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SPECIAL ATTRACTIONS

Issue #178 What Fighters Do Best Vol. XVI, No. 9 9 An up-close-and-personal look at the warrior’s world. February 1992 The Three Faces of Chivalry — Len Carpenter 10 Role-play noble warriors in all-new ways—knight after knight. Publisher James M. Ward Bazaar of the Bizarre — Mark Galeotti 17 Who’s knocking at my door? Magical rams and more for the military. Editor Roger E. Moore Follow the Leader — Carl Sargent 22 Paladins need all the help they can get—and here it is! Fiction editor In Defense of Polearms — Gregory Detwiler Barbara G. Young 28 You can’t eat with a -fork, but it does a nice job on cavalry.

Associate editor Dale A. Donovan O THER FEATURES

What Not to Include — Arthur Collins Editorial assistant Wolfgang H. Baur 32 Who needs every dragon and species there is? Your world doesn’t. The Voyage of the Princess Ark — Bruce A. Heard Art director 41 The bonds of chivalry are stronger than blood and steel. Larry W. Smith River’s Friend — fiction by Josepha Sherman Production staff 50 You would do anything for a friend, but how would you save a river? Gaye O’Keefe Angelika Lokotz The Role of Computers — Hartley, Patricia, and Kirk Lesser Tracey Zamagne Mary Chudada 57 The foulest evil awaits deep beneath the surface of Pools of Darkness. Subscriptions The MARVEL®-Phile — William Tracy Janet L. Winters 71 Having leftovers for your next campaign? Try these two. Role-playing Reviews — U.S. advertising Roseann Schnering 74 Sieges, assaults, fortifications, catapults—all on your kitchen table. Novel Ideas — The TSR Book Department U.K. correspondent 79 A year’s worth of high adventure is coming from TSR! and U.K. advertising Bronwen Livermore The Game Wizards — Steven E. Schend 82 It’s a brave new world for Spider-Man and the Avengers. A Swing and a Hit — Gary Van Binsbergen 86 Some disarming new combat techniques to put a choke hold on your TOP SECRET/S.I.™ campaign. Where’s the Thief? — Michael Gabriel 94 The thieves’ guild joins the 2nd Edition ™ game! Just Who Are These Folks? — Stephen Sullivan 102 If you’ve got some catching up to do on The Twilight Empire, start here. Through the Looking Glass — Robert Bigelow 114 Little wars and little warriors in review.

D EPARTMENTS

5 Letters 67 Convention Calendar 104 Twilight Empire 6 Editorial 92 Sage Advice 108 Dragonmirth 38 TSR Previews 98 Forum 110 Gamers Guide COVER role-playing is full of great battles and brave warriors, but the still-smiling dwarf in Jim Holloway’s cover for this month is obviously a front runner in the Greatest Victory Won By Just One Fighter contest. Jim said he imagines that the dwarf to the far left is pointing at the frozen dwarf and yelling, “Hey, this guy still owes me five bucks!”

4 FEBRUARY 1992 DRAGON® Magazine (ISSN 0279-6848) is published monthly by TSR, Inc., P.O. Box 756 (201 Sheridan Springs Road), Lake Geneva WI 53147, United States of America. The postal address for all materials from the United States of America and Canada except subscrip- tion orders is: DRAGON® Magazine, P.O. Box 111, (201 Sheridan Springs Road), Lake Geneva WI 53147, U.S.A.; telephone (414) 248-3625; fax (414) 248-0389. The postal address for all materials from Europe is: DRAGON Magazine, TSR Ltd., 120 Church End, Cherry Hinton, Cambridge CB1 3LB, United Kingdom; telephone: (0223) 212517 (U.K.), 44-223-212517 (international); telex: 818761; fax (0223) 248066 (U.K.), 44-223-248066 (international). Distribution: DRAGON Magazine is available from game and hobby shops throughout the United States, Canada, the United Kingdom, and through a limited What did you think of this issue? Do you have a TM number of other overseas outlets. Distribution to the book trade in the United States is by Random House, Inc., and question about an article or have an idea for a errata in Canada by Random House of Canada, Ltd. Distribution new feature you’d like to see? In the United to the book trade in the United Kingdom is by TSR Ltd. States and Canada, write to: Letters, DRAGON® Dear Dragon, Send orders to: Random House, Inc., Order Entry Department, Westminster MD 21157, U.S.A.; telephone: Magazine, P.O. Box 111, Lake Geneva WI 53147, You have made a mathematical error in the (800) 733-3000. Newsstand distribution throughout the U.S.A. In Europe, write to: Letters, DRAGON article, “Random Magic For Organized Minds,” in United Kingdom is by Seymour Press Ltd., 334 Brixton Magazine, TSR Ltd., 120 Church End, Cherry issue #173. Messrs. Brown and Connors split Road, London SW9 7AG, United Kingdom; telephone: Hinton, Cambridge CB1 3LB, United Kingdom. spells in the DARK SUN world into three catego- 01-733-4444. Subscriptions: Subscription rates via second-class ries: Common, Uncommon, and Rare. This is a mail are as follows: $30 in U.S. funds for 12 issues sent good idea, but since there are more spells in the to an address in the U.S. or Canada: £16 for 12 issues “Uncommon” list than on the “Rare,” each sent to an address within the United Kingdom; £24 for 12 indi- issues sent to an address in Europe: $50 in U.S. funds vidual spell in the “Rare” list is much more for 12 issues sent by surface mail to any other address, common than any single “Uncommon” spell. or $90 in U.S. funds for 12 issues sent air mail to any Tactical errata For example, if I were rolling a third-level other address. Payment in full must accompany all wizard spell for a scroll, the result would be subscription orders. In the U.S. and Canada, methods of payment include checks or money orders made payable Dear Dragon, blink 1% of the time (15% chance of getting the to TSR, Inc., or charges to valid Mastercard or VISA I’m slightly confused about a few points in the “Uncommon” list, then a 1-in-15 chance of credit cards; send subscription orders with payments to: article, “The Strategy of Tactics,” in DRAGON rolling However, would TSR, Inc., P.O. Box 5695, Boston MA 02206, U.S.A. In blink). water breathing the United Kingdom, methods of payment include issue #169. be the result 1.667% of the time (10% chance of cheques or money orders made payable to TSR Ltd., or The first occurs under the description for rolling on the “Rare” list, then a 1-in-6 chance of charges to a valid ACCESS or VISA credit card; send active defense. The ranger in the example has getting water breathing). As a result, more subscription orders with payments to TSR Ltd., as per that address above. Prices are subject to change without an armor class of 7, due to wearing leather wizards in the DARK SUN world know water prior notice. The issue of expiration of each subscription armor and wielding a shield. When using the breathing than blink. A simple fix for this prob- is printed on the mailing label of each subscriber’s copy active defense tactic, his frontal armor class lem would be to change Table 1 to read: of the magazine. Changes of address for the delivery of would be 5 (7 - 2 = 5); this statement is correct. subscription copies must be received at least six weeks prior to the effective date of the change in order to assure The next states that if the ranger did not have a 1d100 Frequency uninterrupted delivery. shield, his armor class would be 6, but this 01-75 Common Back issues: A limited quantity of back issues is statement is incorrect. Since the ranger does not 76-95 Uncommon available from either the TSR Mail Order Hobby Shop have a shield, his base armor class (leather (P.O. Box 756, Lake Geneva WI 53147, U.S.A.) or from 96-00 Rare TSR Ltd. For a free copy of the current catalog that lists armor only) would be 8. The +1 AC bonus Michael J. Buce available back issues, write to either of the above would put his armor class at 7, not 6. West Conshohocken PA addresses. I also found the example under the descrip- Submissions: All material published in DRAGON Magazine becomes the exclusive property of the pub- tion for full defense to contain this same sort of Nice work—thank you. If more spells were lisher, unless special arrangements to the contrary are error. What confuses me most about this exam- added to these spell tables, Table 1 might need made prior to publication. DRAGON Magazine welcomes ple is the statement that says, “If he has a shield, to be readjusted; DMs should keep a calculator unsolicited submissions of written material and artwork; he receives a +4 bonus on his armor class for however, no responsibility for such submissions can be handy for figuring out probabilities if they are assumed by the publisher in any event. Any submission that round, excluding all shield bonuses.” Is this sticklers for accuracy. accompanied by a self-addressed, stamped envelope of statement correct? Excluding shield bonus sort sufficient size will be returned if it cannot be published. of defeats the purpose of defense tactics. We strongly recommend that prospective authors write for our writers‘ guidelines before sending an article to us. Dennis J. Hudak In the United States and Canada, send a self-addressed, Murrysville PA Handbook errata stamped envelope (9 1/2” long preferred) to: Writers’ Guidelines, c/o DRAGON Magazine, as per the above address; include sufficient American postage or Interna- There are indeed two errors in the armor- Dear Dragon, tional Reply Coupons with the return envelope. In class calculations on page 28 of issue #169. I would like to reply to David Howery’s article Europe, write to: Writers’ Guidelines, c/o DRAGON Under the description of active defense, the “Completing the Complete Fighter,” in issue Magazine, TSR Ltd; include sufficient return postage or #172. Mr. Howery’s article, while having some IRCs with your SASE. ranger’s shieldless armor class should be 7 (8 - Advertising: For information on placing advertise- 1 = 7). Under the description of full defense, the excellent suggestions for fighters (especially the ments in DRAGON Magazine, ask for our rate card. All ranger’s shieldless armor class should be 3 (5 - assassin kit, which I intend to adapt to my ads are subject to approval by TSR, Inc. TSR reserves 2 = 3). In each case, your editor used the rang- campaign soon), has some incorrect information the right to reject any ad for any reason. In the United in it. States and Canada, contact: Advertising Coordinator, er’s original armor class with shield when TSR, Inc., P.O. Box 756, 201 Sheridan Springs Road, making out the final calculations. First, he says that single-class fighters can Lake Geneva WI 53147, U.S.A. In Europe, contact: The statement about excluding all shield specialize in only one weapon. Mr. Howery goes Advertising Coordinators, TSR Ltd. on to say that this is written on page 52 of the DRAGON is a registered trademark of TSR, Inc. bonuses was not well phrased. Magical bonuses Registration applied for in the United Kingdom. All rights for shields are indeed added to the armor class 2nd Edition Player’s Handbook, and that page 58 to the contents of this publication are reserved, and of the shield bearer, after the +4 bonus for of The Complete Fighter’s Handbook states an nothing may be reproduced from it in whole or in part having a shield is accounted for. If a ranger in incorrect contradiction of this by saying that without first obtaining permission in writing from the single-class warriors can specialize in more than publisher. chain mail has a shield +2 and uses the full ® designates registered trademarks owned by TSR, defense tactic, he will have a frontal armor class one weapon. However, the Player’s Handbook Inc. ™ designates trademarks owned by TSR, Inc. Most of -1(5 - 4 - 2 = -1); without this tactic, he states on page 52, under the heading “Weapon other product names are trademarks owned by the Specialization,” that specialization “is normally companies publishing those products. Use of the name of would have a frontal armor class of 2 (5 - 1 - any product without mention of trademark status should 2) = 2). announced (and paid for with weapon proficien- not be construed as a challenge to such status. We did catch another typo in this article, cy slots) when the character is created. But even ©1992 TSR, Inc. All Rights Reserved. which we corrected on page 6 of issue #170 after a player character earns experience, he Second-class postage paid at Lake Geneva, Wis., U.S.A., and additional mailing offices. Postmaster: Send (“Errata”). Your editor was obviously not playing can still choose to specialize in other weapons, address changes to DRAGON Magazine, TSR, Inc., P.O. with a full deck when he got into the card provided he has the weapon proficiency slots Box 111, Lake Geneva WI 53147, U.S.A. USPS 318-790, ISSN 0279-6848. game, and he will try to do better. Sorry! (Continued on page 7) DRAGON 5 That’s still pretty kinky!

Last month, as you’ll recall, we talked games are those that are not only rare and about “kinkiness” in role-playing games. appealing, but funny. Humor is priceless, When you get right down to it, almost any and any game that can offer rules that RPG is kinky in one way or the other. promote genuine laughter is my kind of Some of the most popular and intriguing game. The TEENAGERS FROM OUTER RPGs involve very weird concepts, such as SPACE and PARANOIA games noted earlier an underground society run by a com- are prime examples, as are TSR’s puter and completely populated by trai- BULLWINKLE AND ROCKY™ game and tors (West End Games’ PARANOIA* game); West End Games’ GHOSTBUSTERS* sys- urban battlegrounds filled with punk , tem. FGU’s BUNNIES & BURROWS* game, troll mercenaries, and elven technologists detailed in the last issue’s editorial, was (FASA’s SHADOWRUN* game); an alternate usually pretty humorous (I mean, you history in which space travel was discov- were playing rabbits, after all). My all-time ered during the Victorian period (GDW’s favorite kinky funny game, however, is SPACE: 1889* game); a transdimensional Steve Jackson Games’ TOON* game. invasion of Earth by everything from In the TOON game, you can role-play wizards to dinosaurs to cybernetic reli- with no elves (or even unicorns) at all, and anything. You can be a barbarian, a robot, gions (West End Games’ TORG* game); and the TALISLANTA* game was advertised by a rock star, a cartoon-character rabbit, a high-school life after Earth is invaded by Bard Games as having no elves, too, plant, a microwave oven, your boss at wacky alien races (R. Talsorian’s TEENAG- though some of the many humanlike races work, yourself, anything. You get a hand- ERS FROM OUTER SPACE* game). These of Talislanta looked more than a little like ful of skills and powers appropriate to the games are fun for their very uniqueness. elves. TSR’s AD&D 1st Edition Oriental kind of character you are. Then you do Games have also been created around Adventures tome and FGU’s BUSHIDO* the most stupid things, and you laugh until kinky ideas that appeared in other media game, both based largely on Japanese you can’t breathe. formats, such as pizza-eating reptiles who medieval culture and folklore, offered The TOON game was reviewed in practice martial arts in the sewers (Palladi- entertaining no-elf worlds with the added DRAGON® issues #92 and #144, and dis- um’s TEENAGE MUTANT NINJA TUR- stamp of mythological authenticity. You cussed in #106 in an article on “bad” ideas TLES* game, from the comic book); evil could call them kinky, too, for their and whether they can make good games. I gods and monsters from outer space that uniqueness and appeal. won’t bother detailing the game’s simple attempt to conquer the Earth in the 1920s On the other hand, you can make even mechanics; results are all that count, and (Chaosium’s CALL OF CTHULHU* game, elves kinky. I mentioned the techno-elves they’ve been the best. One of our most from H. P. Lovecraft’s tales); and an eccen- of the SHADOWRUN game earlier, and memorable adventures began when a tric gentleman who voyages through time spacegoing elves crew fleets of butterfly- duck with a bazooka destroyed the space/ and space in a police box (FASA’s DOCTOR shaped ships in TSR’s ™ time continuum, and it ended when God- WHO* game, from the British TV show). setting, but you can also have fun with zilla stepped on everyone after Tina Tolkien seems pretty bland, huh? more traditional material. Chaosium pro- Turner got him to dance. In another game It seems to me that one of the most basic duced the ELFQUEST* game, in which session, adventurers traveled across Mars requirements for “kink” in a role-playing there is almost nothing but elves; if that’s in a balloon shaped like June Cleaver from game is that it not include elements of not kinky, it’s at least unusual (I haven’t, of the Leave It to Beaver TV show. Later, the traditional fantasy role-playing games course, mentioned those elves’ mate- D&D® Cartoon Show kids—Bobby, Presto, (particularly the AD&D® or D&D® games), finding practice called “recognition” — Hank, Sheila, you know the gang—had a which have roots in Tolkien’s Middle-earth now, that’s kinky!). Some of the strangest ferocious encounter with the Smurfs, the tales, Robert Howard’s Conan stories, and pure-fantasy elves are probably those in details of which a sense of decency forbids Middle Ages lore. Elves are probably the the RUNEQUEST* game’s GLORANTHA* me to mention. most-recognized elements of a traditional universe (from The Hill Game And then there was The Greatest Role- fantasy game, so dumping elves is a step in Company), who are religiously fanatical Playing Adventure Ever Known. Every- the right direction in creating a kinky ecoterrorists; and the tall, nomadic, one’s got one. Ours was the greatest RPG. Different Worlds’ EMPIRE OF THE desert-dwelling elves of Athas, in the Greatest, however. Lectroids from Planet PETAL THRONE* system and Skyrealms AD&D game’s DARK SUN™ setting. Elrond 10 (from the Buckaroo Banzai movie) had Publishing’s SKYREALMS OF JORUNE* they’re not. taken over the TSR building, and a team game present science-fantasy alien worlds In my opinion, however, the kinkiest of composed of such greats as Darth Vader,

