American land- character’s brain, the moddy makes his advisory at the beginning of the Dark scape, When Gravity Fails details an exotic behavior conform to a preprogrammed Force Rising Sourcebook: “If you haven’t setting in the Middle East, where high template. In essence, the moddy convinces yet read Dark Force Rising [the Timothy technology locks horns with Islamic tradi- the character that he’s someone else. A Zahn novel], do so now. Then come back tion. The blend of old-world intrigue and male character under the influence of the to this book . . . ” Okay, I will. Meanwhile, dark-future nihilism casts cyberpunk in a Marilyn Monroe moddy will behave like a the STAR WARS game goes on the back refreshing new light. Imagine a netrun- beautiful female movie star. A shy charac- burner for a couple of months until I find ning James Bond or Indiana Jones with a ter who implants the James Bond moddy the time get through the novel. cybernetic sidekick, and you’ve got an idea will become imbued with self-confidence I’ve been down this road before. I put off of the possibilities. and the urge to seduce the nearest femme playing Phage Press’s AMBER* game until I So unusual is the setting of When Gravi- fatale (but not the Marilyn Monroe moddy read some of Roger Zelazny’s Chronicles of ty Fails that it exists outside the world character; though the latter believes him- Amber series (Lester Smith, who knew the described in the original CYBERPUNK self to be a female, he still looks like a man source material a lot better than I did, game. The primary locale, known only as to everyone else). handled the review in DRAGON® issue “The City,” rests on the edge of a nameless Naturally, there’s a downside. Moddies #182). I dug up some of Spider Robinson’s desert near the former Arab Federate, a produce vivid, sensual experiences that stories to get the feel of the Callahan’s Muslim conglomerate that collapsed from many find addictive. Should a user fail his Crosstime Saloon GURPS* game supple- social unrest in the late 22nd century. Cool roll, he suffers withdrawal symp- ment (see DRAGON issue #190), and even With a population in excess of two million, toms, similar to those associated with endured the two Alien movie sequels for the City comprises a maze of bustling addictive drugs. Excessive dependence on the ALIENS* game review (DRAGON issue streets and crowded neighborhoods. The moddies result in bouts of psychotic rage, #183). Under different circumstances, I ancient and the ultramodern exist side by irrational fear, or incapacitating catatonia. might have read the novels and screened side. Hovertanks cruise past horse carts. Extreme abusers may require treatment in the films just for fun. But as far as we Rug peddlers haggle with computer pro- a mental hospital (where, presumably, slothful types are concerned, anything you grammers. Corporate towers of steel and they become roommates with insane In- have to do is homework, even watching glass rise beside peasant shacks of vestigators from ’s CALL OF monster movies. And I hate homework. and clay. Tourists can visit the Medinah CTHULHU* game). While novices may find So I was tickled pink with this month’s 2000 mall, a gaudy hodgepodge of neon it difficult to juggle multiple personalties, games, a batch of licensed products that signs and open-air shops, or stop for a experienced players should have a ball. required no homework whatsoever. drink at Big Al’s Old Chicago, a seedy night What happens when a scrawny PC thinks They’re entirely self-contained, existing spot with an Elliot Ness dart board and a he’s Genghis Khan? Or when a computer independently of the novels and film that Thompson submachine gun mounted over hacker becomes addicted to the Robin inspired them. And guess what? After the bar. The evocative descriptions ooze Hood moddy? Or when every PC in the making my way through the When Gravi- paranoia and gloom, providing a feast of party decides to become Marilyn Monroe? ty Fails supplement and the DREAM unforgettable images. The book’s standards sink a bit with the PARK* game, I bought the Effinger and The thoughtful treatment of Islamic “Silken Nights” adventure, which features Niven/Barnes novels and read them of my tradition adds considerably to the book’s a good premise, awkwardly executed. own free will. And it didn’t feel like home- appeal. An insightful overview traces the Players assume the roles of three outcasts work. After all, anything you do because development of Islam from the Prophet with severe identity crises (let’s just say you want to do it is recreation. Muhammed through the rise of the two that in the 23rd century, gender isn’t what great sects, the Sunnis and Shiites. The it used to be). Efforts to unravel their pasts Five Pillars of Faith and their effects on lead the PCs to an underground moddy When Gravity Fails * * *½ Arabic society are outlined and analyzed. operation, controlled by one of the re- CYBERPUNK 2020* game supplement The 23rd century finds the Muslims at gion’s most powerful—and dangerous— 104-page softcover book odds with modern technology, pitting the families. Despite some interesting R. Talsorian Games, Inc. $12 rigid traditionalists against their more showdowns with a thug plugged into a Design: David Ackerman, William Moss, open-minded brethren. Traditionalists balk moddy, the muddled structure Chris Williams, and Chris Nockabout at cyberware and biotechnic devices, makes the adventure frustrating to run Development: Michael MacDonald dismissing them as unnatural and seduc- and hard to enjoy. To move the plot along, Editing: George Alec Effinger, Derek tive, harbingers of Western decadence. the PCs must “remember” key pieces of Quintanar, Will Moss, and Michael The liberal faction views technology as information at opportune moments, or MacDonald just another tool, useful and benign in the timely tips from compliant non- Art direction: Matthew Anacleto hands of the prudent. As evidence, they player characters. Dead ends and irrele- Illustrations: B. J. West, Bob Giadrosich, point to the computerized holy book, an vant encounters hinder the story’s Darryl Midgette, and Shon Nowell electronic device that displays sacred momentum. And the text reads like a first Cover: Doug Anderson passages from the Koran on a video screen draft, replete with knotted syntax and to the accompaniment of digitized Arabic butchered grammar. Consider: “The char- Is it just me, or do cyberpunk games music. In all, When Gravity Fails serves as acters would do well to remember one seem stuck in neutral? With genre-bending a textbook example of how an unfamiliar thing at this point: they are two men and novels like The Difference Engine, authors culture—unfamiliar, at least, to most West- three girls, nor do they have access to and Bruce Sterling have ern players—can be used as a basis for special weapons or vehicles.” Or: “This is nudged cyberpunk into interesting new intelligent, imaginative role-playing. Gravity, and big, climactic combat is not directions. Game designers, on the other The equipment chapters augment the the way to do business.” You’d think that hand, seem content to recycle the same CYBERPUNK gear lists with a bounty of with four editors at work, somebody

DRAGON 75 would’ve cleaned this up. and virtual reality techniques, the Dream procedure. An attacker within range of a Evaluation: Many sourcebooks take a Park staff outfits its customers as the target rolls against the appropriate skill paragraphs worth of ideas and bloat them heroic archetypes of their choice, com- (either a standard skill such as Melee into entire chapters. When Gravity Fails plete with gizmos to simulate super Weapon, or a specialized ability like Bull- suffers from the opposite problem: there’s powers and magical spells, then sets them whip), adds modifiers for distance, target too much ground to cover in 104 pages. loose in a computerized Astrodome to size, and visual impairment, and compares The Islamic material is fascinating but role-play to their hearts’ content. the result to the target’s Dodge or Parry barely scratches the surface; there’s little Unlike When Gravity Fails, the DREAM score. A higher roll means the attack hits. discussion, for example, of religious festi- PARK system is a complete role-playing A roll on the Wound Table determines how vals, prayer rituals, or the significant game. More precisely, it’s a game within a much damage the target suffers, which distinctions between the Sunnis and Shi- game. The referee assumes the duties of can be reduced or negated by the target’s ites. The Arabic culture sections skimp on the amusement park staff, and the players armor. A character suffering his full allot- local politics and economics, as well as the become the customers, experiencing a ment of wounds doesn’t die. Instead, he’s day-to-day experiences of average citizens. series of multigenre adventures as charac- removed from the game and sent to the The three pages of random encounters ters with ever-changing abilities and re- bench, like a basketball player who’s tal- seem like afterthoughts, as many are sources. The format not only allows the lied one too many fouls. underdeveloped (a camel wanders through referee to stage adventures in any locale Adventures: The DREAM PARK game the city—so what?) and some are flat-out or historical era, it also allows him to encourages adventures with outrageous ‘dumb (a pack of goats carries the PCs for adjust the rules as necessary to fit the genre combinations. The book offers a six blocks against their will? How strong situation. Since it’s only a “game,” it doesn’t gloriously deranged example in “The Big are Arabic goats, anyway?). matter if a laser gun beam outpowers a Pirate Game,” which serves up Even with its shortcomings, When Gravi- magical lightning bolt, or if a helicopter swashbucklers, futuristic submarines, and ty Fails turns cyberpunk conventions maneuvers more easily than a pegasus— undead dinosaurs in six dizzying pages. A upside down while still retaining the gritty they’re all just special effects. helpful chapter on story construction tells atmosphere demanded by hardcore play- Characters: The DREAM PARK system how to mix and match elements from ers. Steeped in centuries of turbulence, strips character creation to the bone. fantasy, cyberpunk, and 10 other settings the Middle East makes for a riveting set- Characters don’t have ability statistics. to create a variety of eccentric scenarios. ting, one that will linger in the memory Instead, they’re defined by 10 general Characters who complete “Zombie Pi- long after the campaign has ended. With skills, such as Melee Weapon and Tinker- rate” in one piece, or achieve the goals of its provocative contrast of the old and the ing, rated from 1 to 4 depending on the any of the other DREAM PARK adven- new, and uncompromising depiction of a character’s Profession. Players choose tures, earn Game Points that can be ex- culture at war, When Gravity Fails may be from 10 standard Professions, such as changed for new Options or spent to the most unsettling cyberpunk arena to Magic User and Engineer; simple rules are improve basic skills. In a nice twist on date. available for designing additional Profes- standard RPG rules, characters who per- sions. Impatient players may use the Quik form poorly lose Game Points at the ref- Start Character Cards in the back of the eree’s discretion, a simple but effective DREAM PARK* game * * *½ book, which come complete with skill method to ensure good sportsmanship and 128-page softcover book ratings, background summaries, and at- enthusiastic participation, R. Talsorian Games, Inc. $16 tractive illustrations. Evaluation: The DREAM PARK game is Design: To supplement a character’s basic skills, not a serious simulation, nor is it suited Editing: Derek Quintanar, Mike the player receives 20 Game Points to for long-term play. The quirky premise MacDonald, and Lisa Pondsmith spend on Options, including magic spells, sacrifices character development and Cover: Bill Eaken super powers, weapons, and even animal strong narratives in favor of action and Illustrations: C. A. Bates, Tim Eldred, Gary sidekicks. Aside from a few limits (e.g., an elementary problem-solving. Role-playing T. , Shon Howell, and Mike Engineer pays less than other Professions has little place in these cartoonish sce- Ebert for the Electronics skill, and Bioengineer- narios, and it’s unlikely that players will Graphics: Mike Pondsmith and Matt ing isn’t available in a Renaissance sce- become attached to characters who Anacleto nario), the player may customize his change their skills as often as they change Art direction: Mike Pondsmith character any way he likes. He may, for their clothes. instance, buy the Speak to Animals ability, However, in small doses, this game can The DREAM PARK game occupies the the Reading Minds power, and an automat- be a lot of fun. It offers unprecedented opposite side of the universe from When ic rifle. Since neither the equipment nor flexibility in character design, and the Gravity Fails. It is a place where player the powers are “real,” the player can cash free-form style guarantees fast play and characters never die, whimsy presides in everything at the end of an adventure, countless surprises. Think of it as a com- over logic, and contradictions are dis- replacing them with, say, an energy sword puter game on paper, or a laboratory for missed with a shrug. And when it comes and a Small Fuzzy Animal Companion. conducting genre experiments that more to settings, designer Mike Pondsmith, the Mechanics: A single roll of the die serious-minded RPGs can’t tolerate. You mastermind of the loony TEENAGERS resolves most noncombat actions. The wouldn’t want to live in Dream Park, but FROM OUTER SPACE* game, prefers referee determines the difficulty rating of it’s a great place to visit. playgrounds to battlefields. With the the attempted task, expressed as a number DREAM PARK game, he’s come up with his that the player must beat. Easy tasks, like most unusual playground to date: a surre- starting a lawn mower, have a difficulty WIZARDS* game * * ½ alistic Disneyland where a spear-wielding rating of 6. Hard tasks, like building a 136-page softcover book super-hero and a tank-driving wizard can lawn mower, are rated at 14. If the sum of Whit Publications, Inc. $17 battle a tyrannosaur and a psionic street a six-sided die-roll plus the relevant skill Design: Edward Bolme with Steve Heckt, gang in the same adventure. score exceeds the difficulty rating, the Brett Maddox, Ken Whitman, and Jeff Based on the novel series by Larry Niven attempt succeeds. It’s as easy as flossing Zitomer and Steve Barnes, the DREAM PARK game your teeth, presuming the referee is suffi- Illustrations: Edward Bolme, Martin Can- presents a futuristic amusement park ciently self-reliant to assign difficulty non, Rusty Gardner, Rick Lenz, John where thrill-seekers can experience their ratings on his own; the rules aren’t much Parks, Kevin Raley, and Eddie Rifkind wildest in a lifelike but harmless help. Cover: Martin Cannon and Stacy imaginary environment. Using holograms Combat resolution follows a similar Lunstrum