6 FEBRUARY 1992 the Road Runner, Doctor Who, Wile E. Letters have) shown all my friends that I, Tracy Great- Coyote, Danger Mouse, the duck with the Continued from page 5 house, have my name in DRAGON Magazine! bazooka, and Tutu Monchichi (you remem- So, again thank you very much. I am honored, available." Fighters could specialize in only one thrilled, happy, overjoyed, and generally ecstatic ber those cute little monkey-thingers, weapon in the AD&D 1st Edition game, not the over this. right?) tried to take the building back. The AD&D 2nd Edition game. The reference in The Tracy Greathouse adventure ended when Tutu Monchichi Complete Fighter’s Handbook on allowing single- Bedford Heights OH 1 accidentally destroyed the universe and class rangers and paladins to specialize in weap- everyone went to Heaven2. I cannot de- ons is one I would leave to be decided by the If you were happy before, you should be in scribe the rest of the adventure, as human DM running the campaign, since everything in Heaven now. Sorry about misspelling your cognitive structures are not meant to The Complete Fighter’s Handbook is optional. name. By the way, the other TSR staff members withstand such mind-distorting abuse3. Second, I would like to counter Mr. Howery’s loved your news clipping about the giant ham- barring of elves and other demihumans from sters in Kansas, particularly after they photo- That was a kinky adventure, and that, for me, set the standard for kinky RPG the assassin kit. Dark-elf characters, if allowed copied my face onto the hamster and passed the by the DM, would certainly have fighters with picture around the building. stuff from then on. the assassin kit. Evil dwarves do exist, so this When I was a frequent game master, it option should be open to them, too. The assassin helped to take an occasional break from kit in The Complete Thief’s Handbook allows all the regular campaign, whatever it was, races to be assassins, although the DM can Hoopy froods and play something entirely different for “forbid elven, gnome and Assassins... one or two sessions. The TOON game was since this profession is quite antithetical to their Dear Dragon, the perfect break-time game. Any other cultures.” This is a fantasy world, however, so As I was reading DRAGON issue #175, I was game could do, but I would strongly rec- no one character has to follow the dominant deeply entranced by the editorial on giant space ommend that the game be humorous. A philosophy of his race. hamsters. I noticed the editor’s remark on one Other than these mistakes, the three kits listed response near the end of the editorial on page humorous or off-beat adventure using the are excellent, and I hope Mr. Howery will pub- 100. The response read, “They’re so cool and original game system would do, too; we lish more in the future. froody that you can keep ice on them,” and the once role-played peasants who were Chris Danielson remark read, in brackets, “Froody?” caught in the magical blitz that our origi- TX First, I would like to note that “froody” is not a nal characters had flung against an invad- word. I resume the writer meant “frood.“ The ing orcish army, and another time we Regarding your first point, a mistake was term “frood” comes from The Hitchhiker’s Guide role-played AD&D game deities who indeed made—but not by David Howery, and to the Galaxy, by Douglas Adams. “Frood” is a fought robotic war machines (see the not by you (and, thank goodness, not by the noun, not an adjective as the writer uses it, as editorial in issue #156 for details). Taking editor, either). You obviously have a first- the definition of “frood” is “really amazingly printing copy of the 2nd Edition Player’s Hand- together guy.” However, the writer could have the time to run an oddball adventure or book. The very line you quoted was changed in used the term “hoopy” and possibly have gotten two keeps the original campaign fresh the second printing of this rules book, so that away with it. “Hoopy” means “a really together without spoiling any of its flavor. the corrected text now reads: “But even after a guy!” Even better, the entire passage could have Kinkiness is a trait that you should learn player character earns experience, he can still been written as: “Those hoopy froods are so to hunt for and put to use in your role- choose to specialize in a weapon, provided he cool they can be kept on ice.” Being a hoopy playing recreation time. Your players will has the weapon proficiency slots available.” In frood is the utmost desirable thing to be called, thank you for it, and if you don’t already other words, a fighter can specialize with only because it means you’re such an amazingly have a Greatest Role-Playing Adventure one weapon, and no more. During the editing of amazingly together guy that it’s really amazing. Ever Known, one day you will4. Give it David Howery’s article, I took care to rewrite Thank you from a hoopy frood. part of the second paragraph to reinforce this your best kink. Robb Howell point, as many people had already been snagged Bozeman MT by this problem in the rules. The Complete Fighter’s Handbook is thus still in error. Individ- You’re welcome. Thank you, too, and thank ual DMs can, of course, rule as they wish in you to hoopy froods Joel Patton (Travelers Rest, their own campaigns. S.C.), D. Mark Griffon (Kenosha, Wis.), Sarah On the second point, David Howery originally Whedon (Morehead, Mass.), and Stewart allowed humans, elves, and half-elves to be Stremler (San Diego, Calif.) for their assistance Footnotes assassins. This was changed during the article’s on this critical matter. I made sure that I spelled 1. Famous last words: “I just know that editing, but you do make a good point, and I can your names correctly (Side note to Joel Patton: accept your reasoning about and dwarven somebody somewhere will want to buy I’m sure that if you want to name a sect of assassins. I would still keep other races from hamster-revering gnomes after Ann Sheffield a Happy Factory franchise!” Thanks, adopting this kit in most campaigns, unless for her poem on giant space hamsters in issue Laura. there is good reason to the contrary. #175, that would be fine with everyone. She’s a 2. Except Darth Vader, of course. Thanks, hoopy frood herself, for sure.) Margaret. Maybe the duck shouldn’t And now I’m going home to rest and maybe have gone, either, as he shot both the have my head examined. D&D Cartoon Show Fame errata and the space/time continuum in the same adventure, but we were being Dear Dragon, I would like to thank you for the editorial nod Resubscribe! generous. Thanks, Michael. in my direction (issue #175, “Editorial”). How- 3. The group never did meet the Great ever, you did spell my name incorrectly. Fortu- Check your mailing label. If it’s time to Flying Fish in the Hall of Mysteries. nately, the thrill of being mentioned in my Bummer. favorite magazine more than makes up for the resubscribe, fill out the reply card 4. But it won’t be as good as ours was. oversight! inside this magazine, or write your I have been trying to get something published name and address on a sheet of pa- for some time now, and to receive recognition per, then send it along with your pay- for a contribution is an immense pleasure. In ment to: issue #154, Alex Iwanow wrote a letter propos- DRAGON® Magazine ing a contest, to which the response was that * indicates a product produced by a company other getting published was in itself a contest. The P.O. Box 5695 than TSR, Inc. Most product names are trademarks Boston MA 02206 owned by the companies publishing those products. response went on to explain that although you The use of the name of any product without mention don’t pay for certain submissions, you do get DRAGON is a registered trademark of TSR, Inc. of its trademark status should not be construed as a the fame of having them appear in the maga- ©1991 TSR, Inc. All Rights Reserved. challenge to such status. zine. That is my point—the fame! I can (and

DRAGON 7

Artwork by Robert Lessl The Three Faces of Chivalry by Len Carpenter

code inspired by the warriors of Germanic The yearning for glory came to be as legend. Warfare was the chief occupation much a part of the nobleman as the desire of the Teutonic and Frankish nobility, so for land, plunder, and ransom. Every the nobleman was defined by those traits knight dreamed of having his deeds live on that make an effective soldier: personal beyond him in song and story, just as the bravery, physical strength, hardiness, skill Germanic heroes of old did. The pursuit of at arms, and fortitude. To be preux, to glory through the accomplishment of possess martial prowess, was the mini- heroic feats was declared the chief goal of mum expected of every nobleman. In the the true knight; the earning of booty was violent centuries following the fall of merely a side benefit—at least, that’s what Rome, a nobleman who could not fight knights said in public. was of little use to his feudal lord. The virtue of generosity, lauded in early Loyalty joined prowess to form the two Germanic literature, was also valued in major qualities admired in the knight. To later medieval times. Great honor could be the feudal world, loyalty primarily meant won by the open-handed noble who gave upholding the personal obligations that lavishly to his vassals and allies. Hungry bound a knight to his liege lord and a lord minstrels and landless knights seeking to his vassals. A knight who couldn’t be employment spread the message that relied upon to act as a trustworthy soldier largesse ranks high among the chivalric in his lord's service was also useless, if not virtues. A rich nobleman who lacked dangerous, to his feudal lord. Only by martial prowess but who gave his wealth Ever since the publication of Unearthed observing the mutual contracts that held freely could always find knights to fight Arcana for the AD&D® 1st Edition game, feudal society together could total chaos in for him and minstrels to sing his praises. players and DMs have debated the respec- a fragmented Europe be averted. The nobleman who lived within his tive roles of the paladin and cavalier class- The knight was taught to faithfully serve means was despised by some medieval es. The changes made in the AD&D 2nd the lord above him and in turn be obeyed writers. Often living on the edge of bank- Edition rules with the appearance of a by the vassals and peasants below him. In ruptcy, a noble should think nothing of new Player’s Handbook and The Complete return for the goods produced by the mortgaging his lands to hold extravagant Fighter’s Handbook have added more peasantry, the knight provided protection banquets and to bestow costly gifts. A options for the players of knightly charac- from external threats. When obligations disregard for fiscal responsibility came to ters, but have also added to the muddle of were ignored and internal dissention mark the true nobleman from the frugal controversy. present, a fief became ripe for plunder or townsman, who was always ready to For those having trouble distinguishing conquest. The ethical duties of a knight to exploit the poverty of knights in order to between the play of cavaliers and paladins, his society proved crucial in a time when buy or marry his way into the landed a look at how chivalry was actually viewed competition among rivals was fierce and nobility. in the Middle Ages can prove helpful in the disunited perished. While warfare was considered the true reducing confusion and disputes. The A tradition of knightly courtesy later vocation of knights, the tournament of- different chivalric codes touted by medi- emerged with growing political stability fered an acceptable substitute to break up eval authors can aid players in portraying and class consciousness among nobles. the monotony of peacetime. For a landless the forms cavaliers and paladins can as- Courtesy was a matter of practical sense knight with no steady source of revenue sume in AD&D games, as well as inspire shown by noble to noble to preserve and and no war to earn him regular pay and the DM in creating the chivalric codes protect the members of an exclusive club. booty, the horses and armor captured or known in the campaign world. A courteous knight, according to the ransoms claimed through tournament In his outstanding work, French Chival- feudal code, should face a fellow noble on victories provided an exciting way to earn ry, historian Sidney Painter argues that equal terms and should neither attack an a living. there never was a common code of chival- unarmed knight nor take advantage of an Tournaments brought prestige to the ry recognized in medieval times. Writings unfair opportunity. A knight must always noble who sponsored them. The spirit of that survive from the Middle Ages de- be ready to accept a defeated knight’s hospitality and social activities accompany- scribe a wide variety of opinions offered surrender, to spare his life, and promptly ing a tourney reinforced the feeling of by knights, ladies, ecclesiastics, and trou- release him on parole. comradeship among nobles, encouraged badours on which characteristics embody A captor must treat a noble prisoner the use of chivalric courtesies, and further the ideal of knighthood to be emulated by with respect and must never demand an separated tournaments from the horrors nobles. Painter groups this diversity of excessive ransom from a vanquished of war, in the process changing tourna- beliefs into three major categories, which knight. (Haggling was little known, since a ments from a practical exercise of the he calls feudal chivalry, religious chivalry, knight’s vanity was satisfied by the high skills needed in battle into a grand sport to and courtly love. ransom he could command.) In return, a be enjoyed for itself. knight taken prisoner and then released The 13th-century knight William Mar- Feudal chivalry on his word of honor must never violate shal personified the spirit of feudal chival- Feudal chivalry emerged from the ruins the terms of his parole and should pay his ry. On one occasion, while Marshal waited of the western Roman Empire as a martial ransom in reasonable time. for a tournament to begin, a young herald

DRAGON 11 asked William in song for a gift. Marshal ments. He insisted on his deathbed that lar at court. A knight who wishes to win promptly overthrew the first knight he the church’s teaching was false and unfair the heart of a lady of gentle birth should faced and gave the loser’s horse to the to knights. be as adept at singing, dancing, playing a herald, impressing all present with his While a few ecclesiastics approved of musical instrument, and composing poetry knightly skill and impetuous generosity. the tournament as a training ground for as he is at jousting and fencing. At its core, feudal chivalry in AD&D the necessary skills of knighthood, the Romantic literature described loyalty to game terms embraces the lawful-neutral church in general abhorred tournaments, one’s paramour as preeminent over all ethos. Feudal chivalry concerns itself where the seven mortal sins of pride, other obligations. True love places a knight primarily with the ethical contracts bind- envy, hate, avarice, luxury, extravagance, and his lady above all laws of state or ing society together, while also closely and homicide thrived. The knight’s quest church. Nothing should stand in the way regulating the rights, powers, and duties for glory was mere vainglory in the opin- of true love—not even marriage. In an age of the various classes of society. The mo- ion of priests. The bloodshed inherent in when marriages were arranged to forge rality of the actions performed by individ- tournaments was repugnant to the political alliances or because of economic ual knights merits far less attention. church, and the seizure of the horses and necessity, few persons married for love. armor of fellow knights was decried as an As nobles often married young, the only Religious chivalry unjust profit. The pomp and pageantry ladies available to be worshiped from near Religious chivalry emerged as the surrounding the tournament was scorned or afar were already married. The intrac- church tried, though with only middling as a wicked waste of resources better table laws of the church and deeply rooted success, to restrain the violence and greed employed in more charitable ways. customs of feudal lords ensured that the of feudal knights. The church worked to Yet all the threats to excommunicate the ideals of courtly love remained more the replace the knight’s sense of loyalty to his participants in tournaments and to deny stuff of literature than of everyday life. feudal obligations with an even higher church burial to anyone who died in a The most famous tales of courtly love, loyalty to the church. A knight, clerics tournament were in vain. The church which recounted the affair between Lan- proclaimed, should serve the church first never extinguished the love of rough celot and Guinevere, broke sharply from and obey other worldly contracts second, melees and splendid jousts in the hearts of the ideals of the past. Not only was - devoting his life to serving the clergy and knights and commoners alike. lot’s adulterous love for his queen a sin in adhering to the edicts of the church in all In the AD&D game, religious chivalry the eyes of the clergy, it also violated Lan- matters. will likely be allied with a dominant god or celot’s sworn obligations to honor his lord, Knighthood is not an accident of birth, goddess of lawful-good alignment, a deity King Arthur. priests maintained, but a divinely insti- concerned with both the well-being of In a romance written by Chretien de tuted order like the priesthood. The act of society and virtuous personal behavior. Troyes, Lancelot journeyed the land on conferring knighthood upon a noble be- The patron of paladins and many good- incredible adventures for no better reason came a holy ritual. The church taught that aligned cavaliers, this deity will charge his than the approval of Guinevere. During a a nobleman, no matter how high his birth, priests to instruct knights on how to fol- quest to rescue his queen from a villainous betrays his knighthood if he follows an low the path of righteousness, as well as knight, Lancelot lost his horse and was irreligious and immoral life. chastise knights who lead an immoral or compelled to ride in a hangman’s cart The religious knight aspires to be hon- unethical life. carrying condemned criminals. Lancelot est, temperate, frugal, charitable, humble, hesitated a moment before boarding the and strictly monogamous, if not chaste. He Courtly love cart and thus subjecting himself to a hu- also shuns greed, luxury, extravagance, The origins of courtly love have been miliating way for a knight to travel. When and the desire for worldly honors. The debated endlessly by scholars, but the Guinevere later heard of Lancelot’s mo- only deeds worthy of a knight are those chief ideals of the code emerged from the mentary hesitation, she considered that a that serve the church, not those per- lyrical poetry of southern France in the flaw in Lancelot’s love for her. Guinevere formed to win glory in the eyes of others. 11th and 12th centuries. The content of required Lancelot to set forth on yet an- The feudal knight viewed his preroga- romantic poetry varied widely as poets other series of adventures before she tive to make war on his neighbor as an throughout Europe explored love in all its finally forgave him. inalienable right of his class. The church many forms: dreamy and mystical, coarse In another test of Lancelot’s love, Lance- strove to curb this propensity for violence and bawdy, platonic and chaste. The most lot entered a tournament in disguise but by forbidding a knight from warring on flowery of poets described the sweet Guinevere recognized her champion any- his fellow Christians. The church believed agony of longing from afar, never to be way. Lancelot defeated every knight he the only war a Christian knight could fulfilled. Their poems recounted the un- faced until Guinevere sent him a note justifiably wage was a religious crusade questioning worship of and subservience ordering him to fight poorly. Lancelot called by the church. Moreover, the noble to a noble lady, and portrayed knight and allowed himself to be soundly thrashed who failed to go crusading when called lady as equals in the service of Lady Love. and driven from the field in disgrace. He upon was denounced as a worthless Most poets did agree that love is a strong continued to fight badly the next day until knight and a false Christian. source of goodness in the world. Love the queen sent him another message com- The church also preached against the makes a knight more valiant, more noble, manding him to fight at his best. There- taking of booty in war and the plundering more preux. Where the feudal knight after, no knight could stand against of the weak and innocent. Condemning gains strength through devotion to his Lancelot. the seizure of goods from a fellow Chris- liege lord and the religious knight through Courtly love at its most extreme, and as tian defeated in war or tournament, the dedication to the church, the romantic played in the AD&D game, describes a church restricted the knight’s hunger for knight grows mighty through adoration of chaotic system of ethics advocating lovers the fruits of war to only those goods taken a noble lady. A nobleman who has no high- to flout any laws or customs that hinder from the unrighteous while in the act of born lady to love lacks the essence of true the course of true love. The romantic enforcing justice against evildoers, never knighthood. A lady who has no knight to knight owes loyalty to his paramour only; for the simple lust for profit. worship her and no minstrels to praise all other duties are shown to be meaning- Despite the church’s declaration that no her should feel clearly out of fashion. less when the two fall under the spell of knight could be saved who had not re- Knights were advised to practice the Lady Love. turned all the goods taken from others, social graces and courtly arts to win the William Marshal remained unrepentant favor of cultured ladies. A knight must Gaming chivalry for all the wealth claimed from the 500 possess charm, eloquence, taste, civility, These three chivalric codes should be knights he had vanquished in tourna- and a ready wit if he wants to stay popu- seen as separate and, in their entirety,

12 FEBRUARY 1992 irreconcilable standards of conduct. Feu- proportion of lawful-neutral cavaliers quickly and as humanely as possible to dal chivalry chafed at the moral restric- upholding the ideals of feudal chivalry. restore peace to the land, and as a result tions laid down by the church and Other knights will drift over toward the will study the strategies of warfare with regarded the beliefs of courtly love a true-neutral or chaotic-neutral alignments, thoroughness and intelligence. threat to the proper business of arranged or will descend into the moral abyss of the Never taking prisoners for the sake of marriages, as well as a weakening influ- evil alignments. Meanwhile, heroic cava- ransom, the pure paladin advocates the ence on the rigorous life a warrior should liers vigorously oppose their wicked breth- lawful judgment of evildoers by a court of lead. Religious chivalry struggled to limit ren. Nobles of all stripes must be present law or military tribunal; some societies the excesses and violence inherent in to form a credible world. may give the power to judge to the paladin feudal chivalry while vigorously opposing Even a good cavalier with strong reli- himself. The paladin would sooner see a the wanton behavior of proponents of gious values will respect the traditional dangerous criminal or vicious monster courtly chivalry. Courtly love sought to values handed down through generations imprisoned or executed than ransom back throw off the prohibitions imposed by of feudal nobility. Always an avid adven- an enemy who is then free to wreak havoc feudal custom and religious doctrine to turer, the cavalier sees warfare as a thrill- once again. give freer reign to the passions of nobles. ing game with glory its ultimate goal. Best The pure paladin decries the violence While these codes could never be wholly of all is a battle settled neither by a and greed of the tournament. No true combined into a single ideal acceptable to lengthy siege nor by the intricacies of paladin need prove his worth by fighting all, some medieval writers succeeded in strategy and logistics, but by a courteous for the amusement of a bloodthirsty merging particular features of two or even combat between equal parties of knights, crowd. By participating in a tournament, a all three codes to form a composite model. bringing honor to all participants. knight risks committing the sin of homi- The DM, too, will need to make compro- The cavalier is always eager to joust in a cide to satisfy a base craving for worldly mises to blend aspects of each code to tournament or duel with a fellow knight in honors and wealth. Besides, why waste form the knightly codes that add color to order to defend his honor and to prove his time on a frivolous tournament when the campaign world. skill. The true cavalier never hesitates to there are so many wrongs to be righted The DM will typically find three types of throw down the gauntlet before one who and villains to be undone? warriors involved with chivalry. The first challenges the cavalier’s reputation or who The paladin strives to thwart evildoers is the cavalier, depicted as a character insults his paramour. Fearless in battle, the and suppress hostile infidels no matter class in and as a war- cavalier hopes his knightly deeds will live how high their birth. A cavalier can toler- rior kit in The Complete Fighter’s Hand- on in the words of troubadours and the ate and perhaps even relish the company book. Feudal chivalry will be the major works of artists. of fellow knights though they worship influence on these knightly characters. The booty earned through conquest or different gods or serve foreign kings. Not Next is the pure paladin, drawn strictly tournament victories passes freely so the paladin, as a pure paladin has little from the 1st or 2nd Edition Player’s Hand- through the cavalier’s hands. Largesse is patience with neutral cavaliers and none book, whose abilities and attitudes are acknowledged as an important part of for evil knights. Loyalty to temple always little influenced by any warrior kit he may winning prestige. To maintain an aristo- supersedes loyalty to social class. adopt. Like a Galahad radiating an aura of cratic image, the cavalier will spend his The paladin-cavalier is perhaps the most otherworldly purity and holiness, this money on appearance rather than crea- difficult of all characters to play. More paladin is driven exclusively by the princi- ture comforts. His clothing must be fash- Roland than Galahad, the paladin-cavalier ples preached by the temple he serves. ionable and extravagant, his jewelry top serves not one religious cause only, but The concerns of class, politics, and world- quality, his armor stunning, and his resi- many worldly duties as well. Both temple ly ambition seem trivial to the pure pala- dence opulent. “It is better to look good and liege lord demand his obedience, and din when compared to the glory of serving than to feel good’ is a truism to the cava- he struggles to serve each equally well. his deity. lier. Never worry about saving for the But when the character’s feudal and reli- Most complex of all is the paladin- future, the cavalier is told; frugality is for gious obligations differ, and his soul feels cavalier, drawn from the paladin subclass common merchants. So what if bank- torn between conflicting drives, he must of the cavalier class of Unearthed Arcana, ruptcy seems imminent? The next adven- ultimately submit to his deity before any or created when an AD&D 2nd Edition ture will provide more wealth. mortal. This internal conflict makes the game paladin fleshes out his background The pure paladin follows a different set paladin-cavalier a real challenge to role- by adopting the cavalier or noble warrior of principles. The paladin doesn’t boast of play well. kit. This character is shaped by both reli- his prowess as cavaliers do, but cherishes While the cavalier may too strongly love gious and feudal chivalry in roughly equal the value of humility. Never confusing the privileges of his class, the paladin- parts. egotism with self-respect, the paladin cavalier pays more attention to the respon- Most cavaliers will align themselves with never duels merely to defend some petty sibilities and obligations a noble birth the cause of good. Many such cavaliers point of honor. The pure paladin never confers. Noblesse oblige guides paladin- will draw on aspects of religious chivalry seeks glory for its own sake; he is more cavaliers (and the most lawful and good to add a needed dose of morality to the interested in tangible victories over evil. cavaliers, for that matter) in every aspect traditions of feudal chivalry. Unearthed The only approval the paladin needs is the of life. Respect and obedience cannot Arcana properly reflects the benefits that thanks shown by his temple for valiant simply be demanded: They must be accrue to good cavaliers while penalizing service to the cause of good. earned. The paladin-cavalier thinks noth- cavaliers who follow neutral or evil align- The paladin never involves himself in an ing of laying down his life for the most ments. The Complete Fighter’s Handbook, unjust war. Even in a just war, the paladin lowborn of peasants for a just cause, or however, mandates that all warriors doesn’t lust after plunder, but collects only sharing his last loaf of bread with a hun- choosing the cavalier kit must be good. As what profits his temple deems acceptable gry vassal. I’m inclined to ignore the noble warrior kit after the battle has been won. The paladin Where the neutral cavalier sees peasants and instead mix parts of the noble warrior will then donate most of this profit to his as a resource to be exploited, the paladin- description into a broadened cavalier kit, I temple or other worthy charities. To dress cavalier views them as beings of value. suggest that Dungeon Masters who use the lavishly and dine on rich foods while oth- Charity to the poor always takes a high AD&D 2nd Edition rules consider permit- ers go threadbare and hungry is a sin that priority with the paladin-cavalier, even if ting cavaliers-even if only as NPCs—to no paladin can condone. he must deprive his own manor of stylish follow nongood alignments. To the cavalier, war is a splendid game; furnishings. The noble taste for luxury is A campaign trying to capture the spirit to the paladin, it’s a serious business, The tempered by a moral drive to provide for of the feudal age should contain a high paladin believes in getting the job done as the needs of others before his own.

DRAGON 13 Exposed to the thrill of jousting since Paladins and paladin-cavaliers will cer- thrill of driving a war chariot pulled by early childhood, the paladin-cavalier un- tainly concede love is a tremendous power stout mountain goats or fierce rams. Char- derstands how the tournament hones a for good, but their romantic activities will iot racing and the exchange of axe strokes knight’s skills. The paladin-cavalier may be guided by the tenets of their religion. If on foot may replace jousting in dwarven not relish war as cavaliers do, but he does not restricted to lives of chastity, they will tournaments. recognize the need to keep himself in still honor their temples’ teachings regard- In addition, paladins and paladin- fighting trim for those times when his ing courtship and marriage. They treat cavaliers too may differ markedly from temple or lord calls upon him to engage in love as a more serious matter than cava- campaign to campaign. One worlds pala- a regrettable but necessary battle. So long liers typically do, and they respect com- dins serve a benevolent sun goddess, an- as a tournament is conducted in a civilized mitment and honesty over frivolous games other world’s following a wrathful storm and orderly manner—e.g., regulated jousts of flirtation, seduction, and courtly god. Paladins across many campaigns or a mock assault on a wooden castle to intrigues. wield different spells, fight different ene- rescue its “captive” maidens, rather than a mies, practice different rituals, obey dif- savage melee—and the paladin-cavalier’s Other codes of behavior ferent marriage customs, and preside over temple or lord doesn’t forbid his participa- Of course, not all AD&D campaigns will different legal systems. Paladins in some tion, the tournament can be enjoyed. limit themselves to the milieu of feudal campaigns might even adopt unusual Imagine, however, the misunderstanding Europe. The DM whose campaign world warrior kits that make sense in their own when Lady Bess the paladin-cavalier un- embraces a wide variety of colorful soci- particular culture. While rooted in histori- horses Sir Brian the cavalier in a joust, yet eties should draw inspiration from the cal study, the chivalric codes of any world she doesn’t claim from him a ransom. warrior codes of many historical cultures. must be tailored to fit in with the cam- She’s in it for the practice, after all, not the The samurai, like the knight, was drawn paign’s cultural environment-its institu- profit. Sir Brian might believe she rates from the lesser ranks of Japan’s highly tions, mythologies, races, fighting arts, him a knight of such poor prowess he cultured landed nobility. The characteris- economic realities, and political struggles. doesn’t merit a ransom, treating him like a tics and qualities of this exotic warrior, common foot soldier. To avenge the unin- shaped by a different culture, will natu- Putting it into practice tended insult, Sir Brian might turn the rally differ from those of Western cava- Once the DM has fully developed the courteous joust into a bloody duel of liers. Bushido rather than European chivalric codes of the campaign, he must honor. chivalric codes is a better guide to the DM then explain them in detail to the players. The ideals of courtly love will likely whose world reflects an Oriental flavor. The DM can hardly fault a PC cavalier or influence most knights to varying degrees. Other societies of a fantasy world may paladin for violating a subtle point of the Cavaliers will embrace courtly love for the know noble warriors inspired by Byzan- code the character professes to serve sophisticated pleasure of the games of tine cataphracts armed with bow and when that code had never been outlined courtship or for simple bawdy fun. lance, ancient Near East charioteers, or to the players in the first place. The DM Whether a gracious knight adoring a lady Indian nobles who waged war with ele- should never assume the players know the or a female cavalier courting a famous phants. Such warriors will likely obey same historical facts he knows. prince, the knight who can boast of cham- standards of behavior distinct from those Historical research can prove valuable pioning a noble paramour and who identified with the European heavy- but shouldn’t be followed slavishly. It’s the proudly wears the paramour’s scarf or cavalry lancer. DM’s prerogative to remake fact into fan- kerchief in tournaments adds greater Consider, for example, a nation where tasy, to create societies whose elite war- glory to the knight’s name. the sons of the landed gentry are trained riors embrace novel philosophies and The courtly arts also mark the cultured to fight as traditional cavaliers. Aristocrat- traditions in rulership, religion, and noble as someone distinct from the com- ic daughters, using their smaller and romance. mon townsman or yeoman farmer. A lighter frames to their advantage, are knight with political aspirations will be instead born and bred to fight as lightly [Other articles on this topic have ap- well served by mastering the talents that armored horse archers. Equipped with peared in DRAGON® Magazine. These can win favor at court and attract the asymmetrical composite long bows capa- include: attention of high-ranking patrons. ble of being fired from horseback, they “From the Sorceror’s Scroll: Good Isn’t Few cavaliers, however, will go so far as favor maneuver over mass, firepower over Stupid...." (issue #38, reprinted in The Lancelot in placing service to a paramour shock power. While products of the same Rest of DRAGON® Magazine anthology, above their own pride as warriors. Most culture, the siblings who master disparate volume II); lawful cavaliers will also not permit them- combat styles cannot help but reflect “The Anti-Paladin” (issue #39, reprinted selves to fall so headlong into love that the different martial philosophies and conduct in The Rest of DRAGON® Magazine anthol- traditional practices of marriage are en- themselves according to different chivalric ogy, volume II); dangered by jealousy or the complications codes. “Leomund’s Tiny Hut,” “It’s Not Easy posed by bastard offspring. Even more unusual are demihuman Being Good:" and “Thou Shalt Play This A truly romantic knight will likely follow cavaliers. Elven cavaliers might despise the Way” (issue #51, the first reprinted in the chaotic-good alignment, believing that rigid legalities of feudal chivalry and in- volume II and the second in volume III of devotion to his paramour and to the games stead throw themselves into the fun and The Rest of DRAGON Magazine anthology); of courtly love represents the highest games of courtly love with more passion “From the Sorceror’s Scroll: The Chival- ideals of knighthood. The romantic cava- than any human could muster. Viewing rous Cavalier” (issue #72); lier will never let the ethics of a faceless the long bow rather than the lance as the “A Plethora of Paladins” (issue #106); and unfeeling society stand in his way ultimate symbol of warrior nobility, elven “The Elven Cavalier” (issue #114); when he sees the moral good of a person’s cavaliers may not scorn fighting at long “Feuds and Feudalism” (issue #117); individual liberty and happiness is threat- range as human knights do and consider “The Code of Chivalry,” “Meanwhile, ened, especially when that person is his discretion an important part of valor. Back at the Fief...,” "Lords & Legends,” and paramour. Rejecting the frivolity of courtly love, “Glory, Danger, and Wounds” (issue #125); The chaotic-neutral knight, in contrast, dwarven cavaliers may abide by unyield- “Lords & Legends” (issue #127); practices the most selfish aspects of court- ing laws and traditions of dwarven chival- “The Corrected Cavalier” and “‘Good ly love. He views personal pleasure as ry so fervently that human feudal chivalry Does Not Mean ‘Boring”’ (issue #148); more important than respect for the tradi- seems lax in comparison. With combat “The Making of a Paladin” (issue #154). tions of society or the feelings of those from horseback so impractical for the whose lives he touches. dwarven stature, they may prefer the

14 FEBRUARY 1992

Military magical items for the fantasy battlefield

by Mark Galeotti Artwork by Gerald P. Sawyer Two things found at the heart of most saving throws while he carries it. value 3,000, plus 750 per specific form of fantasy worlds are magic and war. Gen- 4. Their powers wane and wax, depend- protection) erals and kings would no doubt have been ing upon whether they are being used for Holy: This is a banner that gives a +2 the first to hit on the potential value of “legitimate” mass-combat purposes (i.e., the bonus to the saving throws of all friendly magic to their dreams of conquest. While DM may declare the powers of a certain troops within 60’ who are of the align- they would obviously use normal magical standard will fade if it has been captured ment to which the banner has been conse- items to their fullest effect, they would by a group of adventurers). This effect is crated. In addition, it turns (or commands, also look for items meeting the specific the result of the gods withdrawing their for evil-aligned banners) undead as would needs of armies. Hence, there is good goodwill toward such a device, the lack of a 12th-level cleric. All hostile clerical spells reason to introduce magic that, though proper battlefield preparation and blessing, cast by clerics of a different alignment often of only limited direct value to most and other causes, as the DM chooses. have a chance of being dispelled while in adventurers, has every reason to exist and Most magical battle standards have the area equal to 20% minus 1% per level can be of great use to those with grand specific attributes in addition to the above of the caster. (XP value 6,000) designs of conquest. abilities. Note that experience-point values No random table is provided for these supersede the previously given value for Bigby’s demanding ram magical items. The DM should place these standards possessing the following special A singular item manufactured by a items in his world with care since they are attributes: master mage of the City of , this both rare and much prized. Magic shield: All hostile spells cast ram is a 10’ brass-sheathed battering ram, within 60’ of this item have a flat 20% forged by dwarves from the farthest Battle standards chance of being dispelled (including po- mountains. It was bathed in the boiling All banners are special to those who tions possessed by hostile beings), and all blood of a dozen yeti to give it strength, fight beneath them, but some are invested unit saving throws against spells cast by rune-etched with the acid of a black drag with magical powers, either by enchant- hostile forces are at +2. (XP value 5,000) on, then tempered in a living volcano. Its ment or by the reverence of countless Ferocity: Friendly troops within 60’ head was forged from a single wedge of generations of warriors. Magical battle need not check morale, and save against bronze brought from the elemental plane standards characteristically share certain fear and mind-control attacks at +3. (XP of Earth and carved in the shape of a traits and have particular special abilities. value 4,000) clenched fist by six bound efreet. Finally, it They all have a base value of 3,000 XP and Terror: Enemies within 80’ of this was invested with Bigby’s clenched fist, they are typically 9’-12’ long and weigh 20- dreaded flag must make an immediate Bigby’s forceful hand, and wall of iron. 80 lbs. Their other common features are: morale check. All their subsequent morale The result is a battering ram that takes 10 1. They are tough and unfading, making checks in the zone of influence suffer a men of strength 13+ or the equivalent to all item saving throws with a +3 bonus to -1 penalty per 20’ distance as they con- use. On impact, it delivers a blow equiva- their rolls. tinue to close in on the flag, to a maximum lent to triple the usual structural damage 2. They are inspiring. Soldiers get a +1 of -4. (XP value 4,000) inflicted by a ram. (XP value 2,500) bonus to all saving throws and +3 bonus Protection: This banner provides all to morale checks while in the unit bearing friendly troops within 60’ with protection Cask of the wind spy such a banner (a “unit” is any organized from one or more specific sorts of attack A breathtakingly beautiful, normal-sized body of troops up to 100 beings strong). (fire, cold, electricity, gas, petrification, casket of clear crystal with a lid mounted 3. They are hard to steal or capture. Any etc.). Saving throws against those attacks on hinges of gold, this device has trapped hostile soldier who manages to seize such are at +3; successful saving throws result within it a minor form of air elemental who a banner finds it twice as heavy as it in only one-quarter normal damage, and will act as a scout and spy for anyone know- should be and has a -2 penalty to all failed saves result in half damage. (XP ing the magic word of command. This word

DRAGON 17 refreshed and alert for the next six hours, metal rod has a number of functions: and any wounds they possess neither 1. On command, it will extend up to 12’ fester nor become infected. To simulate in length, while its surface roughens in this, double the total natural healing for alternating bands to allow the engineer to the first day of this philter’s use only. In use it as a ruler and measure. This form addition, a bonus of +2 is given to saving uses no charges and is too slender and throws against poison and nonmagical unwieldy to use as a weapon, though attacks against a character’s health, such doing so will not harm this device (nor will as normal disease rolls. It also confers a it cause damage, except to small insects). saving throw vs. spells against the addi- 2. This rod can always, using no charges, tional damage from a sword of wounding, indicate magnetic north on command. allowing one such save per round after 3. If rapped firmly against stonework, the victim has been wounded. this rod can indicate to its user, by telepa- Durimal’s potent draught: Any drinker thy, the stonework’s thickness and compo- of this philter feels confident and strong. sition for no charges (this is useful for He makes all morale checks and saves gauging the thickness of walls). against mind-affecting spells at +2 for the 4. For one charge, the rod may cast a dig next 24 hours or until a saving throw is spell with a one-turn duration. failed, whichever comes first. 5. The power of the rod can function as Durimal’s merry blend: If mixed with a move earth spell for two charges per alcohol, this philter will ensure that drink- turn, or three if the effect is to move ers will sleep well and awake fresh and features rather than collapse them (as clear-eyed, with no trace of a hangover, though an earth elemental were being thus allowing a commander to let his used). troops have a celebration without impair- 6. A wall of stone (at the 12th level of ing their combat readiness. Actual game experience) may be created for one effects are at the DM’s discretion; use of charge. this potion usually improves morale and 7. For one charge, the user can summon loyalty scores of troops for a short period 10 unseen servants for one hour. They of time. operate as per the spell but are each twice as strong as usual and hence can be used for stacking timber, grading roads, etc. (XP value 4,000)

must be spoken before the box is opened, lest the elemental fly out and return to its native plane. The elemental can be com- manded for a total of two hours before it must return to the box for a full day. The elemental is invisible and will not engage in combat, but it is intelligent and able to communicate in a high, lilting whisper. It cannot draw maps but can describe what it has seen. Though it can- not distinguish some details (medium infantry rather than heavy, rather than pikes, etc.), it can provide basic infor- mation of what and who it saw (infantry rather than cavalry, gnomes rather than ogres). If the casket breaks (which occurs if an item saving throw is failed for crystal glass), the elemental is free to return to its home plane (MV fly 24; AC 0; hp 24). (XP value 4,000)