76 AUGUST 1993

I hadn’t read the Dream Park and When Each archetype comes with fixed scores like a mutant hybrid of the AD&D®, Gravity Fails novels before playing the for Strength, Intelligence, Dexterity, Size, RUNEQUEST*, and GURPS games— games. But I saw the Wizards movie (upon and four other primary attributes; character generation is the game’s most which this RPG is based) a few years ago Dwarves have a Strength rating of 15, entertaining feature. How many other in an animation festival. To put it charita- Mountain have only 3. Players RPGs let you play an Archaeologist- bly, it’s not one of director Ralph (Heavy receive 40 character points to improve Minstrel-Sheriff ? Metal and Fritz the Cat) Bakshi’s better their primary attributes, with the restric- Mechanics: When a character attempts efforts. A labored, predictable , the tion that no attribute may be boosted an action, a 20-sided die-roll determines film traces the conflict between rival wiz- more than 5 points from the racial stand- the outcome. If the roll is less than or ards in an apocalyptic wasteland. The ard. Leftover points may be spent on equal to the applicable skill rating, the fantasy and science-fiction elements blend advantages; Animal Empathy costs 4 action succeeds. The referee assesses like and toothpaste. The card- points, Fearlessness costs 3. Secondary penalties and bonuses, depending on the board characters, murky script, and life- attributes, such as Movement Rate and complexity of the situation. less animation don’t help. Maybe Whit Reaction Speed, derive from the primary So far, so good, until we reach the com- Productions won the license in a card attribute ratings; a character’s Movement bat rules. Absurdly convoluted, combat game, which would explain why they Rate, for example, equals half the sum of favors formulas over role-playing in a chose to base a game on such a dismal his Dexterity and Size ratings. Players can misguided effort to simulate realty. It’s the source. pick up a few extra character points by kind of system that requires a sprinting In any event, the designers seem more accepting a disadvantage or two; Laziness character to make a stamina roll every impressed with the movie’s title than its provides 2 extra points, Cowardice sup- combat round and gun-wielding charac- content, as they devote most of the WIZ- plies 5. ters to determine how long it takes to ARDS book to role-playing rules rather The base ratings for the game’s 70-plus reload a clip (a character’s Dexterity Skill than background material. Despite the skills also derive from the primary attrib- Base plus 3 equals the number of bullets film’s trite concepts, they came up with a utes. If a character has a Charisma score loaded every five seconds). Some of the credible game system, an uneven but of 10, he receives a base rating of 3 in rules defy common sense. Initiative bo- interesting alternative to run-of-the-mill Oratory, Seduction, and 10 other related nuses available to melee weapons but not fantasy RPGs. skills. A character may be experienced in to missiles mean that swords can strike as many as three of the nearly three dozen before guns. A foot bow appears to inflict Characters: The character-creation career options, with each providing a set the same amount of damage as a semiauto- rules require players to chose alter egos of skill modifiers. The Archaeologist ca- matic rifle or a hand grenade. And if Ken from nine generic archetypes. The arche- reer gives bonuses in Alertness and An- the Elf, the rulebook’s sample character, types include gnomes, dwarves, and fair- cient Lore, the Archer career increases fails his stamina rolls, he could theoreti- ies, but exclude humans, a race as dead as the Tactics and Melee ratings. A smooth cally collapse into unconsciousness after dodos in the world of the WIZARDS game. albeit derivative system—the rules read sprinting for 25 seconds. A diligent referee

78 AUGUST 1993 can probably sift the usable rules from the greater the success . . . the more drastic license and graft the rules onto an original junk, but along the way he’ll have to trans- the results”) and there aren’t nearly setting. Designers, take note: if you’re late directives like: “Melee combat is any enough examples. determined to use a film as inspiration, fight that takes place at arm’s length or Adventures: Two brief scenarios, one you’re better off picking a good one. closer, usually using some sort of modified solitaire and one multiplayer, give the kitchen utensil.” Kitchen utensil? rules a reasonable workout but don’t do Compared to combat, the much with characterization or setting. A Rick Swan has had his hand in more than is simplicity personified. Casting a spell chapter devoted to Halcionia, the game’s 40 role-playing products as designer or involves the expenditure of spirit points primary locale, summarizes its cultural editor, and has written game reviews for and a die-roll made against the caster’s evolution and gives statistics for a few of nearly a decade. You can contact him at: magic skill. If the roll is less than or equal its notable inhabitants. A cursory section 2620 30th Street, Des Moines IA 50310. A to the spell’s cost, the spell succeeds and on adventure design lists a dozen or so self-addressed stamped envelope increases the caster loses a number of spirit points obvious plot hooks along the lines of espio- the chance of a response. equal to the number on the die. If the roll nage missions and assassination attempts. exceeds the caster’s magic rating, the spell Throughout, the designers seem straight- * indicates a product produced by a company other fails, and he loses a number of spirit jacketed by the source material, struggling than TSR, Inc. Most product names are trademarks points equal to the cost of the spell. Every to pump life into the film’s dull creations. owned by the companies publishing those products. The use of the name of any product without mention 30 hours, a caster recovers a number of Meanwhile, the best stuff slips between of its trademark status should not be construed as a spirit points equal to his Recovery attrib- the cracks, such as a passing reference to challenge to such status. ute. Well-written rules allow a caster to (“the dark fusion of magic improve his technique through practice, and technology”). I bet designers this and to increase the odds of success by resourceful could get a whole book out of expending additional spirit points. technomancy alone. Where Credit is Due Unfortunately, the text furnishes de- Evaluation: The WIZARDS game has scriptions for only a handful of spells, potential, but as presented it’s best de- Lester Smith, TSR’s BUGHUNTERS™ game providing instead some general guidelines scribed as a work in progress. The magic designer, reports that the names of three of for designing spells from scratch. In system, diceless character creation rules, the playtesters were accidentally left off the theory, the guidelines allow players to and juxtaposition of fantasy and science credits page in that game book. Steve Bry- invent unique spell lists, customized to fit show promise, but need development. The ant, Patty Bryant, and Steve Maggi also con- the needs of a particular adventure. In PC races require an overhaul (there’s only tributed their own player characters to the practice, it’s easier said than done. The a few sentences of difference between the descriptive copy on the game book’s back cover. TSR apologizes for the omission and guidelines are too vague (“The exact re- red, yellow, and brown elves), and the thanks the three for their assistance in creat- combat rules beg for streamlining. And if I sults of an attempt are up to the ing this wonderful game. game master. Generally speaking, the were in charge, I think I’d give back the

80 AUGUST 1993

Tricks and tips from the archmages of three worlds

by Ed Greenwood Artwork by Dan Burr The armor seemed more cramped than they’re old and in their dotage,” purred a “Dancing !” Mordenkainen last time. Elminster gave my nose a playful low, husky voice that was new to me, yet sounded as startled as I had been, as he tweak and adjusted the helm so it was somehow familiar. spun into being out of a small whirlwind open just a crack. The dented visor was Elminster turned and nodded an uncon- of silver sparkles. Rings glinted as he stiff with rust, but at least it wouldn’t fall cerned hello. “Ye might like to try the raised wary hands, ready to work magic. open by accident and alert two powerful mint-wine in the tallest decanter. ‘Twas “What is your name, lady, and how came archmages to my presence—in my own made by a friend of mine: a gold dragon you here?” home, no less. by the name of Galglentor.” Dark eyes danced as the lady smirked at The Old Mage amused himself by blow- The newcomer raised a shapely eye- him over Dalamar’s goblet. ‘Can’t you ing smoke rings at the crackling fire. brow. I stared. guess?” she asked teasingly. The glistening Deciding to levitate a few more logs onto She was slim and sleek, with great glis- eyes glanced sideways and irritation it, he watched sparks fly across my carpet tening eyes and long, wavy, dark hair. I flashed briefly across that striking face. amid the resulting roar. I was helpless in tried to swallow quietly; I’d never seen “Elminster knew right away,” she added, the armor, hanging from hooks on the anyone so beautiful before. Her daring glaring at the Old Mage. wall; Elminster bent a twinkling eye my gown displayed long, slim legs as she took Elminster grinned at her through smoke way as he waggled a finger and made each a chair with catlike grace, wrapped slim rings that were curling into little waving spark dance and loop in the air before fingers about Dalamar’s goblet, and men. One of them gestured rudely at her returning to the fireplace. pouted. “Are dragons and wine all you can before dissipating into nothingness. The “So this is what wizards do, when talk about?” lady snorted in amusement.

DRAGON 83 Mordenkainen caught on and sighed mured. “We shouldn’t be here longer than Mordenkainen nodded and asked heavily. “Dalamar! Of all the fool tricks—” a fortnight, then.” abruptly, “Have either of you any useful The lady regarded him coldly. Her face That set the mages off. Wine spilled magicks to spare?” swam and spun, and suddenly Dalamar’s amid the mirth, and shoulders shook “The old probes not showing you fine-edged features looked back at the around the table. Years fell from Elmin- enough?” Dalamar teased, his shoulders wizard of . The dark elf had kept ster’s face as he laughed. shifting briefly into feminine semblance. his cold stare steady throughout the trans- Elminster settled back at last, wiping his He added quietly as his appearance formation. “I’d thought one who survived eyes. “I’ve a treat for us tonight.” A silver returned to normal, “As it happens, I do to become mighty in magic might have tray glided into view, bearing a small for- have a spell I call the ‘barrier reaver’ with clung to a few shreds of a sense of humor, est of mugs. Some were filled with steam- me. Here.” He reached down by his side but I seem to be mistaken.” ing apple cider, and some held a darker for a pouch, flipped open the leather lid to Mordenkainen shook his head and liquid. Dalamar took one of the second reveal a row of scrolls, selected one, and helped himself to the bottle of firewine sort, sipped, sputtered, and glared down slid it across the table. Elminster had brought. He didn’t bother at it. “What is this?” Elminster nodded approvingly. “Gener- with a glass. Elminster regarded him fondly. “I knew ously done.” Then he looked at the mage “My apologies, Dalamar,” the mage of ye’d like it. ‘Tis a root beer float, but from Greyhawk. “I’ll have to find ye some- Greyhawk said wearily, taking his seat, despite the name it has nothing to do with thing for our next meeting, I’m afraid.” He “but I’m on blade’s edge these days. A beer. Use the straw to stir and melt the regarded his cheese-and-tomato melt great war rages in my world.” cold stuff— ice cream,’ they call it, and with a critical eye. “I’m afraid I’ve rather Elminster and Dalamar raised eyebrows sip slowly. Let the tastes combine.” neglected that school of magic, over the in unison. The dark elf spoke first, choos- “Does it stop tasting like soap near the years. I believe I really don’t like to know ing his words carefully so they did not bottom?” Dalamar asked, in aggrieved what’s coming next.” sound as stinging as they might have. tones. “Ah,” Dalamar said teasingly, “but snoop- “Isn’t there always war somewhere on “Aye,” Elminster said grandly, as another ing, now. . .” Oerth? It seems almost sport to some folk tray slid in from the kitchen with the thick Elminster grinned. “All right, lad; ye’ve of your world.” smell of hot cheese. “Here, now, the struck home there.” He bit into the ched- Mordenkainen nodded. “This . . . is dif- square things pass for toasted bread in dar, murmured approvingly, and added, ferent. Whole kingdoms march and fall, this world. On them are tomatoes and “Accordingly, ye choose a subject, and I’ll led by. . .” He waved a hand, as if to clear slabs of a cheese they call cheddar, all spout what I know.” away such matters. “But enough. It seems warmed. The white cubelike things “Well,” Dalamar began, “I’ve just been I bring gloom with me whenever we three around the rim of the tray are called asked by a merchant of Palanthus—a fat meet. I’d like a chance to smile from time marshmallows. Warning: They’re sweet, oaf who fancies himself a warrior—if I to time.” He regarded the bottle in his but there’s nothing stickier this side of can do something about his favorite hand thoughtfully. It seemed to have emp- pine gum!” sword, an heirloom. He nicked it while tied itself. “Umm,” Dalamar agreed, struggling to showing off, I’ve no doubt, then let it rust. Dalamar plucked at a bottle drifting in get his teeth free of the one he’d sampled. Ordinarily, I’d not bother with such a triv- the air nearby, caught it without looking at Fear grew on his face. I didn’t understand ial request, but he’s willing to pay hand- its contents, and slid it across the table until it dawned on me that Dalamar somely for new gardens around the towards Mordenkainen. “Here, have couldn’t speak—or work any spells if he Tower, so . . .” another. Individually, they seem too small was attacked. Elminster waved a reassur- Elminster waved a hand. “My turn to dis- for you.” ing hand at him and added gently, “It pense gifts. I’ve just the thing.” He crooked There was a moment of tense silence, passes, lad. Easy, ye’re safe here.” a finger, and out of one of the dim corners then a smile grew on Mordenkainen’s “Never safe,” Dalamar managed to snarl of my study something came sailing: a face. He nodded his head in thanks. “Was around the white goo in his mouth. He small, gray, metal hand. Elminster caught it mere whimsy, the shape you were wear- tried vainly to spit it out, swallowed might- it and tossed it across the table to Dala- ing when I arrived? Or are you playing ily, and glared at the Old Mage, red-faced. mar, who caught it and looked at it curi- some, ah, ‘deeper’ game?” “Never try that again, old man!” he ously. Dalamar smiled in return. “Yes,” he said. shouted, pointing a furious finger at “Balacer’s Hand,” Elminster said. “A little “Before I came here, I was spying, not to Elminster. “Never!” bauble—thine, now—that aids blades. If ye put fine words on it, on some rivals in the “So, don’t take another,” Elminster said waggle the little finger like so, ye’ll see a lit- Black Robes. They think a certain beauti- mildly, folding his hands. tle compartment. Pull out the scrip ful lady mage is going to help them bring “Aye. Sit down, lad,” Mordenkainen said, therein, and ye’ll find complete details of its down one Dalamar.” exasperated. “Your temper’s far too sharp usage. As ye might expect, it has limited “Ah,” Elminster and Mordenkainen said to buy you old age!” power, diminished whenever ye employ it.” together, in deep tones of satisfaction. “A Dalamar turned that angry glare on him, Dalamar looked up. “Can its power be very old game,” the Mage of Shadowdale but Mordenkainen merely shook his head. replenished?” added, letting go of his pipe, “yet it usually “Oh, no. That doesn’t work on me. I’ve Elminster nodded. “Ye must have a works.” been glared at by Rary in my time, and by priest cast upon the hand the metal-heat- Mordenkainen nodded agreement and more than a few high-and-mighty ladies of ing spell common to all our worlds—the added dryly, “A disguise too clever for me, Greyhawk, too!” He turned to Elminster one ye use to cook arrogant warriors by far.” and held up a fluffy white marshmallow. inside their armor. But the priest must say As he spoke, I saw Elminster’s pipe, still ‘Who makes these, anyway?” the prayer backwards. Immediately after spitting green sparks, float serenely off to Elminster chuckled. “Gnomes who he casts, ye must hurl lightning into the one side to await the Old Mage’s future come in the night.” hand. Together, that gains back two to five attention. ‘As host,” the Old Mage said Mordenkainen raised his eyebrows. “On charges; just how many is up to the gods.” mildly, “I’ll begin spouting the news of this world, too?” The Old Mage stroked his beard. “A magic.” He fixed Dalamar with one eye Dalamar grew tired of pointing angrily at priest can also perform the whole process and added, “After the thrill—and disap- men who weren’t paying the proper atten- without a mage,” he added, “by calling pointment—ye gave me earlier, it seems tion to his fury. He glared at the table, lightning from a stormy sky, either at a fitting to talk of deceptions. I’ll be brief.” then muttered, “My apologies to both of safe distance from the hand, or using “Elminster? Brief?” Mordenkainen mur- you. Let’s talk magic.” magical protection against harm from the