Durimal’s philters Characteristically, this comes as a trio of small bottles in a sturdy leather case. Each bottle’s contents are magical and of ex- treme concentration. One quarter of a bottle is enough for 20 men if diluted in water or other drink. If more than a sip is taken in concentrated form, it is very dangerous: treat as a type I poison (DMG, page 73). The three philters all have differ- ent effects. (XP value: 2,400 for the set) Excellent rod of engineering Durimal’s sovereign tonic: Those drink- A much-prized accessory for a military ing this philter in its diluted form feel engineer, this plain, rechargeable, 2’-long

18 FEBRUARY 1992 Fodder dust Iron forge of the armies several hours into the battle. If a character This is the solution to many logistical This is a great black iron anvil, em- of any class other than a fighter uses this problems. A single pinch of this magical bossed with runes of power in gold and book, the character gains nothing but dust, added to a gallon of water, balloons brass. A competent smith will find non- must save vs. spells at -2 or else become out into a heap of vegetable fodder suffi- magical tasks uncannily easy when using deluded for 1-4 hours into thinking he is a cient to feed 30 horses or the equivalent the forge. Bent swords will straighten with fighter, acting in all ways as a front-line for a day. It usually comes in a small, flat a single tap and will have lost none of combatant and refusing to use any spells. box of 3d4 +1 pinches. A single dry pinch, their strength; horse shoes will be just the (XP value 6,500) if consumed inadvertently, expands to kill right size; and everything worked on this the imbiber in gruesome fashion: save vs. anvil will have a little extra shine and Quartermaster’s chest death magic at +1 or die (unless especially finish. In actual game terms, the smith will These are huge, iron-bound chests that large). (XP value: 200/pinch) work at six times his usual speed. need large, sturdy carts (pulled by large, The anvil is too massive to transport sturdy animals) to be transported. They Ipsissimo’s black goose except with the most elaborate methods, can provide theoretically limitless supplies A bizarre but cunning mage, Ipsissimo, and using it is hard work. The smith must and equipment, albeit on a fairly erratic built this marvel to guard the camp of his have a minimum strength of 15 and is able basis, and they are invaluable when friend and patron, Cosimo the Dark. Built to work only as many days in one stretch marching through barren lands where of some strange black metal, this construct as his constitution score divided by five foraging is not possible. Each day, the is shaped like a 4’-tall goose. During the (rounded down) before he must rest for a quartermaster can place gems of at least day it is completely immobile and very like period of time. (XP value 1,750) 100 gp total value into it, slam the lid, then heavy (200 lbs.). At sunset, it will whir to open it and see what the chest will provide “life” and begin patrolling the outskirts of Manual of stratagems that day: roll on the Quartermaster’s Chest a camp, house, or other dwelling or area This is a medium-sized book, bound in Table. Whatever the result, the gems are of less than 10,000 square feet, as directed seasoned leather for durability. A fighter, gone forever. The goods will fill the chest, by its owner. ranger, or paladin may consult it at any no matter how much space they would If it comes across someone with 60’ time to try to find a cunning ploy in any logically take up, but they will disappear if bearing ill will toward those persons it is situation, with a chance of success equal left in the chest until the next morning. protecting, it will launch itself to the at- to 80% minus 1d10% per use. Once the (XP value 2,500) tack, all the while clacking and squawking chance of success reaches zero, the book at the top of its mechanical voice. In com- is useless to that reader. The book covers Talisman of mire bat, it has MV 15, AC 0, 40 hp, THAC0 13, purely military tactics, not limited-scope This is a 6”-diameter silver disk on and attacks once per round with its beak adventurer’s methods. It is for generals which is mounted a rather ugly gray-green for 2d4 hp damage; it is able to hit all and captains and will only be of rele- stone. This talisman allows the user to call normal targets, as well as ethereal ones or vance in situations with at least 20 combat- up ground water to form sticky, unpleas- those susceptible only to magical weapons. ants on each side. Its effects can be ant swampy areas, characteristically used Its attack causes NPCs to make a morale simulated by allowing the commander to to protect a camp or flank since it takes so check, and it is immune to all forms of change one set of orders, movement, etc., long to operate. sleep, charm, fear, death magic, mind- retroactively during a battle—that is, he control spells or psionics, or illusion/ will know what will happen within one phantasms. When down to 5 hp, it gives turn (10 minutes) after making a certain one last, deafening clack, then falls over. move, and he can make the move over The black goose detects its targets by again to correct for any mistake or to take true sight. During the day, it will regener- advantage of any opportunity. Therefore, ate 5 hp damage per hour so long as it was a commander could thwart an ambush by not brought below 0 hp. If the goose is retracting orders to move into the trap, brought below 0 hp, it will permanently but he could not decide that he didn’t cease to function. (XP value 8,000) order an unsuccessful attack once he was

DRAGON 19 Such a talisman has 40 + 1d20 charges and is rechargeable. One charge will turn a 40’ X 40’ area into shallow marsh, hin- dering movement on foot and making mounted travel dangerous (both types of movement are at half speed). Attempts to ride, run, or fight within the area require a dexterity check on 1d20 every round, or a slip and fall results. Two charges make the area all but impassable to those on horseback and very hard to traverse on foot. Mounts must save vs. paralyzation at -6 or fall; footmen attempting anything but the slowest, most careful walk (one- quarter usual speed, and no melee com- Quartermaster's Chest Table bat) must check against dexterity on 1d20 or fall. Damage from falling off an animal is only 1 hp; the soft mud will usually Roll Produces cushion any fall. 01-10 Nothing After activating the talisman’s magic, it 11-50 Tolerable but unexciting food for 100 men for one day takes 10d4 minutes for the water to rise; it 51-75 Fodder for 100 animals for one day remains for six hours. In addition, the 76-77 750’ good rope talisman will not work in very dry areas 78-81 30 planks of timber, each 6” wide and 3’ long such as deserts, or on sheer stone surfaces 82-84 A bolt of coarse, strong, white cloth, 60’ long and 3’ wide and areas where the water is prevented 85-87 Assorted bits and pieces: consult the Miscellaneous Equipment table in the from rising, such as areas having perma- pages 67-68, and select 100 lbs. total of 1d3 items Player’s Handbook, frost. The effect will not cause buildings to 88-94 Water: 100 gallons; this will drain away in 10 minutes if not immediately sink into the ground, but will make them decanted rather damp and dank for a while. (XP 95-97 Cheap wine: 100 gallons, as above value 2,250) 98-99 Strong ale: 100 gallons, as above 00 DM's choice: unusual foods, horse barding and equipment, foreign items (possibly from ), alchemical glassware, etc.

20 FEBRUARY 1992

Follow

All-new followers for high-level AD&D® game paladins by Carl Sargent

Artwork by Gerald P. Sawyer

22 FEBRUARY 1992 the Leader

those around the paladin. Charisma pow- this way, the article should have some- erfully affects the loyalty of henchmen, so thing of use for any player or DM who is why doesn’t it attract followers? dealing with PC followers of almost any I suggest that, both by virtue of his class in their campaign. I hope to stimulate deeds (higher XP total) and strength of DMs into designing details of important personality (charisma), the paladin should NPC followers with these suggestions and attract followers just as other warriors do. outlines, because a player handed a dos- The only counterpoint might be that of the sier of his followers by a DM who has paladin’s lawful-good alignment. Perhaps clearly put some time and effort into this such a strict lord and master might not be will appreciate this a lot. attractive to many people. This suggestion can be dismissed easily, however. Lawful- Standard followers good fighters don’t find it harder to attract This term is used to denote human and followers than other alignments, and demihuman followers the paladin attracts neither do lawful-good clerics. Why at name level. Two of these are special and should this be a problem for the paladin? should not be rolled up from tables. The alignment of the lord, in the AD&D The first of these special followers we rules, doesn’t influence the number or can term a "squire:" although this is not quality of followers offering service. If really a fully appropriate term for a pala- anything, it might improve their honesty din of 5th-7th level (1d3+4). The squire is and integrity (no chaotic-evil hangers-on the leader of all the men-at-arms and will turn up!). warriors who will arrive to serve the This article details who the paladin’s paladin. He may have worked hard to Paladins do not gain followers as fighters followers might be. These followers will assemble this group himself, having secret- and rangers do in either edition of the turn up when the paladin reaches 9th ly admired the paladin-lord for some time AD&D® game. Fighters gain large num- level. As with the fighter, the paladin and having labored long in preparation for bers of fighter and men-at-arms types, and should have a castle, stronghold, temple, the day when he can arrive offering his rangers gain special assistants (woodland or similar base before these followers services. The squire should perhaps be creatures and demihumans), but paladins arrive. In almost every case, he should also younger, and his family of slightly lower gain no such followers. This seems implau- have lands that he wishes to (or is charged social standing, than that of his lord to sible for two powerful reasons. to) protect, or else what need has he of avoid any embarrassment (paladins can be First, it is clear that followers are at- men-at-arms and suchlike? I’ve also com- touchy about this sort of thing). The tracted in part by the renown of the war- promised with the existing rules by mak- squire should possess some magical items, rior to whom they come to offer their ing the human and demihuman followers similar to the list given for the 7th-level services. The AD&D 2nd Edition Player’s of paladins fewer in number and weaker fighter in Table 16 on page 27 of the PHB. Handbook makes this quite explicit. A than those of the fighter, because the The squire will be ready and eager to fighter needs a castle or stronghold to fighter should keep some advantage over command the defense of his lords strong- attract his men-at-arms, but he must also the specialists in the game! Perhaps the hold, by organizing the watches and pa- be 9th level; having a castle and lands is alignment of the paladin is a little daunting trols, recruiting replacements for slain or not enough. Why not? Because “it is only to less-lawfully minded vassals, after all. injured soldiers, and being the Lord's when he reaches this level that his name is In giving these details, I’ll also give some right-hand man in all military matters. so widely known that he attracts the loyal- suggestions for the roles and behaviors of The second NPC is a cleric, often select- ty of other warriors” (PHB, page 27). unusual followers, and also attempt to ed with care by the senior priests of the You’ve got to have a reputation! Now, if a personalize some of the more conventional paladin’s faith in the area, then sent to give 9th-level fighter can be assumed to have a followers that the paladin may attract. In spiritual succor and counsel to the paladin reputation, the 9th-level paladin will have a bigger and better one, because he needs more experience points than a mere fight- Table 1 er and must therefore be more accom- Men-At-Arms (Zero Level) plished. The paladin’s deeds are also more likely to be the stuff of legends than the d100 Troops/Followers adventures of most fighters, because the 01-50 25 infantry, each with splint mail, shield, hand axe, and dagger; plus 10 infan- paladin is a heroic figure of epic quests. try, each with chain mail, shield, long sword, and short bow This is one reason why a name-level pala- 51-75 30 infantry, each with splint mail, shield, hand axe, short sword, and dagger; din should surely attract followers at least plus 2d10 infantry, each with chain mail, shield, long sword, and light crossbow as easily as a name-level fighter. 76-90 20 infantry, each with splint mail, shield, hand axe, and dagger; plus 2d10 Second, there is the paladin’s tremen- infantry, each with chain mail, shield, long sword, and dagger; plus 10 cavalry, dous charisma. Leadership is a strong each with studded leather, shield, light lance, and long sword aspect of this attribute, and it is a quality 91-00 Any grouping above, but add 1d10 to each type in that group that inspires loyalty and affection from

DRAGON 23 and his warriors. This may be a younger small consideration to my old friend Tas- Specialist followers adventuring cleric (of levels 3-6; 1d4 + 2), saskil of Silverymoon for his help. All this First, the DM should roll once on Table but quite often an older cleric is selected, will not be without expense.") 3. This table has been carefully compiled one whose adventuring days are over. This Other followers will be more standard- to include groups of specialist warriors cloistered cleric will be a father-confessor ized men-at-arms and warrior types. Roll (heavy cavalry, a ballista crew, etc.) as well figure with many potential roles. He will once on Table 1 for ordinary men-at-arms, as single NPCs of medium level. The DM be literate and a man of letters, looking then once on Table 2 for an elite ("house- should consider choosing an entry from after the lords correspondence (and may hold guard”) group. The followers derived this table, rather than making a random drag along a young acolyte-scribe with from these tables will be human unless roll, to suit the circumstances of his cam- him). He may teach the children of the stated otherwise, but the DM can always paign. For example, if the paladin has a castle. At the DM’s option, he may have a introduce a small proportion of demi- stronghold at the edge of dangerous, sage proficiency, usually in some sphere of humans instead. For example, if the pala- monster-infested wilderness, then extra interest of the deity that he and the pala- din has provided sorely needed help to a warriors would be most helpful; in a cas- din follow (or else a field such as theolo- dwarven clan beset by evil in the past, it’s tle, expert bowmen trained in firing gy). It is an excellent idea to have this sage quite reasonable for a small group of his through narrow arrow slits would be a proficiency in some area where the DM followers to be members of that clan, useful resource. A castle in the country can feed adventure-related information to come to renew their fellowship and to pay side could do with a fine animal-training the paladin through the cleric—although back their debt of honor. Such followers ranger. A night watch of infravision- this isn’t a freebie for the player. (“Yes, are likely to be highly loyal, and the DM blessed half-elves will be prized by any milord, I can find out where the tomb of can reward good deeds in a practical captain of the watch. Finally, a paladin the evil necromancer lies, but I must con- manner here! could do with a bard ready to compose sult tomes, send out letters, and offer a odes eulogizing his master’s deeds. It’s important for the DM to make some determination of why such specialists Table 2 might arrive offering service. They might Elite followers have been recruited by the squire or the temple of the paladin, but they may have d100 Troops/Followers their own reasons, too. A young bard may 01-50 10 1st-level fighters, each with chain mail, shield, long sword, long bow, and simply be seeking a warm hearth and dagger home with a famous master; a young 51-75 As for result of 01-50, but 1d2 are 1st-level paladins, and 1d4 others each have ranger might admire the paladin’s wonder- exceptional stats (-2 to AC and +2 hp/HD, due to dexterity and constitution ful war horses almost as much as the bonuses) paladin himself, and might wish to work 76-90 10 1st-level fighters, each with chain mail, shield, long sword, long bow, and with them; a young cleric may come to aid dagger; plus 1d4 + 6 cavalry, each with chain mail, shield, medium lance, and in the process of converting the ungodly. long sword; plus a light war horse (25% chance for chain barding) For individuals in particular, such reasons 91-99 As for result of 76-90, but add 1d2 1st-level paladins; each of the 10 fighters are important and should be individually has a 10% chance of being 2nd level determined by the DM. 00 As for result of 91-99, but add the following: a 1st/1st-level elven fighter/cleric The DM should then roll on Table 4 with chain mail, footman’s mace, long sword, and long bow; two 2nd-level once, or twice only if the paladin is of fighters, each with plate mail, shield, bastard sword, dagger, and heavy cross- exceptional quality (as determined by the bow; and 1d3 1st-level rangers (in rural settings only), each with leather ar- DM) in observing the tenets of lawful mor, long sword, long bow, and dagger good. The creature denoted by this dice roll can be fairly exceptional, as a quick check through the table shows. Again, the DM may want to choose from these en- Table 3 tries rather than use random choice. The Specialists aim of Table 4 is to give the paladin a truly exceptional follower, though the term d100 Troops/Followers “follower” is a misnomer here. The crea- 01-20 10 expert archers: 1st-level fighters specialized with light crossbows, each with ture indicated is a friend more than any- chain mail, short sword, dagger, and crossbow, all with dexterity scores of l5- thing else. Other possibilities that could 18 (14 + 1d4) apply in special cases; a paladin having a 21-30 10 expert heavy cavalry: 1st-level fighters, each with chain mail, shield, heavy castle by a seashore could attract lance, long sword, and short bow, each with a chain-barded medium war 1d10 + 10 dolphins or 1d3 selkies, for horse, specialized in the use of the long sword; all are also unusually fine example. A special case is the moondog, bowmen (dexterity scores of 12 + 1d6, no penalty for firing from horseback for those who have the II. when stationary) A moondog is an excellent guardian for 31-40 Ballista crew: eight zero-level men-at-arms of great strength and constitution keeping watch around a paladin’s strong- (12 + 1d6 per statistic) led by a 1st-level fighter (S 18/1d100, C 17) hold, and one will arrive on a roll of 86-95 41-50 “Night watch”: 1d4 + 4 1st-level half-elf fighters, each with chain mail, shield, on 1d100 (using Table 4) if you wish to long sword, and long bow allow this. 51-60 Ranger of 2nd-4th (1d3 + 1) level who is an expert animal handler; nonweapon The nature of the association between proficiencies of animal training, animal lore, and hunting such a friend and the paladin is very im- 61-70 Bard of 2nd-4th (1d3 + 1) level, NG alignment portant. The creature isn’t a henchman of 71-80 Cleric of 2nd-4th level (1d3 + 1), exceptional proselytizer (Ch 16) any kind and may deeply resent any sug- 81-90 Half-elf fighter/cleric of 2nd/2nd level gestion that this is the case; a dragon may 91-95 Half-elf fighter/wizard of 2nd/1st level get extremely huffy about this! Rather, the 96-99 Human wizard of 2nd-5th level (1d4 + 1) creature is attracted by tales of the pala- 00 Roll once on this table and once on Table 4 din, by an intuitive sensing of the paladin’s presence and aura, because it is sent by others (dragons might send their young to

24 FEBRUARY 1992 experience the lives of humans in a trust- and undead. The naga comes to the pala- adventure per year that is directly in the worthy environment), or because the din’s stronghold asking for help, in return service of lawful good. creature is there when the paladin arrives for which she offers to keep watch over –A juvenile silver dragon is dispatched to set up his stronghold (as a brownie or the boundaries of the paladin’s lands or to the paladin’s castle by its parents, who talking owl might be, for example). some area the paladin needs watched or wish it to learn of human history and It’s impossible to review every case protected. religion (subjects the paladin’s father con- presented in Table 4, but here are a few –A ki-rin comes asking for help to drive fessor and resident sage are very knowl- ideas that should suggest alternatives for off neutral-evil cloud giants assaulting a edgeable about), or perhaps to develop its other cases to the DM: sky castle occupied by good creatures use of magic. In return, the youngster is to –A guardian naga has been keeping (giants, pegasi, aarakocra, etc.). If helped, help protect the stronghold. The draconic watch over hidden ruins infested with evil it will serve as the paladin’s steed for one parents offer some helpful magical item as payment for looking after their somewhat impetuous and freewheeling offspring for Table 4 a decade or so. Exceptional Followers –An old couatl is attracted by a magical flux that allows him to find his way easily 1d100 Follower along the edge of an extensive curtain of 01-10 1d2 brownies the 11-15 Couatl (20% chance for mated pair) vaporous color (see Manual of the in the area of the paladin’s strong- 16-20 Dragon, gold, age category 3-5 (1d2 + 3) Planes) hold (this means that the paladin doesn’t 21-25 Dragon, silver, age category 3-5 (1d2 + 3) have to live in a jungle to gain a couatl’s 26-30 Jann, NG alignment friendship). Drawn by the aura of the 31-40 Cloud giant, NG alignment paladin, he offers the paladin and his 41-45 Ki-rin (optionally a young one, casting spells as 14th-level mage) fellows his plane shifting ability to assault 46-50 Lammasu, lesser evil creatures on their home planes. He 51-55 Lammasu, greater can only offer such help rarely, however, 56-65 Naga, guardian since he has many duties and responsibili- 66-75 Owl, talking (25% chance for mated pair) ties of his own. This is a natural way of 76-85 Pack of 1d6 + 6 mist wolves (see , Greyhawk Appen- drawing a high-level party into extra- dix)* planar adventuring, if this is what the DM 86-00 DM’s choice or other* * wishes to do. –Evil dao have become active in Under- * Substitute another entry if you do not have this supplement. dark lands that lie almost directly below * * See article text. the paladin’s stronghold. A jann comes to warn the paladin of this, and he can give information on areas, enemies, special curses emanating from buried magical stones, and the like. The jann wishes oth- ers of his kind liberated from magical control, in return for which he freely offers service for a fixed period (three years and three days, or however long seems reasonable depending on the scale of the quest). Every “follower” can bring its own story and needs to the campaign, and it can become an important NPC in its own right. The DM should not worry about the ap- parent strength of creatures (such as a gold dragon) if the principles of the associ- ation with the paladin are worked out properly. Having a gold dragon in one’s castle seems a terrific idea—except that the dragon might want its existence kept secret (only in human form, it feels, can it learn about humans properly). This at once places many restrictions on the drag- on’s role and keeps matters well within bounds. Also, don’t underestimate the usefulness of apparently weaker brethren; brownies and owls can both be excellent spies, and through their kin they can learn of many happenings in the lands around. A paladin deserves followers for his force of personality, charisma, and good deeds. A player who has role-played a paladin well deserves them, and any DM should have fun designing them (as well as introducing enough themes and leads for several adventures yet to come).

26 FEBRUARY 1992

Artwork by Jim Holloway

by Gregory Detwiler

28 FEBRUARY 1992 Improve your reach—and your damage—in AD&D® game combat

Of all the weapons given for the AD&D® starting out with limited funds, the combi- nooses off the monster known as the game, polearms are the most neglected. nation of high damage and low cost should hangman’s tree, preparatory to going for (By polearms, I mean everything from be well-nigh irresistible. A costs just the treasure lying beneath it. A slashing spears on up, including the ; the 8 sp, compared to 2 gp for a dagger, and weapon like a voulge or fauchard would is technically a polearm, but does 1d6/1d8 hp damage to the dagger’s be safer for the user than if he walked we’ll skip it here as it lacks a blade.) This is 1d4/1d3. Fighters who insist on sticking to right up to the thing with a sword. How an oversight, as polearms should be a vital swords from the very beginning should about cutting or fending off the multiple part of any medieval-style fantasy role- not complain about the high cost of effec- heads of a hydra, or the tentacles of a playing game with even a moderate tive weaponry. giant octopus or squid? Or when you’re amount of combat in it. The many peculiar In a game world where cavalry is com- trying to get at a bear or giant wolverine shapes and names of polearms add color mon, a polearm can dismount riders. The holed up in its den, which can be reached to the game. What would an illustration of mancatcher, in the AD&D 2nd Edition only through a narrow passage or crawl- medieval and Renaissance era armies be game, may be used for this purpose. Un- space? Thrusting polearms are made for without the sight of massed troops bearing earthed Arcana also gave this ability to the fighting in restricted areas. pikes and ? Of course, this visual fauchard, fauchard-fork, , Another good use of these long weapons effect is absent in the game unless minia- -, guisarme, guisarme- is when your hero is a beleaguered de- tures or illustrations are used to portray voulge, and lucern hammer. When charac- fender with a vantage point above his characters or their foes. This article points ters are fighting on foot against cavalry, attackers. The defense of a fortified posi- out a host of reasons to retain and use polearms are vital for evening out the tion such as a castle is a prime example. polearms in your campaign. odds. Many of them are cheaper than a Nothing can equal the thrill when a char- saddle, let alone a war horse, and if land- acter with a hook snags a goblin and Military usage based riding is a specialized proficiency in yanks him off a storming ladder, to fall Polearms are extremely useful in many your campaign, merely buying a horse and screaming to his death below. This works types of combat. In some battle conditions, saddle will not be enough. Buy a polearm in the defense of a ship against boarders. they are irreplaceable. DMGR3 Arms and for defense against other horsemen, if for Boarding pikes were used throughout the Equipment Guide contains information on no other reason. When that knave comes Age of Sail, long after cannon and muskets and illustrations of all polearms in the charging after your hero with leveled were introduced. Polearms can force game. The AD&D 1st Edition Unearthed lance, you’ll be glad you did. sahuagin and the like back into the water, Arcana also has an illustrated appendix while the slashing versions can cut ropes describing polearms (pages 123-128). Special uses and nets. When two ships are fighting Polearms are at their best when ground- The primary advantage of polearms is side-by-side, those same slashing polearms ed to receive a charge. Just about any that they afford a longer reach for their can be used to cut sails and rigging. spearlike polearm is good at holding off bearer, so you can gain initiative automati- Thrusting polearms are also of great shock cavalry when employed in a massed cally in combat and strike your enemy value in an underwater environment. formation. When firmly grounded, the before he can get close enough to strike Indeed, aside from short swords and dag- military fork, glaive, and the glaive- you. You also have a chance to catch the gers, thrusting polearms are just about the guisarme all do double damage against enemy’s weapon and parry it before he only regular weapons that can be used large charging creatures. In addition, the gets close enough to use it on you. Even underwater, due to the resistance offered awl , lucern hammer, , ran- when parrying a sword or axe blow, jab- by the liquid medium. If you anticipate seur, and do double damage bing a polearm at the oncoming weapon underwater duels, getting a polearm is against any charging opponent when means that the enemy will have to swing certainly safer than standing around hop- firmly set in place. Thus, a glaive-guisarme from a distance. Therefore, even if you fail ing the DM will let you have a ring of free (which so many people joke about) normal- your attempt to parry with a polearm, the action, especially since blunt-weapon- ly does 2-12 hp damage against a large foe might not even be close enough to hit equipped clerics have far more need of it. opponent such as a gorgon, but does 4-24 you with his blow. Aside from the thrusting effects of hp damage if firmly set against a charging Additionally, Unearthed Arcana allowed spears, pikes, etc., polearms have other gorgon. Doing more damage means killing those using either a spetum or to uses underwater. Races such as the tritons the enemy quicker, which among other disarm foes on any roll sufficient to hit AC and locathah go into battle mounted on things allows the victors to get at the 8. Other polearms in certain campaigns, at water creatures much as land warriors treasure quicker. the DM’s whim, can have this ability as ride horses, so dismounting can still take Most polearms do at least as much dam- well, such as the trident, military fork, and place under water (damage from the fall age as most swords do; some do considera- certain other complex polearms with will be nonexistent, but the “fallen” crea- bly more. What is more, they do it “catching tines!” ture might need a round to get reoriented economically. The glaive-guisarme does When fighting an enemy at a distance, before combat). Not only that, but all those more damage to large-sized foes than does only missile weapons are generally superi- fancy hooks and projections on polearms a broad sword, yet it costs exactly as or to polearms—but polearms won’t run can also be used to foul, cut, or pull off much. Many polearms cost 10 gp or less, out of ammunition. There are a number of the nets that so many underwater races while doing just as much damage as more- special situations where polearms can be like to use. The trident, of course, is prac- expensive swords. For a new character very useful. Suppose you must cut the tically synonymous with oceanic warfare.

DRAGON 29 Finally, if you need a long lever to pry to use them. To be guilty of a cliche, it’s among the defenders. He was armed with open a giant clam, you’ll always have one better than nothing. what was described as a spear with a hook handy if you take along a polearm. beneath the blade. Using this singular This polearm-as-lever tactic also works Magical polearms weapon to snag men and yank them off well on dry land, too, which brings up Another DM tactic to introduce po- the scaling ladders and into the moat, he another aspect of these weapons. Pole- learms is to tempt players with polearm drowned more than a dozen men in one arms may be used for a number of utilitar- treasures that have special powers. For day’s fighting. Though not important in ian purposes as well as for combat. When starters, DMs can create polearms that the sense of changing history, it should be dungeon-delving, characters often like to have enchantments greater than + 1 on noted that this was a French knight who prod the floor ahead of them to prema- them. Surely it can’t be that difficult to was using a polearm. Evidently, even the turely set off any traps (or trappers, grey come up with a partisan +2? You can also haughty upper class could stoop to using ooze, lurkers above, and the like) that duplicate the effects of swords and other such weapons, at least in the case of siege might be there. The main purpose of the weapons. What’s wrong with a fauchard warfare when defending one’s castle. 10’ pole on the equipment list is to check of sharpness, a vorpal voulge, a glaive- Perhaps DMs ought to relax the weapons out terrain in this manner, but a polearm guisarme that’s a flame tongue weapon, or restrictions against AD&D 1st Edition would be just as suitable—better, in fact, a frost brand ? Care for a lucern game cavaliers in cases like this and let the as it can serve as a weapon as well as a hammer of disruption, anyone? You also snobbish knights swallow their pride. prod, thus insuring that its owner will not ought to have polearms that have combat After all, a lance is a polearm; if it can be be overloaded with gear. Granted, even bonuses against certain foes; a trident used on foot like a spear, why not use a the cheapest polearm, the spear, costs with bonuses against aquatic creatures spear as well? more than a 10’ pole, but try using the would be a natural. Derring-do with polearms is not restrict- latter to kill a dragon and you’ll get my To set a good example, here’s a magical ed to the Western world. Another histori- point. Since many polearms were adapted polearm weapon for low-level characters: cal case took place in medieval Japan, thus from pruning hooks, characters could use a polearm rod. This thick rod is covered providing inspiration for Oriental Adven- them as such, as when they want to bring with push buttons. The owner will learn, tures players. In 1180, during one of many down fruit from a tree too slick to climb by using identify spells or trial and error, battles between the Minamoto and Taira and too stout to shake. Mountain de- that each button, when triggered, will clans, the Minamoto clans were reinforced fenders can use them to set off a rockslide extend and reshape the rod into a differ- by warrior monks of the Mii-dera temple. without exposing themselves to missile fire ent type of polearm. Every type is repre- Japan’s warrior monks were the real-life from the attackers. sented on the rod, each as a + 1 version, counterparts of the sohei of Oriental Ad- Polearms are used by many monsters as with a button to turn the thing into a rod ventures. Historically, their favorite weap- well. If you remove or ignore polearms, again, of course. When in plain form, it on was the glaive-like . The armies you’ll have to come up with new weapons may be used as a club + 1. As an added faced each other across the Uji River. and tactics for certain monsters (it would inducement, since these are not “natural” Being the smaller of the two, the Minamo- be weird indeed for monsters to be polearms, the owner may use any version to army was on the defensive, and to gain equipped with polearms when player of the rod as though he had a weapons time they tore up many of the planks on characters couldn’t have them). If you’re proficiency slot filled with the weapon the only bridge in the area. The Taira running a campaign with lots of combat, version being used. The XP value of such a began trickling over anyway, and it was diversity in weapons and tactics is essen- weapon is 1,000. obvious that someone among the Minamo- tial to stave off boredom. to would have to go face them. Finally, think of that grand occasion in Heroic tradition Enter Tajima, a monk of the Mii-dera adventuring: the bold improvisation, when Some players may believe that, unlike temple. Tossing the sheath of his naginata players are bereft of their usual weaponry swords, polearms have no heroic tradition into the river, he strode out alone on the and must improvise with mundane items. behind them. What bardiche is as well damaged bridge. The Taira archers imme- Stephen Inniss’ article “Sticks, Stones, and known as Excalibur? Surprise! There are a diately let fly at him. He dodged many of Bones,” in DRAGON® issue #97, is a must number of cases in human history in their shafts, and more were stopped by his in this case. In particular, check out Table which the use of polearms by individual armor, but he gained fame that day by E1 in that article, showing mundane tools heroes made the legend book and, at least cutting or knocking aside many arrows and other objects and their corresponding once, changed history. with his naginata blade (clearly, he was a weapons, and note that only the machete During the wars of the Diadochi (Succes- man of high dexterity). More men from may be used as a substitute sword. If you sors), when Alexander the Great’s generals both sides entered the fight, and the Taira lash various tools to the ends of poles, fought over their deceased leader’s em- eventually won, but Tajima the Arrow- however, you can improvise other high- pire, his general Ptolemy was attacked by Cutter won a major place in Japanese damage melee weapons, namely polearms. a rival while stationed in a fortified camp. military annals. He is also an example for With this system, a butcher’s knife at the The enemy used war elephants to break a all Oriental Adventures sohei to emulate. end of a pole makes a type 1 voulge (using hole in the camp’s outer wall, and the herd Change a few names, and this example Inniss’ system), while a carving knife leader soon came lumbering in. While his could have taken place in Kara-Tur. A makes a glaive of equal quality. Scythe or men gave way in panic, Ptolemy grabbed a western character with a glaive, fauchard, sickle blades can be used for making sub- (a 21’-long Macedonian pike) and or similar weapon might be able to emu- stitute , while the head of a single-handedly fought the elephant. The late him, given sufficient dexterity and woodcutting ax or hatchet can be used in wounded beast soon turned and fled, skill. a substitute pole ax of some sort. You don’t panicking and carrying the rest of the have to be restricted to using mundane herd with it. The stampeding elephants Here’s hoping that this article will con- items, of course. Improvise a spear with a trampled their way through the attacking vince you to use polearms more often in lashed-on dagger, or a fauchard with a troops, notwithstanding the fact that they your campaigns because of their unique- broken scimitar blade. The DM will assign were supposed to be on the same side. ness, variety, and utilitarian value. A medi- penalties for hitting and damage due to Ptolemy’s men rallied and won the battle. eval role-playing game just isn’t a medieval the inferior materials used, so fighters and Eventually, Ptolemy grabbed Egypt for role-playing game without the presence monks should reduce the pile of penalties himself and started his own dynasty, and proper use of polearms. as much as possible by having weapons which ended with Cleopatra. proficiency in some of these polearm In 14th-century France, during the siege types, as opposed to merely being allowed of Mortaigne, the Sieur de Beaujeu was

30 FEBRUARY 1992

What Not to Include

Hard choices in campaign design

by Arthur Collins

There is an old joke (or piece of folk confused or included too many elements of it all, many races—especially, for some wisdom, if you like) that has someone ask (such as characters, times, or places), the reason, the elves—have a bunch of sub- a sculptor if it’s hard to carve an elephant. audience couldn’t follow it and the result races. What do we get out of having so The sculptor replies, “No, you just take a would be a dramatic flop. So it is with many peoplelike monsters? big piece of marble and chisel away every- role-playing games. If you try to put every- On one hand, many monster races are thing that doesn’t look like an elephant.” thing in one place, that place is unbeliev- simply easy caricatures of various aspects That is essentially what designing a able. Special creatures and practices lose of humanity. Rather than use race, cul- campaign world is all about. Once you their uniqueness, too, when they are en- ture, or philosophy to differentiate one know (even intuitively) what your world is countered all the time. group from another, we just create a new to be like, you begin to define it as much This article is meant to help you better species of humaniform monster. J. R. R. by what you leave out of it as by what you define your campaign milieu. It is my Tolkien did this somewhat in The Lord of put in it. If you are planning a world, thesis that good adventures are dependent the Rings. His hobbits and elves showed us continent, or region where snow and ice upon good background design, good back- different sides of humanity when com- are year-round things, you know that ground design is dependent upon main- pared to the men of his world. This is an palm trees and camels would seem a little taining consistency, and maintaining old and honored literary turn: Sometimes odd. There would have to be very good consistency is as dependent upon what we have to see the humane in the nonhu- reasons to put them there. Remove that you throw out as what you include. man in order to appreciate it. However, it reason, you would quickly throw those also spares us from having to seriously things out. Peoples consider some very divisive things, like This point needs to be made, especially Games such as the AD&D game have lots race, culture, and philosophy. It needs to in light of the proliferation of monsters of humaniform monsters (usually called be pointed out that one’s campaign doesn’t and character options in games like the “races”). In addition to humans, there are need a lot of humaniform species if one is AD&D® game and its relations. The temp- the demihumans: elves, dwarves, , good at making believable societies. tation is always there, especially for youn- half-elves, gnomes, etc. Then there are the On the other hand, the strangeness of ger or less-experienced gamers, to try to so-called humanoids: orcs, goblins, hob- the “other” is an important fantasy con- squeeze everything in and have it all. The goblins, bugbears, kobolds, ogres, etc. cept. Our worlds need nonhumans for result is a loss of creative power. People There are giants of various sorts, centaurs contrast with the humans and to increase get confused or bored when everything is and other beast-men, and faerie and myth- the sense of wonder one has when en- included because the campaign then lacks ological types: pixies, sprites, nixies, dry- countering them. Just remember the Law focus. ads, satyrs, etc. Nor may one forget the of Diminishing Returns: The more you Aristotle once wrote about the dramatic various lycanthropes, merfolk, and subhu- normalize nonhumans, the less of a Unities, observing that if a story was too man types (yeti, troglodytes, etc.). On top “Wow!” you’re going to get each time you