84 AUGUST 1993 bolts.” spawn I promised ye, when last we met.” Dalamar nodded. “And if a wizard works “Oh,” Dalamar said, extending his own on the hand alone, without clergy? The hand to take the scroll. “Ah. My thanks.” Food Fight priests of my world are often a bit too holy Mordenkainen extended his own hand. for trivial matters.” Something gleamed in it: not a scroll, but Erupts in “More difficult, indeed. The mage must an oval of polished glass. “My turn for gift- cast around the hand the minor spell ing, I think.” He placed the glass—which known in Faerun as ‘glitterdust,’ then lay a was gently curved, like a shallow bowl— Neighborhood ‘mending’ magic on it—which sucks the on the table, and spun his wrist. A second, material conjured by the first spell into identical glass appeared in his hand. He the hand—then seal everything with a bolt let it rise gently out of his palm and float Supermarket of lightning. All of these must be cast one over to Dalamar, as the first glass rose and after the other, as fast as ye can. Each trio drifted towards Elminster. of magicks wins back two to five charges.” Dalamar’s glass drifted to a stop about a ‘Sounds almost more trouble than it’s foot away from his nose and turned worth,” Mordenkainen grunted, licking slowly, catching the firelight. “Interesting,” his fingers. said the dark elf without expression. “And “To us, aye. To one who can’t work this is a . . . ?” magic, the hand’s rather more useful.” “A spell mirror. Rare, but used in Grey- “If you don’t mind telling,” Dalamar hawk seemingly as long as there’ve been asked, turning the hand over and hefting mages. They don’t fly by themselves, and its cold weight, “where was this when you your touch will end my magic, so take found it?” care. They’re as fragile as they look.” Elminster’s pipe had drifted back to its “Just silvered glass?” Elminster asked, Produce sectlon after recent food fight. master’s lips. He shooed it away, blew innocently waggling his mirror so it smoke out in a long, coiling billow, and flashed moving reflections off the study said quietly, “A place in Faerun called ceiling. Carrots, broccoli, tomatoes, Drannor.” Mordenkainen nodded. “Just glass. Each even brussels sprouts were The elven mage leaned forward, interest one guards against a single specific spell, flying into grocery carts as lighting his dark eyes like cold fires. “In named when the mirror is created—and The Great American Food the ruins? What are they like? Crawling reflects it away from the bearer, wherever Fight Against Cancer broke with tanar’ri and worse, I’ve heard.” the mirror’s stored. It’ll work even deep in out in area supermarkets. Pipe smoke drifted into the semblance your bag of components or shoulder-sack.” Consumers are reacting to of a tiny ship and sailed away across the Dalamar inclined his head. “Back at the room, pitching and rolling in unseen source?” studies which show that foods waves. Elminster watched it go with a little “At a random area.” high in vitamins A and C, high smile on his lips and said dryly, “The lady Dalamar cupped his mirror carefully in in fiber and low in fat, may who gave it to me would’ve hardly appre- his slim hands. “Hmm. This one’s set help reduce cancer risk. ciated being called that.” His smile slipped against which spell?” “My husband is getting away, and he added softly, “She’s been “The unerring bolts known as ‘magic whole grain toast tomorrow dust these four hundred and forty-odd missiles’ in all our worlds. Oh, they’ll turn morning,” one shopper de- winters.” back the same missiles hurled by items, clared. A mother was seen Dalamar stared at him, eyes large. “You too, without limit—but only that exact sort can’t mean Myth Drannor before its fall! of bolt, not every damaging magical throwing carrots into her bag. Why, that’s . . .” energy pulse.” “Snacks for the kids,” she Elminster’s white-bearded face spun Mordenkainen fell silent, as all three said. and twisted for an instant. Then a slim mages watched Elminster skillfully fly a Grocers are, of course, half-elven lass was curled up where the slice of bread around a ball of crackling delighted. “This food fight is Old Mage had been, dew-eyed and smiling flames above the table, pursued by a pretty exciting,” said one pro- at Dalamar seductively. She sat up with squeeze-bottle of mustard. When he was duce manager, “and there’s lithe, smooth movements, looking about done, the slice broke away from the twenty summers old, and murmured, “So, flames, did a jaunty loop-the-loop in nothing for me to clean up!” Dark One, just how old d’ye think I am?” midair, and glided to Elminster’s waiting The American Cancer Soci- The blood ran suddenly out of Dala- mouth. Dalamar watched the Old Mage ety, sponsor of the Food Fight, mar’s face, leaving it white and pinched. chew and said, “That reminds me of a has more information. Call He sat with his mouth a little open, but very useful spell created by—a wizard l-800-ACS-2345. seemed lost for words to come out of it. now dead, one Fistandantilus.” And, be on the lookout for Mordenkainen chuckled and said to the Both the other mages nodded; Dalamar Community Crusade volun- maiden (who spun back into Elminster looked surprised. “You knew him?” again), “It does every wizard good to be “Slightly,” Mordenkainen said coldly. teers armed with shopping shocked—at least once each day, I think.” “The memory of our meeting is not a lists. We watched Dalamar struggle with his happy one.” disbelief, then Elminster leaned forward, “For a time, he took to traveling the extending an empty hand towards the worlds, seizing what magic he could from Master of the Conclave. A moment later, a those weak enough for him to destroy,” parchment scroll appeared in it. Elminster said. “He also took their lives, “Parlor tricks?” Dalamar said, raising an through his Bloodstone.” eyebrow. He regarded the scroll suspi- Dalamar’s brows lifted. “His life-stealing, ciously. “What is it?” yes—but I never heard he’d journeyed “Rolled-up paper, ye dolt,” Elminster beyond Krynn . . . except, a few times, to said mildly. “The treatise on death kiss the Outer Planes.” Public Service Message