DRAGON 33 encounter them. little-people party; and it made the players these predatory things get their food? Do The following suggestions apply, then: far more careful than they might have they ever fight each other? How can civili- 1. Limit the number of nonhuman types been (especially about the possibility of zation exist so close to such terrors? in your campaign area. Make home meeting any undead). Thus, the restriction Wouldn’t a couple of dragons eat all the “homey.” Your basic campaign area should of one factor (no clerics) was tied to a cattle in the district? Wouldn’t all the fight- be where your player characters hail matter of the campaign’s identity (all little ers wipe out all the dragons? from; keep any strangeness around the people). It was not arbitrary and thus The old problem of the overstocked edges (see #3 below). Develop the basic enhanced the playing of the game. dungeon is not solved just by having a world plot devices of your campaign using only Going in the opposite direction, some beyond the dungeon. All you do in that case those peoples who will allow you to main- DMs like to get into class expansion. For is to shift the scale of the problem. tain consistency. instance, wizards might be very common Some suggestions are in order: 2. Develop cultures instead of races. in one campaign, with a great deal of 1. Make the normal exciting. I once Instead of using a new desert-dwelling attention being paid to specialists in the killed off a whole party of fighter-types by humanoid, put an or human in a bur- various magical schools. That’s okay, but it using giant goats. Giant boars or a herd of noose and have him ride a camel. Instead would need to be accompanied by a re- bison could be as deadly. You don’t even of creating a race of snow-people, let your striction elsewhere. If wizards are com- need wilderness to have danger lurking halflings adapt to the climate in Eskimo mon and specialized, fighters are probably about. Farm animals (such as a cranky fashion. I once designed a campaign area less common, particularly as rulers. bull) can be dangerous foes. For that mat- where the elves dominated the woodlands Some hints for maintaining consistency ter, you don’t need an exotic nonesuch to in a manner not unlike the British raj in follow: kill player characters. A friend of mine is India. Their chief foe was the Hobgoblin 1. Don’t let your players talk you into renowned for his use of giant centipedes Overlordship. Instead of making hobgob- allowing classes you don’t want. If druids (about the only monster he has ever been lins crude and violent, I saw them as cul- (or monks or wu jen) don’t fit into your able to kill a player character with). If you tured and violent, rather like Klingons or campaign, don’t shoehorn one in just so have enough of them, this common nui- the minions of Cesare Borgia. The hobgob- that someone can play the class. The cam- sance can be deadly. lins dressed well, spoke well, and were paign will lose focus if you come up with 2. Watch out for too many undead types; great sailors. They were also cruel and an arbitrary and far-fetched rationale for one dominant type per area is about nor- warlike. They ruled all the lesser peoples having an oddball class in the area. To mal. Transylvania is known for vampires, (goblins, orcs, etc.) and despised them for maintain consistency, the oddball would Egypt for mummies, and a few types are being less than hobgoblins. Nevertheless, have to fend off shock or suspicion every- found all over (e.g., ghosts). Have your the hobgoblins had a sort of honor about where he goes, and that, rather than the characters go to new places to meet new them. The only thing I had to change adventures you are designing, would kinds of undead. That way, the undead are about the hobgoblins was their inability to become the focus of the game. always surprising and challenging—and rise in level, and that was easily fixed. 2. Make the nonadventuring types more part of the new adventuring environment. 3. Put the occasional extra race at the interesting. Mayors, aldermen, charcoal 3. You don’t need all those dragons. The edges of your campaign. These extra types burners, merchants, farmers, butlers, AD&D game loves dragons, and their ilk can add the occasional spice the campaign gossips, goose-girls, and so forth are not has proliferated. Throw out the ones you needs. Extra races can be put in the cam- adventuring types, but they can all be don’t want. No world needs more than paign area itself as long as they are hidden used as encounters for the player charac- three or four main dragon types, and no in the shadows: rare trolls living in caves, ters. If you make the people of your world campaign area needs more than one or a few wights in barrows, werewolves on interesting, they won’t need to cast spells two. After that, the existence of so many the lonely moors, and pixies that one or swing two-handed swords. In the realm dragons calls into question how humanity never meets by chance. Other creatures of politics and government, most nobles (not to mention everything else) has man- can be placed in adjacent planes or sum- and sheriffs would be fighters or have aged to survive. If you keep dragons very moned by magic for the occasional big some warrior training, but they wouldn’t rare and restrict their appearances, their encounter. necessarily do a lot of fighting—and they importance will be magnified when they 4. Don’t let a player make you include a don’t have to, to be interesting. do appear. Conversely, never let your character race that doesn’t fit. Some play- 3. You don’t have to use all the spells in characters pick on baby dragons. Such ers want to play elves, halflings, or what- the books. Clerics are particularly bad things exist, but players need to respect ever, and nothing else will do. If you about wanting certain spells; since they dragons. Unless the heroes are going to go haven’t accounted for the presence of get their spells from otherworldly powers, to some out-of-the-way place stuffed with certain races in your campaign area, don’t clerics don’t have to find spells written dragonkind, let the only dragons they accommodate the players. Tell them some- down anywhere, as mages must. Players encounter in the world be the ripsnorting thing about your world, and give them a assume that means their clerics can have terrors they’re cracked up to be. chance to choose a different race. any spells they want. Don’t you believe it! 4. Some monsters are only ornamental. There’s nothing wrong with a cleric’s deity You can increase the quality of your players’ Classes and powers saying, “I’d rather you had spell X than experience by having them encounter ani- A good campaign doesn’t need to include spell Y.” mals of no combat value. Describing the rat- all the classes and powers available to Along the same lines, if there’s no one to a-tat-tat of a woodpecker or the grassy player characters. Not long ago, I ran an teach a character a given proficiency, you explosion of a rabbit bolting from cover adventure for “little people” characters. don’t have to come up with a way for him gives the players the “feel” of their environ- The setting was all underground, and I to acquire it. If you don’t want to use ment, even though there is no initiative to be limited the party to dwarves, halflings, weapon specialization, leave it out. It’s rolled. Don’t use all big, dangerous monsters and gnomes. Since none of those races your world. merely to provide atmosphere. For that were originally allowed to have clerics (at matter, things like mosquitos, ordinary leech- least as player characters), I told the char- Critters es, carrion left over from a wolves’ kill, the acters to stock up on healing potions and If you think there are a lot of humani- sound of walnuts falling through the leaf gave them a contact outside the dungeon form races in FRPGs, that’s nothing com- canopy, or raccoons raiding the party’s food for handling serious injury. The fact that pared to all the other monsters in the bags can all be part of an adventure without they had no cleric did not unbalance the game manuals. New, bizarre critters are endangering life and limb. This sets up the party. Rather, it had two benefits: it en- wonderful, but they have some problems. big encounters that are related to the adven- hanced the experience of playing an all- What about the ecosystem? Where do ture’s goals.

34 FEBRUARY 1992

Possessions Religions the wonderful, well-thought-out material Possessions tend to fall into two broad Most cultures tend to have a dominant they contain, and say, “Well, I guess I have categories: tools and gear, and treasure. religion, one that might not be tolerant to use all this.” Once again, players are notorious for toward competitors. Where several reli- Don’t do it! Even the Manual of the wanting whatever is in the rule books, gions exist side by side in a situation of Planes provides rules for setting your while your campaign may not allow for it. comparative strength, a tendency toward campaign universe apart from all other Let’s say your campaign world is based on syncretism exists. Syncretism is the prac- campaign universes. You don’t have to use subsistence agriculture, with a techno- tice of equating similar things, smoothing what you don’t want, and your worlds logical/cultural base similar to that of the over differences, and adding everything power will increase as you discover with Roman Republic. Gold coins would be together. The Romans were great syncre- ever-greater clarity just what it is you do close to nonexistent. Swords other than tists, identifying with Jupiter, Hera want to include. short swords would be unavailable. Re- with Juno, with Mercury, etc. The Consider the possibilities: member: result was the dilution of the distinctive 1. Where the drow live is up to you. In 1. Treasure is what is valued. If you have religions that existed before assimilation. the original AD&D giants-drow modules, a cash-poor economy where barter rules, In effect, this destroyed polytheism as the drow lived in an underground area your possessions may tend to be unwieldy. much as the advance of Christianity did. called the Vault of the Drow. The concep- Bales of silks and such may be worth a lot, Given too much accommodation, you wind tion of their society as given there is dif- but it takes beasts of burden to transport up with a religion that nobody can believe ferent from that embodied in the AD&D them, as they don’t fit well into your sad- in or care about. 1st Edition Dungeoneer’s Survival Guide. dlebags. In some societies, most wealth is Some things to think about, then, are: Both those conceptions differ in some tied up in real estate, in which case heroes 1. Maintain creative control. When you ways from that embodied in R. A. Salva- might be rewarded for their adventuring decide on the religions of your campaign tore’s Dark Elf novels, published by TSR, with leases, rents, or feudal estates. Of area, you don’t have to include all the that have drow prominently featured in course, lust for goodies is a basic motiva- religions and gods in the books. Pick the them. Surprise! The drow live where you tion for adventuring, so characters will ones you like. You don’t even have to allow put them, and only if you want them. You probably always be very cash-conscious for all the nonhuman mythoi current in don’t have to use the , the Vault (more so, perhaps, than their societies). the AD&D game. In Norse mythology, of the Drow, or anything else. Nevertheless, if you want silver (or even elves were followers of Frey, so you don’t 2. Who says the Outer Planes are even copper or brass) to be the main precious need all that elvish religion in the books if there? is a great metal, for heaven’s sake, adjust the tables you don’t want it. Of course, this makes book, but people are free to differ in their any way you want. If it means that your possible a wonderful conflict between metaphysical constructs. Who says reality characters have to work harder to go up Norse elves and “pure elven” elves who is divided up that way? Why, my charac- levels, that may be just what you want. see their Frey-loving cousins as culturally ter’s religion may even hold that all other 2. Weapons are tied to technology. If enslaved—or even apostate! gods are mere cosmic piddlers who have your world isn’t very metallurgically 2. Followers of the same religion don’t deluded their followers; conversely, other advanced, then steel weapons are going to have to agree. Gamers tend to use align- characters may think my character’s deity be hard to come by; bronze is fine. The ments as equivalent to religions, and reli- (and his whole celestial estate) mere pie-in- only time you have to worry about adjust- gions as equivalent to complicated schools the-sky, not really there at all. It’s okay to ing the tables is when a weapon from of thought. It needs to be emphasized that have characters disagree about such another technology level is introduced. it is possible for people to disagree upon things. It’s okay to send people out of this For example, an iron weapon in a bronze the right approach to practicing their present existence, and not have it look like age culture would have a +1 to +2 bo- mutual religion (e.g., chaotic good arguing what they were expecting. Who knows nus, while a steel one would have a +3 with lawful good over the best way to be these things, anyway? bonus; conversely, a bronze weapon in a good). It is possible for people to betray in steel-making culture would have a -2 to practice the ideals they profess with their -4 penalty. Similarly, if a particular weap- lips (religious bigots). It is possible for Conclusion on hasn’t been invented yet in your world, people to be official adherents of a religion In attempting to show the materials of you don’t have to include it just because a without caring a fig for its beliefs and FRPGs as nonprescriptive, I am aware that particular player loves the damage it practices (a thief who is a member of the you may see this article as too prescrip- causes. state religion). It is possible for conflicts tive. You might be afraid that your players 3. Weapons are also tied to culture. The between rival factions, organizations, and (those real flesh-and-blood people you get Japanese of the 17th century knew good orders to be as nasty as any conflict be- together with) may take offense at a high- and well how to manufacture and use tween different religions (Orthodox vs. handed DM who says, “This is the way it firearms, but they chose to outlaw them in Catholic, Avignonese papacy vs. Roman is.” After all, the players give life to the order to preserve the status of the samu- papacy, or Dominicans vs. Franciscans, to campaign world, too. rai class. In some primitive cultures, hunt- take a few examples from the Middle That’s perfectly true, but the DM can’t ing arrows have feathers, but war arrows Ages). In other words, you don’t need lots shirk his responsibilities. Just say, “It may don’t; these people know that arrows with of religions to have conflict; put in other be our world to adventure in, but if I am feathers kill more efficiently, but war for religions only because they truly enhance the DM, it is my world when people want these people is about pride, not killing. In your campaign world. to put things into it that don’t belong a culture that prizes single combat, as there.” The players define this world by between nobles, archery might be rele- their actions; the DM defines it by its gated to lowly peasants or even discour- The official multiverse furnishings. aged as being a cowardly way to kill Whether one plays the D&D® game or The DM must sell his world to the play- somebody. If you design the culture, you either edition of the AD&D rules, there ers. He must woo them and win them to should know which weapons are prized exists a lot of material about the adventur- this strange new delight that he is present- by that culture, and you don’t have to ing worlds for your use. There are gazet- ing. If the world has a distinctive flavor, introduce others just to please the charac- teers, modules, guides to Krynn and the the players will eat it up. Isn’t that what ters. On the other hand, introducing a , the AD&D 1st Edition you wanted in the first place? TM new weapon into a culture can cause quite Manual of the Planes, the a ruckus, and that might be just the thing campaign set, and so forth. It’s very tempt- you want. ing to take some or all of these books, and 36 FEBRUARY 1992

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Everything you by Paul Thompson tures for the AD&D® game, takes a lone fighter need to know about sailing, shipping, and their Two intriguing travelers journey to a perfect PC into a remote, dangerous village. Only the dangers fills this 128-page book. This is the first- city to destroy a strange new god. Not a usual bravest warrior will dare to unravel the secrets ever pirate sourcebook for the AD&D® game, fantasy tale, this book’s protagonists are three- that lie within. This adventure is tailored for a and it’s the definitive way to add this popular dimensional characters whose motives are open low-level fighter but is suitable for most PCs. subgenre to your game. to question. Two powerful forces collide, and Suggested Retail Price: $6.95/£4.50 Suggested Retail Price: $15.00/£8.99 the outcome is much in doubt. Who will Product No.: 9330 Product No.: 9346 triumph—tradition and barbarism or progress and exploitation? GR1 Strongholds SJQ1 Heart of the Enemy Suggested Retail Price: $4.50/£3.99 AD&D® 2nd Edition game source box AD&D® game SPELLJAMMER™ Product No.: 8223 by TSR staff accessory Over the last few years, TSR, Inc. has pub- by Rick Swan lished numerous products featuring our 3-D The Second Unhuman War continues! With Unless otherwise noted: ADVENTURE FOLD-UP™ game accessory. This the Elven Armada largely ruined, the player ® designates registered trademarks owned by TSR, Inc. ™ designates trademarks owned by TSR, Inc. source box brings the best of these buildings characters must follow the Scro race alone ©1992 TSR, Inc. All Rights Reserved.

38 FEBRUARY 1992

wore dull red armor with black and gold tabards. We were greeted by the castellan in the castle’s main hall, but as we pre- pared to enter the king’s hall, the knights in red armor suddenly turned against us. There was little we could have done; the knights were too many and too close, and resisting would have certainly cost the lives of my companions. I decided to go along with things for now. Perhaps we would soon discover the reason for this treachery. We were placed in shackles in the castle’s dungeons. Shortly thereafter, our cell was visited by a knight—a Heldannic knight! I should have known. “It seems that what five Warbirds could not accomplish, a provin- cial ally did all on its own,” he said to us. “It is only a matter of time now before you will pay for your villainies against the Order.” He turned to Talasar and conclud- ed, “You, among them, will live the longest. You will wish you had died with that War- bird you destroyed. I shall take care of you personally.” He slapped Talasar in the face and walked away. Myojo hissed with rage. There was no point in remaining here any longer. The knights had failed to re- move all of my belongings; under my by Bruce A. Heard Burymir 23, AY 2000: No more than cloak, I still had a pouch that contained my a day after the events in Robrenn were wand of disintegration. Abovombe was This series chronicles the adventures of concluded, we reached a fortified city kind enough to kick off her shoes and an Alphatian explorer and his crew as southwest of Eyf. According to the Sara- reach for the pouch with her bare feet. they journey across the D&D® Known gón Gazetteers, this was the capital of Eventually, she managed to get the wand World in their skyship. The information Eusdria, a pious realm of knights and and lift it to my hand. It pays to have herein may be used to expand D&D cam- paladins whose main enemies were the dexterous toes! paigns using the Gazetteer series. humanoid tribes of Yazak. I sent Raman as The rest was easy. The knights expected an envoy to announce my visit, and he us to be in this cell, so I had the chance to came back before nightfall with a message find the king and teach him a lesson. Myo- of welcome from the king. jo would remain with me, while Talasar Burymir 24: I ordered the Princess and Abovombe were to return to the ship. Ark to be made visible again and ap- Unfortunately, the plan was only half proached the city’s main place. Lady successful. Shortly after Talasar and Abovombe, Talasar, Myojo, and I were to Abovombe escaped through a balcony of meet His Majesty, King Sigismund. A solid the main hall, a squad of guards surprised guard of knights awaited us, keeping the and captured Myojo and myself. These crowd away from our lifeboat. They all were well-trained guards, although differ- ent from our earlier captors. They wore tolerate undue use of our Royal Seal: the Heldannic skyship being mercilessly normal steel armor with blue tabards, and Several nobles muttered in anger as the obliterated after it had stricken its pen- they knew nothing about us. Immediately king postponed the hearings. The king’s nants, thus murdering all aboard! How afterward, the knights whom we had first guard escorted us back to our quarters in could anyone trust such a criminal? Your met came in, and an argument developed; the keep. Our sergeant-keeper turned out Majesty, I beseech you in the name of the there was clearly tension between their to be a fine fellow. He explained that the Heldannic Order to have these brigands two leaders. The captain of the guard presence of his men were both to protect executed at once!” arrived and inquired about the commo- the king against foreigners, but also to The king’s face became grave, “Is it true, tion. Eventually, it was decided that we protect us against foes. It seemed there Prince Haldemar, that you are guilty of were to be kept under guard of the “blue were long-lasting feuds among many of such an act?” tabards” until a council could be held. The the factions in the palace. He requested I nodded. “Heldannic vessels had been “black tabards” seemed rather angry at that we swear on our honor to remain in stalking us for a long time. The Heldannic the decision, but bore it. our assigned quarters, and this we did. Prowler refused to heave to after our Burymir 24—Talasar, later that Burymir 25—Talasar, later that warning shots, and then used a magical day: The Princess Ark was gone when we day: Lady Abovombe and I had hidden power that almost destroyed our vessel. escaped from the palace. Three Warbirds ourselves on the balcony that led to the We had no choice but to prevent this swooped over, not seeing us, sailing full Heldannic knight’s chamber. In the dark- magic from being used again. This was speed toward the southwest where we ness of the evening, we began climbing the indeed a tragic episode, Your Majesty, but caught a glimpse of the Princess turning north side of the keep to find the admiral, in times of war, incidents such as this one invisible on the horizon. She was ready for hoping that no harm had befallen him. are bound to happen.” battle, but we could not intervene. Soon we heard the Heldannic knight’s The king sighed. “We see no evidence of We turned back to rejoin our compan- ranting. We listened. treachery so far. However, since you can- ions, but it became evident that the admi- “What an outrage!” fumed the knight. not prove your absolute innocence, you ral and his aide had been captured again. “How dare they even speak against the will have to leave this kingdom at once. We saw the guards take them upstairs in mayor! I’ll have the captain’s head for this.” True justice cannot be rendered today.” the keep. Lady Abovombe and I agreed to We peeked in and saw the knight was The knight stood up and said loudly, investigate the situation further and free addressing the men who had captured us “Ah, but it can, Your Majesty! There is a the admiral from his captors. on our first day here. “Once this Alphatian way! The Eusdrian Code of Chivalry al- Burymir 25—Haldemar: We spent wizard is dispatched,” he continued, “be lows trial by combat. The Immortals will the night in rather spartan quarters in the prepared to act. No matter what happens, see that the culprit is punished. I demand castle’s keep. It was a far cry from our keep Morgund near the throne. The king a duel by the sword with this pirate!” earlier dungeon cell, though. At least we must be removed from power for your The captain of the guard raised a hand. had some hope of discovering what was order to rise. You shall receive more red “Your Majesty, His Highness, the Prince of going on. steel, as agreed.” Haaken, cannot possibly defeat a knight by The captain of the guard came in the This talk of treachery went on for some the sword. There would be no honor in morning and led us to the king: a kind and time. We had to reach the admiral at once. this duel!” impressive man. I could tell he had elven Alphatia had no business in this affair, but The king was solemn. “Indeed. Well, blood in his ancestry. Fortunately, he had anything benefitting the Heldannic Order then, the Code of Chivalry allows one who heard of our visit in Robrenn. could only mean trouble for Alphatia. cannot fight to chose a champion! What Among the people in the king’s hall were Burymir 26—Haldemar: The hearing say you, Prince?” knights of different orders, including the started anew. Both the royal bailiff and Of course, I immediately chose Myojo. “blues” and the “blacks.” I gathered that the lord of the squires testified against the He would be more than capable in this the “blues” were the king’s personal guard. mayor of the palace, who was promptly situation. The king accepted this and post- Several nobles attended the hearing, in- sentenced to the dungeons. He was poned the fight until the next dawn. cluding a few magistrates and, of course, dragged away, claiming he had been Burymir 26—Talasar, from a later the Heldannic envoy who visited us in the framed by the captain of the guard. account: It soon became evident that we dungeon. The Heldannic Knight then stood and could not enter what we suspected to be “Your Majesty,” I began, “how is it that a said, “Your Majesty, these people are noto- the admiral’s quarters. We spent most of visiting prince from the Empire of Alpha- rious pirates. Clearly, they have come here the day trying to find a way to get around tia is treated in such dishonorable fashion? to seize Your Majesty’s treasure. It the guards in the hallways, but the place We came in peace and with a message of wouldn’t be above this wizard’s ability to was too well guarded. Both the king and welcome from Your Majesty.” forge your Royal Seal or to have the may- the admiral seemed out of reach. At last, “Silence, Alphatian dog!” the Heldannic or of the palace framed as a way to es- we decided to return to the Heldannic knight interrupted. “You stand accused of cape. It is a disgrace to see that the captain knight’s chambers. If all else failed, we piracy and murder!” of the guard and his cronies are using this could capture him and trade him later on The king raised a hand. “Steady, Herr opportunity to damage their rival’s long- for the admiral. The knight left the castle Ulrich. There is the question of a certain standing reputation of loyalty to Your in the evening, and we followed him. message given to Prince Haldemar—a Majesty and to the Kingdom of Eusdria!” He went to a tavern where he spoke to a message given in our royal name. We, King “We are not pirates!” I objected vehe- wench wearing a hood. He gave her a vial of Eusdria, would want this issue clarified mently. “We are a legitimate vessel of Her and left. We attempted to capture him in a first.” Imperial Majesty’s fleet. We are here only quiet street, but we discovered that he The captain of the guard stood up and to establish a diplomatic link between Your was a good warrior; he resisted my magic said “Your Majesty, someone indeed spoke Royal Majesty and the Empire. We are the and fought well. We wounded the man but in your name. The royal mayor of the ones being stalked and attacked by the did not capture him. The noise of the fight palace received the prince’s messenger Heldannic Knights!” attracted far too many bystanders, and we and arranged for the Knights of Harstal to The knight laughed. “Ha! Listen to this had to retreat. capture the prince and his retinue. The fiend talk! He has become an outcast in his I could only think of one more thing we royal bailiff and the lord of the squires own nation. He has been rejected by the could do. Razud had no following in these will testify to this.” very Empress Eriadna herself and forever lands, but a land of knights must certainly The king signaled his guards. “Very well. exiled from his own empire. He treacher- follow some friendly Immortals. There Have the royal mayor arrested at once and ously attacked a Heldannic Prowler on a were many temples in the city. Perhaps brought here for questioning. We shan’t mission of peace over the coast of Hule, Razud would show us a path there.

DRAGON 43 Burymir 27–Haldemar: All parties last I was allowed to see the king at the all-out war, since both nations largely were at the site of the duel. Skittish horses palace, I discovered both Talasar and Lady honor the same Immortals, although they with jousting and barding were Abovombe sitting near him. “Prince Halde- call them by different names. Eusdrian ready for both parties, but the Heldannic mar,“ he said jovially, “you have two very clerics are uncomfortable with the myste- knight was nowhere to be seen when the loyal friends. By chance, it seems, they rious and barbaric ways of Robrenn time came. reached the Temple of Tiuz and revealed druids, just as druids distrust Eusdrian He arrived a bit later, with some help what they had overheard in Herr Ulrich’s clerics’ unnatural and self-serving ways. from a squire. The man bore a bandage chambers. The temple reached me with a The two kingdoms have maintained a around his chest and looked pale. “Your message of warning against Morgund, my precarious status quo, keeping up a bal- Majesty, I was treacherously attacked last servant, who meant to slay me if all else ancing act between cordiality and rampant night by followers of the pirate. I am failed. She was found in her chambers last accusations of heresy. powerless against their poison, and thus night with a dagger and vial of blade The biggest difference between Robrenn unable to fight this day.“ poison.“ and Eusdria lies in the greater presence “You must then choose a knight champi- He then offered Lady Abovombe and and influence of elves in Eusdria, particu- on,“ announced the king calmly. “The fight Talasar quarters in the palace where they larly in the Duchy of Frisonnia and the must take place, for today the Immortals could rest. I was left alone with the king, Barony of Savaria. A great deal of the finer watch!” and we relaxed as he explained at length Eusdrian culture has come from the elves, With a grin, the Heldannic knight re- what a predicament he was in. King Sigis- including the alphabet, literature, architec- sponded, “Your Majesty, I see only one mund was very powerful from his use of ture, and fine arts. knight here whom I can trust. It is your cinnabryl, whose potencies he detailed for Eusdrians are fond of battle. They be- sword that will bring the truth. I choose me. The red metal gave him unusual abili- lieve that death on the battlefield is by far you as my champion!” ties, such as the power to create an al- the best way to die, for it opens the path There was an uproar. The captain of the chemical ego that allowed him to dodge to the land of the Immortals. This ancient guard begged the king not to fight, as it death. [For details, see cynnabry's alchem- belief dates back to their barbarian days in would be to the death, but the king accept- ical ego power in DRAGON issue #172, the north. Before a battle, warriors often ed. It was a matter of honor. The king page 48, Table 6.] celebrate and drink beer mixed with hon- requested and received a moment of peace Through the Heldannic knights, the king ey, thought to give them strength and in his tent so he could prepare for the found a steady supply of cinnabryl—but courage. Fortunately, the elven love for battle. he also suffered an unfortunate depen- peace and tranquility has toned down this Indeed, the fight took place. Myojo was dence upon the knights’ services. Worse, ancestral predisposition to mere aggres- tremendously worried and embarrassed. the Heldannic envoys were gaining influ- siveness. At the very least, it brought He could not possibly bow out, yet he was ence among his knights by offering them order and law to the impetuous Eusdrians. requested to strike a king. The battle red steel. If the Empire of Alphatia could The elven influence led the Eusdrians to began. The king soon forced Myojo off his provide the king with a cure for cinnabryl create several orders of knights, including horse and continued the combat on foot, addiction, he would gleefully outlaw the paladins. Instead of fighting for the sake of where both displayed great swordsman- Heldannic knights from the Kingdom of battle and destruction, the Eusdrians ship. This was a very short fight, though. Eusdria. Otherwise, he could only struggle learned to channel their battle fervor No more than a few strokes into the battle, behind the scenes to oppose Heldannic through military organizations with a the king suddenly dropped his guard and influence. His nobles were growing rest- purpose. The easiest ones to impress Myojo’s blade hit him an inch above the less, and he could count on only a dwin- among early Eusdrians were orders that heart. The king fell without a murmur as dling number of loyal knights for his served their rulers, particularly the king the crowd roared. The captain rushed to defense. of Eusdria and, later, orders that served his help, promptly carrying him back to Until such time as I could help him, I the Immortals. This created a caste of his tent. We quickly learned that the king was to leave his lands, for he could not knights and paladins capable of defending was dying—the second king whose death guarantee our safety within Eusdria. He the nation against any foe. would be on my hands. was a wise and noble man, this King Sigis- The present king, Sigismund III, is a half- The Heldannic knight smiled tightly at mund, for he could see how his own thirst elf paladin and a highly charismatic fol- me. “You seem to have won, wizard. What for power was leading him to his doom lower of Tiuz. Sigismund is well known a shame.“ and to the ultimate corruption of his gal- for his even-handedness with his domin- A stuttering noble seized this tragic lant kingdom. ions, both elven (Frisonnia and Savaria) moment to claim his right to the throne of To be continued... and human (Harstal and Mohesia). He Eusdria. Behind him stood the Knights of dreams of ridding the Yazak Steppes of Harstal, who wore the red armor. “The K- The Kingdom of Eusdria goblins and other monsters, and of ex- k-king is dead! I, C-count of Harstal, there- Eusdria–Capital: Gundegard (Pop.: panding his kingdom into a holy empire in by c-c-claim my right to be the K-k-k- . . . 25,200–humans, demihumans); Ruler: the name of Tiuz. For the past 20 years of my right to the throne!” King Sigismund III the Great, son of Gode- his reign, he has promoted a tradition of “Not so, dear count!” A knight who had gesil. Royal Domain includes the communi- chivalry among his people, aspiring to been standing on the sidelines since the ties of Othmar, Ingelhad, and Withimer. have fewer but more competent warriors beginning of the duel now walked over Patrons: Viuden and Tiuz. rather than the massive barbaric hordes and stood before the count. He opened his The history of Eusdria is very similar to of the past. In knighthood, he also sees the helm. He was the king! What magic was that of its neighboring kingdom, Robrenn establishment of a highly mobile, elite, this? How could he have died by Myojo’s (see this column in DRAGON issue #177). heavy cavalry whose loyalty would bring sword, then stand here in a suit of armor? The Eusdrians are descended from north- the end of the marauding tribes of the Clearly the king understood everyone’s ern barbarians dislodged by Hule’s armies. steppes. Dwarven crossbowmen from the confusion. “Indeed I died, count, but there They relocated in this southern region, County of Harstal also go to battle riding are many things in my power. You will hoping one day to reconquer the father- trains of heavy war wagons that provide have to wait your turn to rule this land. As land. That day never came. Eusdrians cavalry with mobile forts. All this allows far as these ‘pirates’ are concerned, Herr came to love this new land anyway and the king to wage long-lasting wars without Ulrich, my death warrants their inno- eventually established a medieval society. pulling common peasants off their fields to cence, since it proved you to be wrong. I In its past, Eusdria has had a number of be slaughtered in massive battles; such a order you out of my kingdom at once.“ clashes with the Robrenn. The druids and loss would weaken the kingdom, as it had Burymir 28–Haldemar: When at clerics on either side always spoke against many times in Eusdria’s past, and bring

44 FEBRUARY 1992 famine and pestilence to all. The Eusdrian pantheon Elven class variants King Sigismund hasn’t unleashed his Viuden: ( Odin). The chief Immor- Elven clerics: Elven characters may knights upon the goblins because of a tal of the Eusdrians pantheon, Viuden be created as clerics or druids who are curious phenomenon affecting the Plain of represents the sky, the storms, and au- able to retain some of their racial abilities Dreams at the northern limit of the king- thority in general. (infravision, languages, detection, and dom. The tradition says that the Immortal Donar: (alias ). A patron of war- immunity to ghoul paralysis). All other Lokar lost a bet with Donar and was fare, Donar is as popular here as he is racial abilities are lost (fighter combat forced to plant flowers throughout the among the more warlike folk in neighbor- options, special defenses, and wizardly entire plain. Lokar then cursed the ing Robrenn. spell-casting). Elven clerics use the Elven flowers, giving them the power to put Eirys: (alias Eiryndul). Eirys is a patron Experience Table, but cast clerical spells, people and animals to sleep. These large of Eusdrian woodland beings and elves, fight, and save as clerics or druids of the beds of amber lotuses release clouds of but especially of elven wizards. same level. In all other respects, they have sleeping pollen. The goblins seem to have Lokar: (alias ) The patron of flames, all the normal abilities, restrictions, and found a way to protect themselves and mischief, and lies, Lokar is not honored obligations common to clerics. Druids can their mounts from the pollen, allowing except by evil beings. His goals are the be created using the same guidelines (see them to flee to safety after their raids into destruction of Viuden, Donar, and Eirys. this column’s details on the druids in the Mohesia and Frisonnia. As a result of these Nyt: (alias Hel). As with neighboring Kingdom of Robrenn, in issue #177, for onslaughts, villages and towns in these Robrenn, Nyt is acknowledged as a part of background; Eusdrian druids would honor two dominions are heavily fortified. King the beginning and the end of all. Her inter- the Great Druidess Maud and have to go to Sigismund is still hoping to find a reliable ests are death and reincarnation. the Forest of Carnuilh as required). These defense against the pollen and to learn Tiuz: (alias Ilsundal). Patron of the elves must start as 1st-level clerics or how the goblins over came it. elves, wisdom, law, and trust, Tiuz is often druids when first created. King Sigismund is also famous for devel- represented among Eusdrian clerics as a oping a true school system for the young, warrior whose right hand is missing. Elven paladins/avengers: Between supported by royal taxes. With this, he Other Immortals are known in Eusdria, 9th and 12th levels inclusive (or at Attack hopes to lead Eusdria to a golden age and such as Kagyar, Fredar, and Fredara (the Rank E), an elf may become either a pala- a might comparable to that of faraway latter two being Frey and Freyja). din, if Lawful, or an avenger, if Chaotic. As Thyatis. This system, however, is largely with paladins or avengers, the elf must unpopular among the peasantry, since swear fealty to a church. When this is their children are sent off to school in- done, the elf gains abilities, restrictions, stead of to work in the fields. The nobility and obligations specific to paladins and abhors this unique policy, since educated avengers; this includes clerical spell- subjects are far more difficult to rule and Eusdrian royal dominions casting if the elf has a Wisdom score of 13 control, and higher taxes have to be sent Duchy of Frisonnia–Symbol: Tower; or better. to the king to support the construction of Capital: Breimald (Pop.: l2,300–mostly The elf retains all normal elven abilities, the schools, the purchase of books, and elves, some humans); Ruler: Duchess including attack ranks, special defenses, the payment of preceptors (usually clergy- Beovilda the Blunt, daughter of Onulf; and wizardly spell-casting. He uses the men). The clergy, however, strongly sup- Typical NPC: urban elf warrior; Patrons: Elven Experience Table, with each new ports the king and these measures, for the Donar or Tiuz. attack rank becoming the equivalent of influence they provide over commoners County of Harstal–Symbol: Bear; one new experience level for purposes of and nobles. Capital: Harstal (Pop.: 10,400–humans and clerical spell-casting. For example, an The Heldannic knights established con- dwarves, some halflings); Ruler: Count elven paladin with attack rank K would be tact with King Sigismund not long ago. Theodamir the Stutterer, son of Althuin; able to cast spells like a 6th-level cleric, in There are similarities and thus sympathy Typical NPC: boisterous beer drinker; Pa- addition to his wizardly spell-casting. between the two nations, but King Sigis- trons: Viuden, Kagyar, Fredar, and Fredara. The optional rules on page 266 of the mund is more concerned about the Barony of Mohesia–Symbol: Horse; Rules Cyclopedia on unlimited demi- Heldannic knights’ conquest-minded views. Capital: Verdegild (Pop.: 6,600–mostly humans’ experience could be used other- He suspects their dark and treacherous humans, some elves); Ruler: Baron Ar- wise. They are simpler and fit the case of ways, and under a friendly composure he thaulf the Forthright, son of Euric; Typical the elven paladin or avenger better, but keeps a watchful eye on their activities. So NPC: righteous knights; Patrons: Donar, should be used from 1st level on. far, Heldannic knights have arranged for Tiuz, Fredar, and Fredara. Important: The elf permanently ceases several Eusdrian orders to acquire de- Barony of Savaria–Symbol: Fish; to gain new levels in wizardly spells upon pleted cinnabryl, through the Texeiran Capital: Reslar (Pop.: 8,500–mostly elves, swearing fealty to a church. The elf also Protectorate south of Eusdria. The Heldan- some humans and halflings); Ruler: Baron- loses one level of wizardly spells each time nit knights gained the gratitude of these ess Utha the Fair, daughter of Aldaric; he gains a new level of clerical spells, chivalric orders, which worries King Sigis- Typical NPC: elven hunter or fisher; Pa- other than the ones gained upon swearing mund to no end. The precious red metal is trons: Eirys or Tiuz. fealty. used especially to forge excellent plate For example: A 9th-level elf can normally armor and bastard swords, bestowing Common men’s names: Adaric, Althuin, cast fifth-level wizardly spells. Upon these knights with a clear edge in combat Avigern, Atharic, Arthaulf, Childaric, Euric, swearing fealty to the Order of Tiuz, that (see “Red Steel” in this column in DRAGON Fredegern, Galamir, Godegesil, Guntheric, elf becomes a paladin with the addition of issue #171, page 43). Gothamund, Hildebert, Leobald, Onulf, 1st-level clerical spells. When reaching Most Eusdrian trade is with the King- Rethismund, Rodulf, Sigebert, Theodamir, 12th level (or Attack Rank E), the elf would dom of Robrenn and the Texeiran mer- Theodaric, Theudebald, Thorisbert, Thrate- gain the ability to cast second-level clerical chant fleet. Eusdria has a small fleet in mund, Tregibald, Widemir. spells, but would lose all fifth-level wizard- Reslar and Withimer, but it is no match for Common women’s names: Auda, Avi- ly spells. experienced Texeiran sea wolves. From the gerna, Bathilda, Beovilda, Brunehilda, This represents the effects of the time Niedegard Mountains, dwarven miners Clothilda, Cunegund, Eleonora, spent studying clerical scriptures, meditat- extract iron and copper, which are largely Ethrelgund, Flora, Fredegund, Gudule, ing, praying, and acting as a paladin or an exported along with beer, honey, furs, Guenevilda, Hilda, Hildegard, Ida, Isolt, avenger, which inevitably alters the elf’s timber, and herring. Lotha, Mathilda, Morgund, Radegund, skills and experience in magic-use. Re- Theodora, Utha. member that the elf can no longer swear