DRAGON 85 “I taught him the wisdom of staying seem to know where everything is here, the wizard’s head. He stepped back from closer to home,” Mordenkainen said Old Mage. This place wouldn’t be one of the parapet hastily and sat down. The little softly. “What spell is this?” your own refuges, would it?” mushroom-thing waddled over and rolled “One that would be popular were it bet- “No. To think that would be reading me into his lap. The wizard ignored it, his ter known,” Dalamar said. “It’s known as a-wrong,” Elminster said shortly, lifting a concentration bent on the conjured his ‘firequench,’ though I’d heard Raistlin warning eyebrow. “It belongs to a mortal glass—which seemed to be filled with call it ‘the fireproofing spell’—you can unable to work magic—one of the reasons blood. There was renewed clangor from cast it before a fiery attack you know is I chose it. I did peer about rather thor- the courtyard below, a snarl of pain and a coming, to prevent balls of magical fire oughly before first showing myself here, triumphant shout, and abruptly a stream from bursting or flaming arrows from set- of course.” of blood flowed from the top of the hour- ting a roof alight.” He opened his robe “Of course,” Mordenkainen echoed, sip- glass into the bottom. again and drew forth another scroll. Five ping my best sherry appreciatively. “This The wizard started up, tumbling the lit- sheets were rolled up together, obviously is good.” tle mushroom from his lap, but steel identical; Dalamar slid one towards each “I found it,” Dalamar said, “so kindly swirled in the courtyard again, followed archwizard and replaced the others. refrain from making off with the bottle.” by a groan. By the time the wizard “Our thanks,” Elminster said. “That “Yes, dear,” Mordenkainen said in a hen- reached the parapet, only one man in makes it my turn again. Your mention of pecked voice, and that set off all three wiz- mail still stood, wiping his blade. He old Fist reminds me of a spell I used on ards snorting and chuckling again. When looked up and said shortly, “See? When I him when last we met. It’s a powerful they quieted, the mage of Greyhawk need your aid, wizard, I’ll command it!” spell indeed, but has one small complica- asked, “So whose turn is it now?” “As you wish, milord,” the old man said tion.” Elminster smiled archly. “Its casting “Yours,” Dalamar said sweetly, like a smoothly. “Shall I call on the priests to requires the tooth of a dragon . . .” small but highly poisonous snake. heal you?” “So, it’s a rare spell indeed, too,” Mor- Mordenkainen raised a hand, trans- “I am not hurt,” was the curt reply. denkainen said with a smile. ferred his glass into it—and a third hand “Lie not to me, milord,” the old man said Elminster nodded, snapped his fingers, appeared out of the archmage’s robes, wearily, eyeing the trickling blood in the and muttered something. A small oval of holding a wooden case. Mordenkainen hourglass. “It demeans you.” darkness appeared in the air in front of saw the other mages’ interest and said, The man in the courtyard swayed, then his nose. He reached out, palm raised. “No, I’m not going to teach you that one. A said gruffly, “Get the healers, then.” Then There was a silent pulse of dark radiance man must have some secrets.” he turned, lurched, and fell on his face on as the oval reshaped itself into an ordi- “A wizard must have some secrets, ye the cobbles. nary-looking wooden drawer-front, with a mean,” Elminster said. “Mere men had The scene faded. “He was no wiser than knob. The Old Mage pulled it, and the best avoid such things, lest the secret most sword-swingers, I see,” Dalamar drawer grated open, appearing out of gnaw at their innards and twist their commented. “Nice show-spell, though. Do nothingness elsewhere into sharp, clear selves—or escape at the worst times, and you happen to have the—” solidity in front of him. Inside was a small ruin their careers.” Mordenkainen smiled. “Another time, forest of scrolls on end; Elminster rum- “Enough philosophy,” Dalamar said, perhaps. You saw the bloodglass?” maged for a moment, selected two watching Mordenkainen select two scrolls The Old Mage nodded. “How precise clipped together with a small pewter pin from the case and the third hand vanish is it?” shaped like a dragon’s head, and passed back into his robes. “There is a saying in “It shows the proportion of life-force left, them out. Krynn: ‘secrets are the spice.“’ not exact amounts of blood spilled,” the “This lets ye breathe like a dragon, “There’s an older saying on Oerth,” Mor- mage of Greyhawk replied. thrice—but ye must breathe three times denkainen replied dryly. “‘Secrets kill.“’ “What was the little mushroom-thing?” in succession, without other spell-casting, Dalamar took his proffered scroll warily. Dalamar asked. for the magic is short. The difficulties with “Is this, then, one of those deadly secrets?” Mordenkainen smiled. “We call it a this spell are the lack of easily procured Mordenkainen shook his head. “It’s a ‘friendly fungus.’ Their use has fallen out dragon teeth, though the teeth of long- spell of Oerth, very old but very rare, of favor in recent years. Wizards today dead wyrms will work, and the rarity of called ‘bloodglass.’ Watch.” want more intelligent and more capable the wording. Note the third paragraph, He gestured. One wall of my study .” between the two gilded runes; I’ve set became a window, looking into a “That was a familiar?” down here the words for blue, black, movielike scene. We heard the clash and “Not in the sense that a spell was needed green, and white dragons. The other ring of steel. Two armed men swirled into to summon or bind it, no,” Elminster put wordings are harder to find, though I our view, locked in blade-to-blade com- in. “Nor does it have a direct mind-link must admit I’ve the passages for red and bat, in a castle courtyard on a bright with its master. It hasn’t enough mind for copper wyrms somewhere in my library. morning. In the foreground was a bal- that. It scuttles about carrying things and Don’t, I must caution ye, try to combine cony; an old man in robes came up hur- following the being it’s linked to—not just the types by using more than one set of rying, to stop and look down over it. wizards, mind ye, but anyone—and can words—the result is always an explosion, Behind him scurried something small that fetch things ye visualize while touching it, akin to several dozen magic-missile spells looked like a mushroom, bent around like things nearby it’s seen before. A wiz- lashing out in all directions from the something that shone like metal. It wad- ard of my acquaintance in Faerun, Boots scroll.” dled up to one boot-heel and stopped, as the Lucky, has one.” The other wizards both made thoughtful the wizard raised a hand, obviously to “It’s a sort of pet, then?” “mmm-hmm” noises. Dalamar’s eyes went hurl a spell down into the fray. Mordenkainen and Elminster both nod- to a bottle of sherry, high on a shelf where There was an angry shout from below. ded. “Don’t some wizards of Krynn keep I’d hoped it would escape attention, next “You stay out of this, wizard!” Steel rang something similar—stelurges?” to a skull (a friend, but that’s another loudly. “I don’t need your help!” “Ah, yes. Similar in that they’re not magi- story) and a pair of gauntlets (I always like The wizard bowed. “As you command, cally linked, but serve from wild, rather to be prepared). His face brightened—and milord.” His hands gestured behind his stupid devotion?” the bottle began a smooth descent. back, though, and we all saw a miniature -Both archmages nodded again, and Elminster whisked the ball of flames hourglass plucked from his belt. It van- Dalamar joined them. “Yes, I suppose they back into the fireplace, as a trio of glasses ished in a twinkling of tiny lights, and the are alike, though I never saw it that way flew onto the table. Dalamar smiled. “You larger image of an hourglass appeared by before. It’s a bit of a stretch from a wad-

86 AUGUST 1993 dling mushroom to a stirge with a stinging rose, looked at both older men, and said For your campaign tail.” quietly, “It is good to relax in the presence Readers familiar with Oerth will deduce “Not if you use a polymorph spell,” Mor- of wizards. I can trust you both, some- that this evening took place shortly after denkainen said, with a deadpan look. thing I’ve rarely been able to do with the beginning of the events detailed in the The Master of the Black Robes stretched mages before, even in the Order. Magic is GREYHAWK® Wars boxed set. and took something from his belt. “I’ve everything, but sometimes other priorities whooshwagons are detailed in the something almost as frivolous as that take over. My thanks.” DRAGONLANCE® Adventures sourcebook. mushroom, but as useful, too,” Dalamar Both the others nodded, unspeaking but After the get-together ended, I managed said, raising what he held over the table. smiling. Light whirled, and Dalamar was to get enough information out of Elmin- He let go of it and sat back. gone. ster to lay relevant AD&D® game details of It was a human-sized hand, fashioned of Elminster said, “I’m off, then,” and took some of the matters discussed before you, some dark, dull metal. As I watched, it a step forward into nothingness, and was as follows. Mordenkainen’s “third hand” pointed, crooked its fingers in a beckon- gone. was the result of a spell, not Dalamar’s ing gesture, then rolled over to tap an Mordenkainen got up and looked helping hand detailed below. imaginary person on the shoulder. around the room. He leaned forward to “It can’t hold or carry anything,” Dala- peer at one of my books, shrugged, and mar remarked, “but I’ve used it more than turned away. I saw the firelight through Wizard spells once to strike at a foe’s eyes when he was him as he walked silently past, and was aiming something at me—or tapped him gone. Bloodglass (Greater Divination, from behind, to tear his attack away from Alone, I stared out into the study. In the ) me for a critical instant or two. It can also, flickering firelight it seemed warm, wel- Level: 2 as you can see, give directions.” In the air coming, and yet mysterious. I started to Range: 5 yards/level in front of him, the hand made a rude relax—then stiffened as my visor suddenly Components: V,S,M gesture. squealed firmly downwards. It clanked Duration: 1 round + 2 rounds/level “Useful indeed,” Elminster said dryly, shut, leave me staring into darkness. Casting Time: 2 watching the metal hand sink down. I hadn’t seen or heard anyone approach, Area of Effect: Special Dalamar shook hands with it solemnly. or heard any spell spoken—but the visor Saving Throw: Neg. “These are called ‘helping hands,’ as you had been pushed down, past the rusty This spell allows a wizard to roughly might guess.” resistance where the old helm bulged. gauge the life-force remaining in any one “Who devised them?” the Old Mage There was no way it could have fallen past living creature (including himself). The asked, as the hand scuttled along the that obstruction, by itself. I hung helpless, spell uses a small hourglass as its material tabletop like a hurrying crab into one of blank metal inches from my nose, and component; this is thrown into the air as Dalamar’s sleeves. tasted fear as I struggled to keep silent. I the is murmured, and is con- “The gnomes who come in the night, of don’t know how long I waited. It seemed sumed (amid twinkling motes of light) course,” Dalamar said with a wink. like forever, as I strained to hear sounds whether or not the spell succeeds. “I might have known,” Mordenkainen nearby over the faint pops, hissing, and The chosen creature, even if it is weak, said dryly. “Speaking of your world’s crackle of the fire. spellbound, or otherwise unaware that a gnomes, I had a ride in a whooshwagon Then I heard a whoosh of air and a spell is being cast on it, receives a saving once.” familiar cough. Elminster had returned. throw against the spell at -3. The only Dalamar smirked. “Still have the “What kept you?” I said, keeping my exception to this is the caster himself, who bruises?” voice very steady. I was proud of that. need not save against his own spell. Mordenkainen nodded. “Speaking of “Diligent work as an apprentice, for If bloodglass is successfully cast, the which,” he said, turning to Elminster, “I years,” Elminster replied, “and, since intangible image of an hourglass appears saw you hurl a thief away from you in then—a little of this, a little of that. And floating in the air near the caster’s head. It Waterdeep once, long ago—a lad with a Mystra’s favor, of course. Why d’ye ask?” seems to contain blood that drips from poisoned blade, I seem to recall. You “It seemed a long time since the meeting the upper compartment (the “healthy smashed him through a window into an broke up, inside this armor,” I replied, as being”) into the lower compartment inn, where he landed atop someone’s din- magic boosted me off the hooks. (“blood spilled”). The dripping liquid is ner roast.” “Well, of course it did if ye had your visor luminous—about equal to faerie fire — and Elminster nodded. “I hadn’t time for closed with nothing to look at,” the Old can be clearly seen from up to 50’ distant subtle magic; in those days, one scratch Mage said. “Ye folk have so little in your even in darkness. and I’d have been carrion.” heads to keep ye company—ye need to see The hourglass image is visible to all “In those days.?” Dalamar echoed. “Poi- about.” creatures, can be moved about as the son fails against you now?” “Why’d you push it shut on me, then?” I caster desires, and need not be concen- “Most poisons, thanks to my spells,” asked rather testily, as Elminster brought trated on to remain in existence (i.e., the Elminster said calmly. “Aren’t you me down with a clank onto the carpet. caster can perform other spell-casting immune to most, too?” “I did nothing of the sort, lad,” came the without causing the image to disappear). Dalamar hesitated a few moments before reply. “Ye were staring out at me when I If the image and caster ever get farther answering, appearing to be in deep took my leave. It must have fallen after- apart than the spell range, the image dis- thought. “I’m afraid not, though I have, um, wards.” appears, ending the spell. The image will contingencies in case of emergencies.” “If you’d already gone,” I asked, chill fin- not automatically move to accompany the The Old Mage grinned with understand- gers of fear still a-crawl up my spine, “just caster, moving only in accordance with ing. “Right, then—one last spell and I must who shut my visor?” the caster’s conscious will. be going. The spell’s called ‘Thultaun’s There was a note of deep satisfaction in It is important to note that this spell thrust,’ after the archmage who created it, his voice, through the closed helm. “The does not measure the precise hit points long before I was born.” He turned to gnomes who come in the night. Of remaining to a creature, but rather the Mordenkainen. “It does just what you saw, course.” proportion of total vitality and life-force but I’m afraid I haven’t a scroll of it to remaining (e.g., if the subject has only hand. Next time, I promise; scrolls for one-quarter of its hit points remaining, both of ye.” the hourglass image reflects this). Damage He stood and stretched. Dalamar also

88 AUGUST 1993 taken by the surveyed being shows up in blow is forced on all fragile items worn or This powerful spell is rarely used the glass as trickling or streaming blood, carried by the target being. If a solid bar- because its material component is the but observers can’t accurately count indi- rier is struck, the hurled being takes 5d4 tooth of a dragon. Any type, size, and age vidual hit points as they are expended. damage and may (at the DM’s option) of dragon may be the source—even teeth harm the barrier. If the barrier is another taken from a dragon’s skeletal remains or Fistandantilus’s firequench (Abjuration, being, this second being takes 2d4 hp undead form will work. The spell enables Alteration) damage, must make a Strength check on the wizard to unleash a breath weapon up Level: 4 1d20 to avoid being knocked down, and all to three times (once per round, if no other Range: 10 yards/level of its fragile worn or carried items must spell-casting is undertaken) as if the wiz- Components: V,S,M make saving throws vs. crushing blow. ard was a dragon of the same sort as once Duration: 4 rounds Neither a tumbling target being or any possessed the tooth used. The wizard Casting Time: 2 being it strikes can successfully cast spells must have the proper incantation for the Area of Effect: 40’-radius sphere while being affected by this spell. type of dragon chosen, as different word- Saving Throw: Special Target beings receive a base saving ings exist for the different dragon types, This spell extinguishes fire and prevents throw against the spell of -5, modified the most widely known being blue, black, combustible materials from igniting. Nor- cumulatively as follows: + 1 if the target is green, and white. Red and copper are mal fires get no saving throw to avoid the undead, +1 if the target has a Strength of hard to find, and the for spell; blazing arrows, campfires, even 17 or better, +2 if the target is at least other dragon types are very rare indeed. burning trees or thatched roofs simply go L-sized or weighs more than 400 lbs., and The precise effects of each breath out when firequench is cast. +3 if the target is gaseous or incorporeal weapon—range, area of effect, and saving- Magical fires get a save to resist the spell, (such as many undead). Creatures that throw details—are as given in the Mon- as do the fiery powers of beings from the successfully save against the spell are strous Compendium, Volume 1, under elemental plane of Fire and all creatures completely unaffected; the spell is wasted “Dragon.” The damage dealt by each having a natural fire-related power, and cannot be directed against an alterna- breath is as given therein, but the wizard’s including fire resistance. Creatures get a tive foe. experience level is used to find which normal save vs. spells; for magically The material component of this spell is a the damage corresponds to. induced fires, such as those making up small carved fist or hand, which must be Divide the wizard’s level by three, round- the body of a fire elemental, roll 1d20; the made from an organic substance such as ing down, to find the assumed “age” and result must be equal to or less than the bone, ivory, or wood. thus the amount damage done. For exam- spell level of the fire’s cause for it to ignite ple, a 14th-level mage (the lowest level at or remain alight, or it fails or is extin- Barrier reaver (Alteration) which this spell can be cast) spitting acid guished (for this determination only, treat Level: 6 as a black dragon does 8d4+4 damage, as magical items as 6th level unless their Range: 10 yards/level if he were a juvenile, or age category 4, powers are specifically stated to be other- Components: V,S,M dragon. wise). Note that fires causes by a firebalI or Duration: 1 round If a mage tries to combine attributes of similar spell or effect, once the spell or Casting Time: 6 various dragon breath weapons during effect itself has ended or been removed, Area of Effect: Cylinder, 1’/level in diame- the casting by altering or ‘doubling up’ the are considered to be normal fires. ter and length incantation, the result is always the explo- This spell can be cast before anticipated Saving Throw: None sion of the tooth (which the caster must fiery attacks reach an area, to prevent This spell forces an opening in any mag- hold in his hand during casting) into 36 them taking effect. The area of effect is ical barrier, including an anti-magic shell, magic missiles erupting in all directions. fixed once the spell is cast; it can’t be a layer of a prismatic sphere, or a con- These unguided magical bolts, each doing moved or travel with the caster. (However, jured physical barrier such as a wall of 1d4+ 1 hp damage, travel for 120’ before Elminster suspects Dalamar uses a sixth- iron. The opening comes into being at the dissipating; all beings within range should level variant of this spell that can do just end of the round of casting and lasts for save vs. spells to see if they get hit. If that.) the entire next round. struck, roll any die to see how many The material component of firequench During this time, spells and other times: an odd roll equals one missile, an can be a piece of ice, a cupped handful of attacks can be launched through the even roll equals two. All beings within 30’ water, a pinch of sand, or a drop of the opening, creatures who can fit through it of the caster must save four times; the caster’s spittle. can pass the barrier, and what is beyond caster must save 10 times (for all failures, the opening can be observed. The caster roll even/odd to see how many bolts Thultaun’s thrust (Abjuration, Evocation) of the barrier reaver is free to cast another strike). Level: 5 spell during the round in which the open- Range: 5 yards/level ing exists. This spell does not destroy the Magical items Components: V,S,M barrier; the opening closes at the end of “XP Value” is the total Duration: 1 round the round, doing 6d6 hp shearing damage gained by a being who makes (enchants) Casting Time: 1 to any creature caught within it and an item, not by one who merely comes to Area of Effect: One creature forcibly expelling them or their remains possess it. “GP Value” is the typical market Saving Throw: Neg. on either side of the barrier (the DM price for the item in the FORGOTTEN By casting this spell, a wizard creates a should choose which side at random). REALMS® setting to a buyer who does not powerful, invisible magical force emanat- The material component of this spell is a sense the seller is desperate for cash. PCs ing from his own body. It can be directed small metal key. in the Realms do not normally know the against only one chosen creature, who ‘going market rate’ for any magic. must save against the spell to avoid being Dragon breath (Evocation) hurled away. Level: 7 Balacer’s Hand An affected target being is snatched off Range: Varies First known in long-ago Cormanthor (in its feet and shot through the air, along a Components: V,S,M the city later known as Myth Drannor), straight line away from the caster, up to Duration: 3 rounds this metallic item takes the shape of a 80’ distant or until it strikes a solid barrier. Casting Time: 3 human hand about 4” long. When Damage from the tumbling is 2d4 hp Area of Effect: Varies touched to the hilt of any blade weapon, it damage, and a saving throw vs. crushing Saving Throw: Special

DRAGON 89 can be willed to function in various ways: two heat metal spells must first be cast on cocked, loaded, and mounted crossbow). l At a cost of one charge, a Balacer’s the hand by other priests. These methods, The wielder of a helping hand can ‘see’ hand can razor-sharpen a blade and too, will restore 2-5 charges. from the hand with a spherical, 20’ range remove all rust from it in one round. A wizard acting alone can recharge a vision, and can use this ability to spy on l At a cost of two charges, it can hand by casting the spells glitterdust, foes, watch over strategic areas, or use the straighten a bent blade in one round. mending, and either lightning bolt or chain hand to signal directions and intentions. l At a cost of two charges, it can fill in lightning on it in three successive rounds. Operating a helping hand requires mental all nicks and notches in a blade in two The wording of the mending doesn’t mat- concentration that precludes spell-casting rounds. ter; it causes the hand to absorb the in the same round but allows normal

l At a cost of four charges, it can whirling glitter-cloud, so the caster can physical activity. If a hand-wielder is restore missing metal to a blade that has see it to hurl lightning. climbing, swimming, or balancing precar- severely rusted or been corroded (by acid, Each attempt at restoring charges has iously while operating the hand, all Dex- for example) away, and halt any ongoing the usual chances of accidentally destroy- terity checks are made at a one-point corrosion, in four rounds. ing the item, which must save vs. spells at penalty; if engaged in combat, all hand- l At a cost of six charges, it can perma- -1 using the best spell saving throw of all wielder attack rolls are at -1. A helping nently mend a broken (snapped off) blade casters involved as a base. Failure means hand can be commanded to “go on as it in six rounds (however, it can’t restore any the Balacer’s hand crumbles to useless was before” (e.g., flying in the same direc- lost magical powers to a broken magical dust. A Balacer’s hand can never rust or tion and speed) when concentration weapon). corrode, and metallic weapons can’t ceases; if no instructions are given, it

l At a cost of 10 charges, Balacer’s hand harm it (it is AC-2 and has 100 hp). hangs (or lies on a surface) motionless. can temporarily make any blade a + 1 XP Value: 2,500, GP Value: 12,000 XP Value: 1,000, GP Value: 2,500 magical weapon. This augmentation takes only one round and lasts 1+ 1d4 rounds Helping hand Spell mirror thereafter (the randomly determined time This old, rare item of Krynn is also This hand-sized oval of polished glass is is never known to the wielder). found on other planes. It is a life-sized, attuned to a specific spell when made.

l At a cost of 20 charges, it can tem- lifelike disembodied human hand fash- While carried anywhere on the person of a porarily make a blade a +2 weapon (the ioned of an iron alloy. A helping hand’s being (living, dead, or undead), it deflects details are the same as for a + 1 augmen- enchantment makes it move and flex flu- that one specific type of attack away from tation). idly, and it flies about at the direction of its the being in a random direction (from 45°

l At a cost of 25 charges, Balacer’s hand wielder, who is considered to be the last to the left of the attack arrival path, to 45° will temporarily make a blade weapon + 1 being to speak a secret binding word right of it: roll 1d8 to determine which 10° to attack (details as for a +1 augmentation while touching it. angle occurs: 1= 45° to the left, 2 = 10° to above), except that the blade deals its full A helping hand resists rust and all magic the right of that, and so on, with the normal damage at each strike. Thus, a (saving as metal but with a +4 bonus on attacks arrival path being skipped over), short sword would have a +1 attack saving throws), is AC 0, can withstand 29 and to the same distance away that it trav- bonus and would do 6 hp damage, plus hp damage before shattering (natural and eled to reach the mirror-bearer, unless it any Strength bonuses of its user, with magical electrical discharges heal it on a 1 encounters obstacles. each attack until the effect fades. hp to 1 hp basis), and flies about at MV 16 This item only guards against a specific All of these powers can be used on the (A) at the wielder’s bidding. It can’t pass magical effect, which can never be same weapon at different times, and all more than 600’ from the wielder without changed once set. For example, a spell except the three augmentation magicks control ceasing; if it ever gets beyond mirror might protect against a lightning are cumulative (e.g., a bent, broken, and range, the helping hand falls to the bolt coming from both spells or magical rusted blade can be made like new by ground. items, but not chain lightning or other expending 11 charges, then augmented in Unless another being takes control of a electrical discharge effects; or against a only one of three ways, not two or three helping hand by touching it and uttering fireball hurled by spell or an item, but not ways at once). None of the augmentation its command word, control over a hand any other fiery magic. powers of Balacer’s hand work on func- that’s passed out of range can be restored Functioning even if at the bottom of a tioning magical weapons. whenever the wielder moves into range backpack or strapped inside armor, a Some 10% of such items have a tiny stor- again. A wielder who concentrates on a spell mirror protects its bearer from all age compartment (usually home to writ- helping hand whose control hasn’t passed effects of the specific magic it is attuned ten instructions and messages, but to someone else will have a vague idea of to, even if the bearer wasn’t the primary sometimes holding lockpicks or jewelry) how distant the hand is and in what direc- target of such attacks (a chain lightning reached by bending back the hand’s little tion. (A rare few helping hand’s can be spell that struck another being first, then finger. located by any being who has ever con- arced to strike others, would bypass a A Balacer’s hand typically has 1d12+40 trolled them.) A being can only control mirror-bearer, if that was the magic the charges when found. It can be recharged one helping hand at a time. mirror defended against). by having a priest cast heat metal with the A helping hand can’t carry anything or This item’s protection against the cho- verbal component uttered backwards, make spell-casting gestures, but it can sen magic is automatic and can never be and in the round immediately after having point, hold open books, push small turned off, regardless of the bearer’s a wizard cast lightning bolt or chain light- objects up to dagger size along a fairly wishes, but other magicks, even if similar ning into the item. This restores 2-5 smooth surface, tug at knots, and so on. A to the attack protected against, don’t make charges. In the open under a stormy sky, a hand can fly at beings, attacking at THAC0 the mirror function. Each time the mir- priest or priests can recharge a Balacer’s 11 for 1d2 points damage. Its strike can ror’s use is triggered, there is a 1 in 12 hand by casting two heat metal spells with break eggs, glass, pottery, or other fragile chance of breakage. Magical attacks never the prayers read backwards in successive objects, or spoil the aim of a being ready- affect a spell mirror directly: even fireball rounds, then in the turn immediately fol- ing a spell or missile weapon, as the DM blasts or blows from a ring of the ram lowing using call lightning to bring down adjudges. Helping hand’s are often used to won’t force item saving throws on a spell electricity into the item. If one priest punch or slap warning gongs and some- mirror. However, it is fragile and can be maintains the concentration necessary for times to trigger traps (overturning a lit shattered by being dropped, its bearer call lightning, those bolts can restore candle or lamp into a pool of oil, for falling, or the mirror being struck by a charges to a hand; for each bolt to work, example, or pulling the trigger-cord of a solid object.

90 AUGUST 1993

Breaking a spell mirror ends its magic, mobile mushrooms to walk and hang on readily understand the concepts of ‘go does 1d4+ 1 hp burst damage to all within walls, ceilings, and level ground alike. and fetch’ or ‘find,’ and aren’t easily dis- 3’ of it (the mirror turns to dust, not Friendly fungi can carry things up to 70 tracted from unfinished missions. shards), and releases an entrapped crea- lbs. in weight (far heavier than they are) A friendly fungus could bring keys and ture that ‘powered’ the item’s magic. The and can ‘see’ in a continuous 60’ spherical water to an imprisoned being; all friendly creature is violently expelled from an field with infravision through countless fungi can absorb and carry water like a extradimensional space, appearing within body pores, not by means of visible eyes. sponge, exuding it at will. Their natural 10’ of where the mirror was when it Each attaches itself devotedly to a single processes neutralize poison and alcohol broke, and will be hostile to all nearby larger being that is kind to it, feeding and in all liquids taken in (they cannot become beings. It is always a creature that uses or stroking it on occasion. Friendly fungi rub intoxicated). Some rulers use a friendly manipulates energy, such as a firestar themselves against objects to scratch their fungi as a ‘filter’ to protect them from poi- (MC3 Monstrous Compendium, Volume 3), itches, and are most beholden to any soned drinks. These creatures appear will-o-wisp (MC1), volt (MC14), or similar creature who gently scratches them. They obviously related to both myconids (MC2) creature. absorb water and food through body and campestris (DUNGEON® Adventures XP Value: 5,000, GP Value: 18,000 pores, needing sugar and plant sap from issue #41, page 70). time to time. Friendly fungus: INT 6; AL LN; AC 9; MV Monster notes Friendly fungi can make little squeaks of 14 (12 on walls and ceilings); HD ½; typi- Friendly fungus: These little mobile contentment or warning, or sputtering cally 4 hp each; THAC0 20; #AT 1 (corro- mushrooms never grow more than 1’ high “raspberry” sounds; they use such sounds sive secretion); Dmg 1; SD neutralize or 5” in diameter. They range in hue from to indicate disgust, aversion, dislike, or poison, immune to poison, acid, and a deep blue to a russet red; most are taunting. They can understand speech, venom effects, spherical infravision makes brown or tan in color. Like many other can recognize locations and items by surprise very unlikely (1 in 12 chance); mushrooms, they have a caplike ‘head’ description, and can retain and recognize SZ T; ML 17; XP 35. and a stalklike body, but their lower end is mental images passed on by beings touch- amorphous, able to grow short tentacles, ing them directly (an elf who passes a Stelurge: These rare relatives of the pseudopods, and the like. mental picture of his wife to a fungi could stirge (itself folly detailed in volume 2 of Any part of a friendly fungus can bend expect it to pick her out in a tent full of the Monstrous Compendium) are identical or twist so that its body can wrap around sleeping elven women). to stirges except for their greater strength and carry objects like a mitten-covered Friendly fungi often befriend hermits or and blood-draining capacity, and their man’s hand wraps around the handle of a other quiet, solitary folk, and they will prehensile, bone-barb-ended tails. They shovel or weapon. It can also exude a very carry drinks, pipes, slippers, books and often rest hanging head-down from sticky substance at will, enabling the similar items around for that being. They branches or vines, as bats do, only stelurges achieve this position by wrap- ping their tails around their perch. Unlike stirges, stelurges will detach from a victim they are draining if threatened with likely death, then swoop around to gain another chance to strike and drain. The chances of inadvertently harming a victim that a stelurge is draining, while attacking the attached stelurge, are the same as for a stirge. Stelurge: INT 4; AL NE; AC 7; MV 3, Fl 18 (C); HD 2+4; THAC0 17; #AT 2; Dmg 1-3 proboscis (plus 1d4 blood drain per round thereafter, until satiated at 20 hp) and 2d4 razor-sharp stabbing tail; SZ S (wingspan to 4’); ML 12; XP 270.

92 AUGUST 1993

Wonderful & powerful, indeed— new figurines of wondrous power by Teeuwynn Woodruff and Tim Beach Artwork by Bob Klasnich

Among the adventuring guilds, stories spoken. owner. An amber monkey follows the have been told of much amazing magic, A monkey in either animated or stat- orders of the person who activated it, but including several small figurines as won- uette form can be hit only by magical rumors state that a few (5%) are cursed to drous as those found in the AD&D® 2nd weapons; it has AC 8 and 1 HD when ani- attack the user. Edition Dungeon Master’s Guide. We mated. Nonmagical weapons pass hereby present the gaming details on through the monkey, striking its victim Monkey of blinding: This monkey is these new discoveries. instead during combat (see the combat carved with its hands covering its eyes. Note that in statuette form, each fig- details that follow). Unless the victim When the proper command word is spo- urine saves as crystal +4. If destroyed in holds absolutely still, 50% of hits with ken, the monkey grows to the size of a statuette form, a figurine is forever use- magical weapons strike the victim rather chimpanzee and becomes active. If the less, though if “killed” (reduced to zero hit than the monkey. item’s owner points to an intended target points) in animated form it merely An animated monkey may attack three up to 30’ away and utters a second com- becomes a statuette again, ready for later times per round for 1-2 hp damage per mand word, the monkey blinks away and use. Unless noted otherwise, dispel magic attack, if so commanded. All monkeys reappears on top of the target’s shoulders causes an animated figurine to take on have a movement rate of 12, swinging with its hands clasped firmly over the tar- statuette form again. through trees as quickly as they run on get’s eyes (the arms lengthen magically to the ground. They obey simple commands cover giants’ or dragons’ eyes). This blind- once animated (one command at a time, ness puts the target at -4 on its attack Amber monkeys of up to eight words), but they have other rolls. While the victim has a monkey on Each of this trio of long-tailed monkey abilities, as follow. Each monkey may be his back, the creature’s weight and posi- figures stands 3” high. The monkeys may used once per day for up to one turn per tion add a further -2 penalty to all the vic- be found individually or in a set, and each activation. At the end of this time, the tim’s attacks, for a total of -6. Additionally, comes to life and activates a special attack monkey reverts to statuette form and, if the victim must make a saving throw vs. power when a given command word is the owner is within 30’, blinks back to its spells (with a -2 penalty due to the power

94 AUGUST 1993 of the enchantment) or else be perma- nently, magically blinded, a condition that can be removed by cure blindness or dis- pel magic. There are three ways to remove an active monkey from its victim, “killing” it with magical weapons being the most hazardous and dispel magic being the least. A successful bend bars/lift gates roll by the victim also breaks the monkey’s grasp, but the monkey covers its victim’s eyes again on the following round. Xp Value: 500

Monkey of deafening: This monkey is carved with its hands covering its ears and operates similarly to the monkey of blinding. When this monkey lands on its target, it clasps its hands over the target’s ears. The target must make a successful saving throw vs. spells at -2 or be perma- nently deafened until dispel magic or cure deafness is cast on the victim. Even if the saving throw is made, the victim cannot hear unless the monkey’s hands are removed from his ears. While mounted, the monkey gives its victim a -2 penalty to attack, due to its weight and position. The monkey of deafening can be removed in the same ways as the monkey of blinding. XP Value: 500

Monkey of muting: This monkey is carved with its hands covering its mouth. When a command word is spoken, the monkey grows to the size of a capuchin monkey (about 2’ high). Once a target has been indicated, the monkey blinks up to 30’ away, reappearing with its tail wrapped about the target’s neck, allowing the vic- tim to breathe but stopping all vocaliza- tions. The victim must make a saving throw vs. spells (with a -2 penalty) or become permanently mute. The monkey of muting may be removed in the same ways as the other monkeys, but it is light enough not to cause any attack penalties for its victim. If the owner wishes, a second com- mand word can be spoken, causing the monkey to use its tail for a strangling attack. This attack automatically hits and causes 1d6 hp strangulation damage per round. While attacking, the monkey may be removed in the same three ways as a monkey of blindness, but it is AC 0 during the attack because its skin is as hard as amber. If the monkey succeeds in killing its opponent, it immediately crumbles into dust, becoming useless. XP Value: 800

Coral dragon This is a delicate, multicolored carving of an Oriental dragon, approximately 1' long. When its command word is spoken, the dragon animates and grows to about 3’ long. Once animated, it remains so for four hours, until “killed,” until dispel magic is cast on it, or until the command

DRAGON 95 word is spoken again. The dragon may be Emerald frog Jade snakes used once each week for scouting, com- This tiny carving, less than 1” long, ani- These two figurines are always found bat, or conversation. mates into a frog of the same size when together, each of the pair twined about the These figurines are especially rare and the command word is spoken. While ani- other. One, the snake of striking, is carved usually quite old. They often accumulate mated, the frog maintains a mental link from green jade, while the other, the much wisdom over the course of their with the person who activated it; this snake of soothing, is carved from white long lives and can act as advisors to the allows the activator to see through the jade. The figurines are 2” long and may be person who activates them. Though spe- frog’s eyes with 270° vision as long as the worn as a pendent suspended from a cific knowledge is left to the Dungeon frog remains within 100 yards. chain. Master to decide, coral dragons often The frog has 1 hp and AC 0. Because of If both snakes are animated at the same know about philosophy, religion, and his- powerful enchantments, it is immune to time, the snake of striking immediately tory; the latter gives them a 25% chance to all attacks by insects and arachnids, attacks the snake of soothing to destroy it. identify the general purpose and function including their poisons, or those crea- If either snake is destroyed, the other of any magical item. tures with insect or arachnid components snake crumbles into jade dust, because The coral dragon has 8 HD, AC 3, and (such as driders and ettercaps, but not neither snake can be sustained without its Intelligence and Wisdom of 15. The drow). It attacks insectoid or arachnoid opposite. dragon has MV 12 on the ground, 24 fly- creatures of any sort when so com- ing, and 36 swimming. Most have a neu- manded, attacking once each round with Snake of striking: When its command tral alignment, though some have THAC0 10, its tongue lashing out as far as word is spoken, this green snake uncoils leanings toward law, chaos, good, or evil. 5’. If the frog successfully hits, the victim from its mate, transforms into a 12’-long A coral dragon may attack with two claws shrinks drastically in size. The frog swal- anaconda, and attacks the nearest crea- and one bite each round, with successful lows its shrunken targets whole, killing ture. This transformation takes a full hits causing 1d10 damage per claw and them; this includes even giant insects and round, during which the item’s possessor 2d6 damage per bite. spiders. An individual with an Intelligence can hurl the snake at the desired target. If A coral dragon follow the orders of the greater than 1 or having more than 6 HD the activator of the snake misses with the person who activated it, though those gets a saving throw vs. death to break free throw, the snake attacks the nearest living dragons with alignments opposed to the from the frog’s tongue before being cap- target (use the grenade-like missile rules alignment of the activator will try to find tured, shrunk, and swallowed. The emer- from the DMG, pages 62-63, to resolve loopholes in the orders given them. Once ald frog has the usual vulnerabilities of missed attacks). The snake has 50 hp, per activation, the coral dragon can cast these figurines. THAC0 13, and AC 5. It bites for 1d4 hp gust of wind, airy water, and create water. XP Value: 700 damage or constricts for 2d6 hp damage, XP Value: 1,500 attacking as a 10-HD monster. The snake attacks until reduced to zero hit points, dispel magic is cast on it, or the command word is spoken again; any of these occur- rences causes the snake to revert to fig- urine form. The snake may be used once per day. XP Value: 800

Snake of soothing: When its command word is spoken, this white snake uncoils from its fellow snake, transforms into a 6’ long python, and coils around the nearest living creature. The transformation takes a full round, during which the snake’s activator can place the snake on an indi- vidual. The snake will not coil about a resistant target, instead reverting to fig- urine form, wasting its use. Once the snake has wrapped itself around the target, it begins to vibrate. When the snake’s tongue touches the sub- ject’s wounds, the wounds close and heal. The snake ‘may perform one cure serious wounds, one neutralize poison, and one cure disease on its subject, casting any and all which the subject needs. Being killed,” having dispel magic cast upon it, or pronunciation of the command word causes the snake to revert to figurine form. The snake has 50 hp and AC 5, but will not attack nor heal its own wounds. The snake may be used once per day. XP Value: 900 Moonstone rabbit When commanded,) this 2”-tall figurine grows to the size of a normal rabbit, with 1 HD and AC 8. Once transformed, the

96 AUGUST 1993 rabbit burrows into earth of any sort, as stop or the spell duration runs out, then the same rate. However, after three such per a dig spell cast by a 12th-level wizard. reverts to figurine form. If commanded, uses against stone, the rabbit loses its The rabbit burrows until commanded to the rabbit can also dig through stone at magical abilities forever. The rabbit may be used once per day. XP Value: 300

Opal cats There are three of these figurines, two kittens and a mother cat. They are nor- mally found in a complete set of three.

Mother cat: This 1”-tall cat is made from a black opal. When commanded, the cat grows into a slightly shimmering black panther with the same statistics as a mountain lion (AC 6; MY 12; HD 3+1; hp 25; THAC0 17; #AT 3; Dmg 1-3/1-3/1-6; AL N; SA rear claws 1-4 each; SD surprised only on a 1; ML 10). It has the usual vul- nerabilities of these figurines. XP Value: 400

Kitten of caterwauling: This Y-tall kit- ten is carved from a fire opal. When com- manded, the figurine transforms into a scruffy kitten with orange-yellow fur. The round after the kitten transforms, it begins a piercing wail. This cry creates a cone of sound 120’ long and 30’ wide at the base. All within the area of effect must make a successful saving throw vs. spells or take 2d6 hp damage, be stunned and unable to act for two rounds, and be deaf- ened for four rounds. Those who make a successful saving throw are stunned for one round and deafened for two. This kit- ten has 1 HD and is AC 8. It may be used once per week and has the usual vulnera- bilities of these figurines. XP Value: 300

Kitten of contemplation: This Y-tall kitten is carved from a white opal. When the command word is spoken, the figurine becomes a fluffy white kitten, apparently only a few weeks old. The kitten immedi- ately sits on the lap of its activator and begins purring. Due to the soothing and hypnotic nature of the kitten’s purr, a spell- caster in contact with the kitten needs only half the normal time to memorize spells. The kitten may be used only by the individ- ual who commanded its transformation. The kitten’s, purr also permanently breaks the effects of a confusion spell. This fig- urine may be used once per day and stays in animated form for up to eight hours before automatically reverting to a stat- uette. It has 1 HD and is AC 8, and has the usual vulnerabilities of these figurines. XP Value: 300 Silver carp When its command word is spoken, this 4” carp animates and grows to a length of 2’. The animated carp has beautiful, scin- tillating scales of many colors. If placed in water, the carp purifies up to 100 gallons. If held in the air, the carp produce a stream of fresh water from its mouth,

98 AUGUST 1993 pouring out one gallon per round. If a second command word is spoken, the carp writhes, whether held, on the ground, or in the water. Unless the carp is in total darkness when this occurs, light then reflects brilliantly from its scales. Any sighted creature within 10' of the carp must make a saving throw vs. spells or be blinded for 2d4 rounds (a successful sav- ing throw indicates that the individual turned away or was not looking). While animated, the carp has 1 HD and AC 5, and has the usual vulnerabilities of these figurines. The carp may be used for up to one hour once per day. XP Value: 400

Tourmaline turtle This elegant stone carving, approxi- mately 6” long, looks much like a normal sea turtle but has a concave, bowl-like back. When the turtle is placed in water and the command word is spoken, it transforms into a giant, animated turtle nearly 20’ long. It follows the commands zero hit points causes it to revert to stat- Some 10% of these turtles are of the being who activated it and remains uette form. The turtle has AC 0,60 hp, and enchanted with another ability. With the animated for up to 12 hours. It can carry a THAC0 of 13; it can bite once per round pronunciation of a second command as many as eight human-sized creatures for 4d12 hp damage (damaging even crea- word, such a turtle can submerge to any through water at MV 36 (or MV 3 on land). tures that can be struck only by magical depth. Its passenger compartment is Though dispel magic causes the turtle to weapons of + 1 or + 2 enchantment), act- enchanted with an airy water effect. stop moving, only repetition of the com- ing at the command of its user. The tour- XP Value: 1,100 mand word or reduction of the turtle to maline turtle can be used once per week.

100 AUGUST 1993

102 AUGUST 1993 By Barbara Manui and Chris Adams DRAGON 103 104 AUGUST 1993 DRAGON 105 106 AUGUST 1993 DRAGON 107 108 AUGUST 1993 DRAGON 109 110 AUGUST 1993

©1993 by Robert Bigelow

Photographs by Mike Bethke

A “Mecca” for miniatures gamers

The focus of this month’s reviews is on apologize in advance if I missed anyone. Reviews products that should be available at the Space is limited in a regular column, and GEN CON® Game Fair at the MECCA Con- there will be a lot of companies attending vention Center in Milwaukee, Wis., August the game fair. Also note that some com- Soldiers and Swords 19th-22nd. For those who have not attend- panies will more than likely have new 25 Fayette St. ed the convention before, this annual merchandise that is not available to me as Binghampton NY 13901 attraction provides the best of historical, I write this. fantasy, and science-fiction miniatures I want to thank Erik Peterson for his DP-001 Basic Pack 1 * * * * ½ games. The miniatures area comprises one work on the Thunderbolt Mountain’s The three 25 mm figures in this set are all huge hall and many separate gaming areas Merlyon and the Giants set. Erik also did dedicated to modern or cyberpunk adven- hosted by several clubs. Many of you have the Lance and Laser’s Mounted Knight tures for R. Talsorian’s DREAM PARK* game. called me to ask for information about the figure. Soldiers and Swords’ figures were Each figure rests on an oval undetailed base, best rules to use, or what genre is the best painted by Jay Wirth of Soldier and and the figures are lead-free. to play in. Many of the games run are Swords. Kelly Johnson assembled the The male in the set is tall at just over 26 directed specifically to new gamers and building. mm tall to the eyes. He is dressed in a T- novices, which gives you hands-on experi- shirt and tight pants, knee-high boots, ence with different historical periods and knee shields, and a long, open raincoat. rules that interest you without having to His right hand holds a large-caliber ma- spend large sums of money. chine gun with shoulder strap; a belt of These four days will also provide a huge ammo snakes into an ammo pack. Facial selection of gaming materials to a wise detail is good, but the eyes are covered by shopper. Our reviews this month will a visor or sun glasses. There was no flash cover products from some of the compan- on the figure, and the mold lines were ies that will be exhibiting merchandise. I easy to clean.

112 AUGUST 1993 Female #1 is 26 mm tall. She is dressed with a star and other symbols. His left in a tight, multipocketed jump suit with hand is curled in a spellcasting position; the zipper open to mid-abdomen, and she his right hand supports a long, ball-capped wears gloves and a belt as well. Facial staff. On this staff perches his owl familiar features are slightly flat with angular talons tightly gripping the ball. Individual cheeks, giving her a Slavic look. No weap- feathers may be discerned. ons are visible. Merlyon’s gnarled hands match his wrin- Female #2 is dressed in a body stocking, kled face. Large bushy eyebrows frame high-heeled boots, and a tight miniskirt. eyes set over gaunt cheeks. His mouth is Her tight top is outfitted with cyberlinks open as if chanting. A hooded cape and lines. Both arms appear to be either stretches to the ground, where its hem artificial or heavily enhanced, complete lays wrinkled on the ground. On horse- with exo-framing from shoulder to finger back, the cape flies out behind him; he tips. A pistol holster is on her hip. Her hair casts a spell as his owl tilts into the breeze. is swept back, and she wears glasses. Her The horse is unbridled. Its tail hangs look is one of defiance. A little work was relatively straight down, unlike the condi- needed on the mold line and a slight nub tion of the cloak, but the mane does flow on the hand of this figure. backward. No flash was present on either These figures can be used with any of the of these figures. They are well worth the near-future RPGs such as the CYBERPUNK $6.95 total cost. 2020*, *, or DREAM PARK* games. It is interesting to note that most of The Giants: Taulard and Taulas of the packs have two female and one male Cornwall ****½ character. These figures are worth the $4.95 I want to start by thanking Chaosium for price per pack. printing the King Arthur Companion, used with the PENDRAGON* system. I could BS-2503 Two-story dwelling * * * * not remember which giant was which, but Most of the small-scale buildings com- I found the proper reference on page 98. mercially available are made of either Both of these figures are in 25-mm scale resin or plaster. This building is scaled for and are of lead-free alloy. Both figures 25 mm and is made of brightly colored have separate bases and are posed in paper sealed to foam artist’s board. The fighting stances. Taulard is just over 39 hang at his wrist; his hand holds a spiked pieces come on two sheets and must be mm high and wears plate-mail armor from ball military flail. A knee-length surcoat cut out with a sharp knife and straight- foot to head. A mailed right hand holds a accents his large stomach. An ugly, scowl- edge. The roof and side walls come on one spiked club, and his left hand supports a ing face with a jutting nose and chin adorn sheet and the front, back, and chimney on large shield. His head is covered by a full this figure. Flabby cheeks, long upper the other, so all parts must be cut out to helm. His large belly overhangs a plain teeth, and big lips present the appearance be assembled. belt; he also wear a long surcoat and chain of a large ogre rather than a man. The house is 100 mm deep X 95 mm mail under the surcoat. There was no Both figures were excellent, but at least deep X 152 mm tall. The foam board did flash, and the mold lines blended without one of the figures was oversized or over- not crumble but did require two blades to work. weight (Taulard was too big for horses, cut through it. The directions were clear Taulas is 39 mm high and covered in while Taulas could still ride them). These with good illustrations. The chimney was a jazeraint-style armor except for his right figures are still worth the $6.75 price tag sore spot, and its construction resulted in hand and face. The remains of a glove as villains or bodyguards. a nick in the finger from working around the small parts. The result does assemble well, albeit slowly. The building is impressive and should survive much better than other paper buildings. This is worth its $8.50 price, though patience and a steady hand are needed.

Thunderbolt Mountain Miniatures 656 E. McMillan Cincinnati OH 45206-1971

3003 Merlyon the Sorcerer * * * * * These mounted and standing figures are scaled for 25 mm, cast from a lead-free alloy. The bases are separate and show rocky surfaces. The standing and riding Merlyons are identical in garb and almost identical in positioning. Merlyon is dressed in a floor-length pleated robe with ornate trim at the hem and bell-shaped sleeves. His knotted, braid ed sash supports pouches that hang by a throng on his right side. His head is cov- ered by a small cone-shaped hat, inscribed

DRAGON 113 comes to a point. His facial expression is neutral. Atop his trimmed hair is a soft cap. The horse is mounted to an undetailed oval bases. Combat boots, complete with oval base. The body measures just over 30 visible eyes and laces, adorn his feet; mm tall and 35 mm long. The horse is slightly ballooned fatigue pants disappear cantering and its tack is showy rather under the armor on the figure’s chest, than merely functional. The saddle is back, and shoulders. Both gloved hands strapped on top of a long blanket that grip an assault rifle with a cleaver-sized flows in the same direction as the mane bayonet, crude telescopic sights, and a and tail, denoting speed. Facial detail on strangely shaped stock. A jet pack or oxy- the horse is clear, and there was no ob- gen bottle is bolted to the armor. A provi- scuring mold lines or flash. sions bag hangs from his left hip and a While this is not a fighting man per se, power disk from his right hip. The figure he could be excellent as a messenger or as comes with two heads. The first head is an advisor for a command group. You very definitely goblinoid and wears a gas could also use him in a hunting scene. This mask. His eyes peek from above the mask, is very pricey at $4.85 each, though. The while his ears stick straight out. The other rating would have been higher if the price head has a snarl, buggy eyes, and a long had been lower. nose. His ears stick out and his head is capped by a pill-shaped cossack’s cap. TORG 019 Cyherlegger * * * * ½ There was no flash on the figure. Its This pewter-based figure is exactly 25- strangeness appeals to me. At $1.50 a mm scale on a plain oval base. This figure figure, it is almost worth it to make sev- is of a bald, visored, heavily armed man eral units of these troops. who reminds me of Grimjack’s right-hand man in the original comic-book series from XL-27 Mummy * * * ½ First Comics. High boots cover stretched This lead figure is scaled to 25 mm and pants, with cartridge holders strapped in based on a rough-topped oval base. Sev- Lance and Laser Models, Inc. place. The flak vest has several pockets eral bandaged areas droop and bandage P.O. Box 14491 and a holder dangling from it. Both arms ends hang down, adding to the effect of Columbus OH 43214 are covered with strap-on flexible armor decay. Sections of the chest and the face and display more bulging pockets. A heavy are exposed. The face is flattened and has P-007 Mounted Knight **** assault rifle is in his right hand and a knife little detail except for a protruding jaw; it This figure is a three-piece casting made is in his left. His expression is pure busi- does not bear much resemblance to a of pewter and is scaled for use with the ness. This figure is usable in any modern human. 25-mm scale PENDRAGON line. The figure or near-future SF game. It costs $2.15. This mummy looks like it has been hit is of a knight likely out on a hunt. The by a truck head-on. While details are good, figure is dressed in a juponlike outer gar- the figure has almost the appearance of an ment over a fluffed shirt with bell sleeves. Fortress Figures old-fashioned metal flat. The mummy is High fur-trimmed boots with pointed toes P.O. Box 66 just worth its $1.50 price. cover both feet. A long, fur-lined cloak is Jonesboro IN 46938 secured by a chain and falls to the horse’s back. The knight wears gloves, one hand WWI Bogey **** clutching a twin-pointed spear as the other These figures are scaled to the larger 28 holds his reins. His face is adorned with a mm size but remain the size of goblins. neatly cut mustache and a beard that The figures are lead and mounted on plain

114 AUGUST 1993 Iron Crown Enterprises, Inc. box contains a sourcebook that includes store these. You probably need a sharp P.O. Box 1605 historical data, rule updates, and introduc- knife handy when you remove the Charlottesville VA 22902 tions and starcraft displays for new ves- counters from their frames. This set also sels. (Since this is a bound book, you must contains the counters for the Black Guard 7013 Night Brood: Expansion Set for copy the display-sheet pages while keeping supplement. SILENT DEATH* game ****½ the book intact. Be careful, as our binding Six miniatures of the alien ships are also Night Brood is a boxed supplement for is already showing signs of loosening.) The included: two larva, two remora, one the SILENT DEATH space-combat game book also presents a number of game squidge, and one manta ship. I found some and introduces a new race to an otherwise scenarios. problems with the miniatures. They follow stable universe. The box art is crisp, with Lots of colorful counters depicting torps, almost exactly the descriptions in the a built-in painting guide for one of the six ships, targets, and drones are included. I book, but they are nightmares to mount. lead miniatures included with the set. The suggest that you buy a counter tray to The holes were not big enough in the

DRAGON 115 ROLEPLAY* game. The game system is very simple, especially if you have ever played any Napoleonic-era sailing games. You must worry about wind direction (unless you have galleys or paddlewheels) and determine what the best angle is to deliver the most damage to the opposition while receiving none yourself. Game com- ponents include counters (get counter trays instead of bags), templates, two decks of cards, range rulers, fleet lists, terrain markers, dice, and a 78-page in- struction booklet with a section on how to design campaign games. The monkey wrenches in this game for long-time players are the magic phase and the dice tables. There is also a command requirement that requires some concen- tration. Ship moves are by squadrons, with a squadron finishing its action before the enemy can react; ships out of com- mand range can only defend. Fires can be started and must be fought, and magic fills the air. Even the record-keeping is not difficult. The system moves well but not always quickly, depending on the wind. Our new- comers to miniatures were about evenly remora figure, and the squidge and manta split on whether they liked it. The most other using a modified grid. This search ships are too front-heavy. common complaints were about the lim- can include planes or other ships. When I dry-tested the game myself, then turn- ited playability, using only the box’s com- contact is made, the battle begins. ed it over to my playtesters. They include ponents, and the extremely fickle tables, Target estimation or actual measurement but are not limited to: Bill Remig, Patty especially the captain’s table, where noth- can be used to determine hits. This part is Jones, John Cook, Ralph Cooper, Ralph ing goes right. Fire is even deadlier here the one down side to the game; until you Williams, and Matt. Their consensus was than in real life. get used to it, it will be like playing a war- that this expansion presents a deviation I enjoy the game as a whole but have ship game that uses ICE’s ROLEMASTER* from the game. The history and the quotes some reservations, as expressed above. rules to determine damage. in the rules given lend a certain serious- The game is a good cross-over for With a little work, you’ll be able to stage ness to the setting. Systems are well pre- historical-miniatures players to get a taste World War I or World War II naval battles. sented, and the diagrams spread of fantasy, or vice versa. Prepare to spend There are other, less-complicated rule sets, throughout the book are informative and money, as this is a game that only gets but many of them have holes big enough easy to learn. Be sure to read all new better with the addition of different types to slip a battleship through. I highly rec- equipment rules thoroughly before play of ships. Even with the bad points, I highly ommend this set even at its $24.95 price. ing. While this is always good advice, the recommend the game and plan to use a (You may also want to stop by Xeno Games’ alien weapon systems are so strange that slightly modified version in my fantasy booth at the game fair to take a look at its the scenarios may seem to be completely miniatures campaign. The components are AXIS & ALLIES* Expansion Sets.) out of balance unless you understand the sturdy and should last a long time. The intricacies of the system. The annex weap- game’s list price is $54.99. ons, when used by an experienced player, Metal Magic can devastate a less-experienced player’s Xeno Games c/o Wargames forces. P.O. Box 7130 PO. Box 278, Rt. 40 East We enjoyed the game; some of the Jacksonville FL 32238-7130 Tridelphia WV 26059 counters are already getting frayed around the edges. I strongly recommend Xen-200 SEEKRIEG* 4th Edition Hobby Products this game, even at the $20 price tag. game ***** Postfach 10, 1020 This naval miniatures games simulates 4200 Oberhausen the period of 1890 through World War II GERMANY Games Workshop, Inc. in three books. Book #1 is the ships’ data 3431-C Benson Ave. book and gives deck armor, numbers and C-1005C Thief * * * * ½ Baltimore MD 21272 types of guns, and more for hundreds of This 25-mm lead figure is the personifi- ships and planes. It’s printed on medium- cation of most rogues encountered during Games Workshop Ltd. weight paper and is easy to copy. Book #2 an AD&D® game adventure. He is dressed Chewton St. contains the results of almost any conceiv- in high, fur-lined boots, a breechcloth, and Hilltop, East Wood able type of combat, from magazine explo- an upper body vest made of studded leath- Nottingham NGIL 3HY sions to dud shells. Book #3 contains rules er and secured by a wide belt with a sim- UNITED KINGDOM covering everything for sea warfare, in- ple buckle. This belt supports a short cluding damage control and submarines. sword on the left and a bag of coins. Both GWS-0141 MAN 0’ WAR* The system is made for a referee and arms are bare except for bracelets, and game * * * * ½ two or more players. The referee sets out both hands are wrapped around a studded The MAN O’ WAR game depicts fantasy the parameters of the game and any nec- club. The face is determined, and unruly combat on the high seas, involving all the essary information for opposing com- hair is kept back by the band supporting races from the WARHAMMER FANTASY manders. The fleets then search for each an eyepiece. Even the man’s beard looks

116 AUGUST 1993

unkempt. There was some flash on the glad to help you. inner legs and on the club, but it cleaned If you can’t get to the game fair, you can easily. This figure is highly recommended, still reach me at my normal address and especially at $1.79 each. phone. If you want to write, the address is: Robert Bigelow, c/o Friends Hobby C-1014C Cleric * * * * l/2 Shop, 1411 Washington St., Waukegan Il This female figure is made of lead and 60085. Please have patience, as my time scaled for 25 mm. The figure is molded as for replies is limited. If you want to talk, if stalking an enemy. A mace is raised in you can call me at: (708) 336-0790, 2-10 her gloved right hand. Her feet are cov- P.M. M,W,Th,Fr; or 10 A.M.-5 P.M. Sa,Su ered by open-toed high boots. A long- CDT, and I will be happy to help you how- sleeved shift extends to her knees, covered ever I can. by a jazeraint suit split in front and on both sides to the waist. Facial detail shows * indicates a product produced by a company other exertion and surprise evident, as the than TSR, Inc. Most product names are trademarks owned by the companies producing those products. cheeks are slightly puffed and the mouth The use of the name of any product without mention drawn. The only flash was on the feet and of its trademark status should not be construed as a the base, and it was easily cleaned up. I challenge to such status. recommend this figure at $1.79 each.

Heartbreaker Paoli Tech Ent. Ctr. 19 Central Ave. Paoli PA 19301 Gamecraft A16 Gardner’s Row Business Ctr, Ltd. Liverpool, L3 6TJ UNITED KINGDOM

5015 High Elf Noble * * * * ½ The High Elf Noble is a lead miniature scaled to the larger 28-mm scale and stands on a square, slotted base. The fig- ure wears high soft boots folded over, tights, and a long surcoat. The sword he holds with both bare hands is slightly lopsided and twisted to the left. The fig- ure’s face is obscured by a cowl; the visi- ble part of the face is slightly marred, with little detail visible. No flash or mold lines detracted from the miniature. This figure is destined to lead my high elf swordsmen. I recommend this at $1.75 each.

5017 Goblin War Chief ***** This lead figure is scaled for 28-mm size and measures up to just under 25 mm. His feet and legs are bare to above the knees. A chain-mail undergarment is pushed away by what looks like a very hairy belly; the open shirt confirms its girth. His vest and top garment are of studded leather and cloth. A long, fur-lined cap is joined at his throat by a clasp. Both arms are bare except for a buckler on the left arm. His right hand rests on a studded club, and his left holds a knife with a serrated edge. The face is classic goblin, with long, wide, pointed ears (complete with an earring) and a hooked nose. The eyes are thought- ful, the sideburns well groomed. With the well-done topknot and the rest, the figure is a must. It costs $1.75 each.

I hope you enjoyed this article and invite you to visit with Game Masters Guild and myself at the game fair. We will be located at the miniatures area at the top of the escalator. If I’m not running a game, I’ll be

118 AUGUST 1993

ground information on the Harpers’ organiza- I, Strahd NEW PRODUCTS FOR tion in-depth details of the lifestyles and A RAVENLOFT® novel AUGUST mindset of the Harpers themselves and how by P. N. Elrod your FORGOTTEN REALMS® campaign’s PCs This 320-page hardcover book tells the tragic can join their prestigious ranks. tale of in his own words. RR7 Van Richten’s Guide to Wereheasts $15.00 U.S./$18.00 CAN./£9.99 U.K. Sergei, the young brother of Strahd, loves the AD&D® game RAVENLOFT® TSR Product No.: 9390 beautiful Tatyana. But so does Strahd. To win accessory her hand, Strahd will do anything, even enter by TSR staff RM3 Rouse of Strahd into a pact with a dark power and seal it with From Dr. Rudolph Van Richten, the acknowl- AD&D® game RAVENLOFT® module his own brother’s blood. Tragedy and evil soon edged expert on the eerie denizens of the do- by and Bruce Nesmith spread to engulf Strahd, Tatyana, and the entire mains of the RAVENLOFT® setting, comes the This 64-page adventure is the original classic nation of Barovia. definitive guide to lycanthropes. , RAVENLOFT® module revamped for the AD&D® $16.96 U.S./$20.50 CAN./£10.50 U.K. wereboars, werefoxes, wolfweres, and other 2nd Edition game and the RAVENLOFT® cam- TSR Product No.: 8062 shapeshifters are detailed in this informative 96- paign setting. This adventure first introduced page sourcebook. Count Strahd Von Zarovich, vampire lord, to the The Ultimate Helm $10.95 U.S./$13.50 CAN./£6.99 U.K. role-playing world in 1982. Revisit Strahd’s The Cloakmaster Cycle, Book Six TSR Product No.: 9416 home, now with tougher adversaries, new plot by Russ T. Howard twists, and expanded details. In the long-awaited conclusion to the story of PG1 The Player’s Guide to the $10.95 U.S./$13.50 CAN./£6.99 U.K. Teldin Moore, our hero battles for control of the DRAGONLANCE® Campaign TSR Product No.: 9418 great ship, Spelljammer, amid myriad plots and AD&D® game accessory conspiracies. Political intrigue and fantasy by TSR staff DSM2 Merchant House of Amketch adventure mix to an explosive climax as Moore The first in a series that will introduce each AD&D® game DARK SUN® module must make a decision that could change fantasy AD&D® game to new players, by L. Richard Baker III space forever. this 128-page book details the world of Krynn, This flip-book adventure puts your Athasian $4.95 U.S./$5.95 CAN./£3.99 U.K. the setting of the DRAGONLANCE® campaign, A PCs at the head of an emerging trading compa- TSR Product No.: 8038 handy reference for experienced players and an ny beset by numerous adversaries and obsta- invaluable introduction to one of the most cles The House of Amketch is trying to build its The Cerulean Storm fascinating AD&D® game worlds, this book is reputation and assets in Tyr but many forces The Prism Pentad, Book Five useful to anyone running a DRAGONLANCE® stand between it and vast wealth, from other by Troy Denning campaign. trading houses to King Tithian himself. See if In the fifth and final book of the saga, King $15.00 U.S./$18.0O CAN./£9.99 U.K. your PCs can make money the old-fashioned Tithian leads a last-ditch attempt to save Athas TSR Product No.: 2143 way—earn it. from utter destruction. Now armed with the $14.95 U.S./$17.95 CAN./£9.99 U.K. Obsidian , Tithian must enlist the aid of TSR Product No.: 2421 Rikus, Sadira, and Neeva as he embarks on a NEW PRODUCTS FOR desperate mission. GA3 $4.95 U.S./$5.95 CAN./£3.99 U.K. SEPTEMBER AD&D® game adventure TSR Product No.: 2415 by TSR staff When the wee folk of the forest get involved The Black Wing BUCK ROGERS® in mortal affairs, anything can happen—and the DRAGONLANCE® Villains, Volume Two HIGH ADVENTURE” wilder, the better. In this 32-page adventure, a by CLIFFHANGERS game faerie princess has fled from her oppressive This book tells the story of Khisanth, the black by Jeff Grubb & Steven E. Schend family and seeks refuge in the world of humans. dragon who dwells amid the ruins of Xak Tsaroth Return with BUCK ROGERS® to his “pulp” Will your PCs protect her or send her back to in a murky swampland. The dragon’s appearances science-fiction roots with this fast-paced, fun, her family? Their decision could start a war. in the and series raised many and easy-to-play game, derived from the original Chronicles Legends $6.95 U.S./$8.50 CAN./£4.50 U.K. questions about this powerful beast. Now, those comic strips of the 1920s and 1930s. An ideal TSR Product No.: 9428 questions are answered. introduction to SF role-playing, this rollicking $4.95 U.S./$5.95 CAN./£3.99 U.K. pulp-future game abounds with the wonders of Fantasy Collector Cards TSR Product No.: 8353 pulp science: death-ray projectors, rocket pis- 1993 Series, Part Three tols, jumping belts, and dirigible airships. This by TSR staff Unless otherwise noted: boxed set includes three booklets, two full-color Get the third and final portion of TSR’s 1993 ® designates registered trademarks owned mapsheets, dice, and die-cut stand-up counters. AD&D™ Trading Cards and complete your by TSR, Inc. $20.00 U.S./$25.95 CAN./£12.99 U.K. collection. This year’s cards have a new num- ™ designates trademarks owned by TSR, Inc. TSR Product No.: 3587 bering system, special “ruby-bordered” cards, ©1993 TSR, Inc. All Rights Reserved. sticker cards, and even a prism card. The rare BUCK ROGERS is a registered trademark used FOR4 The Code of the Harpers cards will not be included in this year’s factory under license from The Dille Family Trust. ©1993 The AD&D® game FORGOTTEN REALMS® set, so this is your last chance to get them—ever, Dill Family Trust. All Rights Reserved. accessory $1.00 U.S./$1.25 CAN./£0.80 U.K. by Ed Greenwood Unravel the secrets of the mysterious Harp- TSR Product No.: 1096 ers, guardians of the northern wildernesses of the Realms. This 128-page book gives back-

120 AUGUST 1993