46 FEBRUARY 1992 DRAGON 47 fealty at level 13 (Attack Rank F) or better. Author Carl Sargent suggested we send A/D ratio Odds It is assumed the elf has lingered too long him off on vacation for a while, and use 0.49 or less 1-3* in the ways of magic and profane warfare, his cousin Sverdloff in his place in the 0.50 to 0.65 1-2* and thus can no longer faithfully embrace meantime. The Eye of Traldar was de- 0.66 to 0.99 2-3* the ways of the church. signed to help entry-level gamers get start- 1.00 to 1.49 1-1 Using the optional rules, the best an ed with the basics of adventuring in the 1.50 to 1.99 3-2** elven paladin or avenger could ever D&D game. There would come a point 2.00 to 2.99 2-1** achieve is 12th-level clerical spell-casting, when the PCs might have run into Bargle, 3.00 to 3.99 3-1** with four first-level spells and four and either he would overpower them or 4.00+ 4-1** second-level spells (or three first-level the PCs would fry his worthless hide. spells if using the standard elven attack Either way, that was a problem. So Bargle * Defender’s advantage. ranks). This assumes the elf swore fealty has gone to Hule to have a serious little ** Attacker’s advantage. to a church at level 12. talk with The Master. He’ll be back soon. An elf who swears fealty at 9th level You can count on it. In other words, if you are the Attacker must eventually lose all wizardly spell- you want your Combat Ratio to be as high casting ability and related skills. An elf who I think it would be greatly appreciated as possible. makes this ultimate sacrifice, either willing- by D&D-game players if TSR would bring ly or because of the rules mechanics, per- out a “Best of” X-series of modules. Are Why do paladins have to be lawful? manently gains enough Wisdom to reach a there plans in that direction? After all, their main requirement is that score of 13, or gains one single extra point No. Would anyone be interested in a they swear fealty to a church. What if it is of Wisdom (up to a maximum of 18). Once “Best of” series? How about Gazetteer a neutral church? lost, magic-use cannot be regained without reprints? We are considering republishing Good point. In the last issue, we present- permanently losing the status and abilities the collection in a series of big, fat, soft- ed the rather unusual druidic knight, but of the paladin or avenger (including any bound books (in lumps of three Gazetteers we’re still missing an equivalent for a Wisdom gains), and spending a whole game each). Anyone interested? nondruidic neutral order. All you have to year in studies for each of the spell levels Are there plans to publish Expert, Com- do is call it something different, like a originally lost. During that time, the “fallen panion, and Masters modules for the D&D Stalwart or a Defender, then give it the champion” may not gain any experience paladins spell-casting skills and replace the nor learn any new spells. Rules Cyclopedia? detect evil ability with remove fear* (re- Elves may also become druidic knights, There will be modules for use with the Cyclopedia, versible). That’s pretty potent, but you using these guidelines. See last months but they no longer follow the should disallow the ability to turn undead. column for information about druidic Expert/Companion/Masters structure. Even better, you can exchange the de- knights’ restrictions and background. They will fall under the more-general fenders remove fear* ability for some- “Champion” D&D-game category and will thing else that is more appropriate to the Knights: An elf can also become a differ only by their game levels or the defenders order. The same would be true knight in the service of a monarch. The elf setting used (HOLLOW WORLD™ setting, for specialty paladins and avengers. Keep can do so upon swearing fealty, with no Known World, or other). The old “‘Basic” it balanced though—nothing is free. alteration to the basic elven character class. modules now connect exclusively with the Elven knights prefer elven monarchs, but new D&D game’s boxed set, and they are a I’d like to know more about souls. In otherwise may swear fealty to a human rather different breed of modules. Simpler keeping with the idea of the five spheres, monarch, although the latter is rare. and shorter than the old Basic stuff, they a creature’s soul could be made of Energy each provide 3-D character stand-ups and and Thought elements. When the creature Half-Elves: Contrary to common belief, full-color 25 mm-scale dungeon maps. dies, these elements are dispersed into the there is a race of “half-elves” unknown to Does a dragon roll against its opponent’s Prime Plane. As the creature ages, entro- Alfheim elves. These rare people live armor class when using its breath weap- pic elements contained in its soul weaken, among elven and human communities in on, or does it hit automatically? then vanish when the creature dies of the Savage Coast. Fredar and Fredara made natural causes. This would explain why It hits automatically Remember that a the characteristics of this mixture perma- Entropy would be so preoccupied with breath weapon affects only those oppo- nent and hereditary in an attempt to create within area destroying rather than letting life run its a more homogeneous kingdom in Eusdria. nents who are its of effect. natural course, since a violent death The half-elven gene is dominant (thus, if Victims do get a saving throw. If they would then release a greater amount of only one of the parents is a half-elf, the succeed, they take half damage from the entropic elements in the Prime Plane. breath weapons effects (rounded down). progeny has a 65% chance of being a half- This is a very interesting concept. Re- elf). Although still rare in Eusdria, this race Is it possible to publish a “wanted” notice member that the five spheres aren’t like is slowly gaining in numbers. Fredar and in this column? I have been looking with- outer planes or some sort of elemental Fredara are their usual Immortal patrons. out success for a number of modules, and fabric. These are similar to “spheres of Half-elves have infravision but no other I would like to get in touch with possible interest” that explain the powers and goals elven abilities. They usually speak both the sellers. of the Immortals. It wouldn’t take much, local elven and human tongues, and other No. Unfortunately there isn’t sufficient however to stretch things a bit to make languages can be acquired through the room in this column or in the magazine this idea work. It is a very elegant one. In normal use of skill points. Half-elves have itself for such a “Wanted” feature. You can the same vein, the Spheres of Matter and the life-span of halflings; otherwise treat post notices in local hobby shops with the Time would govern the physical body I half-elves as humans with slightly pointy owners’ permission, however. suggest that Entropy affect material bodies ears. All classes normally open to humans rather than souls, since souls cannot “nor- are available to half-elves. Half-elves How do Combat Ratios work in GAZ10’s mally” be corrupted! should suffer a 5% penalty to their experi- “Orc Wars“ game? ence because of their infravision and You need to compare the value of the extended longevity. Attacker against that of the Defender. Add up the values of the counters on both Letters sides. Then, divide the Attackers total by What happened to Bargle the Infamous the Defender’s total. The “Odds” depend in DDA3 The Eye of Traldar? on the result you get:

48 FEBRUARY 1992

ouchmant froze in the middle of rais- ing his horn of mead to his lips, star- ing. The banqueting hall of his lord, Prince Vladimir the Golden, was crowded with laughing, singing, jest- River’s ing bogatyri, the prince’s own knights—but that hadn’t stopped the domovoy, the house-spirit—small, stout, and hairy—from scuttling out from behind one of the large tile stoves heat- Friend ing the vast hall, hunting tidbits, secure in the knowledge that no one could see him. No one but Souchmant. The young bogatyr tensed as the house-spirit all at once became aware of him. It stared for a startled second, then grinned a wide, toothy grin, gave him an impudent little wave, and disappeared under the royal table. Souchmant took a swallow of mead, nearly choking in his haste. When your own princely lord had a genuine terror of things magical, you hardly announced that, thanks to a quirky little strain of magic in your blood, you had the gift of seeing Otherly beings. Nor did you confess that when everyone thought you were going by Josepha Sherman hunting, you were actually passing the time of day with such old friends as Nieprad, the misty gray being who in some mysterious, almost frighteningly powerful Otherly way was the vast River Nieprad. You particularly didn’t announce such things when you were the youngest of all those here, and of peasant blood to boot. Souchmant stared moodily down into the golden depths of the mead, remembering. He’d been the young- est son of five, yet another mouth to feed on that small farm. His parents had been kind if remote; Souchmant knew they’d never been quite comfortable with this odd son of theirs and his disconcerting talent for seeing the Unseen. That Unseen, powerful Nieprad, who could have drowned a boy as easily as a man drowns a kitten, had chosen instead—bemused, perhaps, or simply amused—to befriend the lonely, dreamy child, telling him wonder tales of what befell along the river’s long banks. It was Nieprad who showed me my first bogatyr, riding by all shining and splendid. God, how I wanted to be like that! He’d nagged a crippled, bored old mercenary into teaching him weaponry, practicing for hours with wooden staves or the bow he’d made himself. His parents had never understood; even now, when he sent them coin in plenty—Vladimir was generous to his warrior-knights— they still seemed almost embarrassed by him. Ah well, they do say you can never return home. Not that I fit in here, really, either. When he’d arrived at court, a peasant boy with a rusty old sword and eyes full of wonder, he’d never dreamed how difficult it would be to prove himself among this glittering company. No one had ever taught him, till then, that his birth made him “inferior.” But he’d learned quickly enough as the bogatyri mocked him, calling him muzhik, peasant, fit only for tending hogs. Still, Vladimir had been kind enough, in an amused, ever-so-slightly condescending way, to grant him a chance. And the time of testing had come in a skir- mish against Tatar raiders, when he’d saved the life of the renowned bogatyr Dobrynya. And now I’m a bogatyr. And nothing has changed. Oh, I eat fine Illustrations by Dan Burr food and drink golden mead. But to the others I’m still the peasant boy

DRAGON 51 with dung on his boots. Oh, hell, I hate self-pity! unseen as the domovoy. The sound of shouting brought Souchmant back to the “You—you do that, Souchmant,” the prince gasped out. present with a start. The other bogatyri, replete with good “You bring me that pretty white swan, alive, unharmed,” his food, had been debating among themselves for some time voice hardened every so slightly, “within a week’s time.” And about what service might best please a prince, an idle now Vladimir was no longer laughing. “Within a week’s undercurrent of murmuring he’d been able to ignore so time, Souchmant, or face imprisonment. I will have no fool- far. But now the mead had heated their blood, and debat- ish boasters at my court. Now, go.” ing was accelerating into outright arguing. Vladimir, The others’ mockery still ringing in his ears, Souch- sharp blue eyes half lidded, hands steepled against golden- mant went. And he went with no intention of returning. bearded chin, was leaning back in his high carven chair, making no move to interfere, secure in the knowledge that By the time he’d ridden blindly for a time, Souchmant’s no one here was armed, nobody was going to get seriously anger had left him and only embarrassment remained. hurt. What had ever prompted him to blurt out such a ridicu- Souchmant couldn’t be so patient. Listen to them, shouting lous thing? Capture a swan alive, unharmed. That was a at each other about the joys of war and bloodshed, of this feat of test out of his childhood, not anything for a grown man, a arms and that, like so many little boys performing for Daddy! bogatyr! Suddenly overwhelmed by the lot of them-these line Ah well, his blind flight had taken him halfway to the warriors who’d never known a day of want—he sprang to Nieprad River. If he ever did mean to return to court, it his feet, shouting: had better be with that damned swan. Which meant he’d “War isn’t some glamorous game! People die, crops get best see if he could convince unpredictable Nieprad, as trampled—” full of whims and potentially dangerous as his powerful, “Oh, yes,” someone laughed, “the peasant boy would perilous river was swift of current, to help a mere human worry about crops.” once again. “So would you, dammit, if you had to watch your chil- But when Souchmant reached the river, he dismounted, dren starving! So would you if you and your family had staring in dismay. The Nieprad was a mighty river, wide nothing to eat in the winter because some oh-so brave and deep; Nieprad-the-being took enormous pride in its bogatyri had galloped by and crushed your wheat before strength and richness. The Nieprad’s banks, thick with you could harvest it!” reeds, held their own richness, teeming with water fowl. There was a moment’s awkward silence. Some of the Yet today those reeds stood dry and lonely, far above the warriors even had the good grace to look embarrassed. waterline and empty of life, while the normally clear, “What would you, Souchmant?” Dobrynya, seated there quick water lay shrunken in its bed, thick with mud. at his side, asked gently. As Souchmant glanced hotly “Nieprad,” Souchmant asked warily, “are you . . . all down at the sensible middle-aged face, the bogatyr contin- right?” wondering if it was possible for something so ued, “I know you’re no coward, and I think the others Otherly as a river spirit to fall ill. For all he knew, the know it, too. But if feats of arms aren’t the finest way a being was at the far end of his vast domain, too far to hear man may serve a prince, what is?” him, but the bogatyr tried again: “Nieprad?” “Why—I—” Souchmant floundered. “Any man can The water swirled in a faint eddy. A whisper of a voice, swing a sword. I would do something no one else has hardly louder than the rustle of the drying reeds, said, done.” “River Friend . . . help me.” “Such as . . . ?” “Nieprad!” Souchmant stared in horror at the fading, “I don’t know! Capture a—a swan for the prince’s barely visible shape of the being who’d been so proud, so gardens, maybe—” strong. “What is it? What can I do?” “Any man with decent aim with a bow can do that!” “My river was wild and strong . . . No man could ford someone shouted derisively. it . . . It could not be bound.” “No!” Souchmant protested. “I didn’t mean kill it, I “I know that. Please, tell me—” meant capture a swan alive, without a single arrow “Warriors . . . have returned.” wounding it!” Something as purely human as nationality was mean- Ripples of amusement swept through the hall. “Oh ingless to an Otherly being. But Nieprad could hardly come now, Souchmant,” murmured Dobrynya. “Capture have meant the bogatyri; those, he tolerated. “Who?” a swift, lively swan without even a net? Are you claiming Souchmant wondered uneasily. “Tatars? But—” you can do that?” “With them is a man of Power. Twenty times they “Yes! I’ve done it already, without a net, with—” sought to bind me . . . bridge my river . . . Twenty times Souchmant stopped short, because the one who’d I scorned them, tore their bridges down. But . . . they will helped him catch that swan had been a coolly amused not . . . surrender . . . They are building anew with the Nieprad. man of Power’s aid . . . damming my river’s flow with “With what?” yelled fiery Alyosha from across the hall. iron bars, and I . . . I . . . no longer have the strength to “A bellyful of mead?” fight them .” “No! I—” Souchmant winced. How that admission of weakness But Souchmant got no further, because the hall erupted must have hurt! into laughter. Reddening, the young bogatyr watched even But there was another problem. Though Otherly Nie- Prince Vladimir join in, and wished he could slink off as prad neither knew nor cared about such human things, his

52 FEBRUARY 1992 unfordable river had always served as a line of defense for surely as any dam. Prince Vladimir’s people. Now, if the enemy was able to Souchmant sank back into his reedy shelter, trying to steal across before the bogatyri could stop them— ignore the dankness chilling him, the rank, sharp scent of God, even a small force could infiltrate the city before anyone rotting vegetation heavy in his nostrils. Once across the knew it, take it from within, maybe even kill our prince! river, the raiders could steal by innocent twos and threes “Nieprad, I—I’ll ride back for the others, and—” into the enemy city, then cast open the gates to the others. “No! There is no time. You must help . . . stop He’d counted nearly twenty at the riverside and didn’t them . . . tear down their bridge.” doubt there were more back in the woods with their “One man alone? Look you, I’ll hurry—” horses. “No,” the being insisted wearily. “By then I shall be What in the name of all that’s holy am I going to do? gone . . . I cannot live, bound.” His frantic brain was dragging forth scraps of memories And I can‘t live against a whole troop of warriors! of every tale he’d heard as a child, tales of magic, tales in There was no way around it: He would hurry back to particular that hinted at Otherly alliances, Otherly Power. Prince Vladimir, gather the bogatyri, and hope they could Souchmant tensed, realizing where his thoughts were return in time to meet the enemy as they crossed the river. leading him. Oh, impossible! He was only human, not Of course Nieprad would be dead by then, but the river some all-powerful hero from the ballads! Of course it was would still flow and— impossible, something only a child could believe— Ah, Nieprad, no . . . But, panicked, he couldn’t think of anything else to do How could he have forgotten, even for a panic-stricken except whisper desperately, “Nieprad? Nieprad, listen to moment, the warm summer days of childhood spent me.” swimming the fierce river, safely buoyed by Nieprad’s “I am here.” It was the softest whisper of water. will? How could he forget waking alone and terrified be- “You call me River Friend, you and the . . . the other cause no one in his family shared his odd little magical Others have always welcomed me. You trust me, don’t gift, and stealing out of bed and down to the river’s edge? you, all of you?” Nieprad had always been waiting, somehow sensing his “As much as any human can be trusted.” A hint of small friend’s fears, comforting the boy with wonder tales, Nieprad’s cool, alien humor rippled faintly in the words. reassuring him that there was nothing evil about his gift, “Why? What would you?” nothing demonic. “Remember the stories you told me, back when I was a Friend, yes. Alien, unpredictable though the being was, boy? The stories about transfers of Power.” All at once Nieprad was his friend, as truly as any vow-sworn bogatyr. sensing a wary stillness about the being, Souchmant More truly, the young man thought wryly, and asked in rushed on. “Look you, the only way we’re both going to compromise: get out of this alive is if those stories are true, if—if I’m “Can I get upriver to where the enemy are, without granted Otherly strength, just for a while.” them seeing me?” “No . . . it cannot be done.” “The river will shield you.” If Nieprad was relieved, But the being wasn’t actually denying such a thing was nothing of it showed in the wisp of voice. “Come, swim possible. Souchmant glanced uneasily at the Kirgiz sha- across. I never yet have let you drown.” man, who in turn was scenting the air as nervously as any Gasping—even with Nieprad’s aid, it was a long wild thing, sensing him by the faint touch of magic in swim—Souchmant struggled up through mud to the far him, the dark Others swirling about, hunting. They’d side, thankful the day was reasonably warm, then started surely locate him in the next moment. “It had better be his wary stalk upriver, only to drop to the ground, crouch- done,” the bogatyr whispered urgently, “unless you want to ing uncomfortably in the shelter of a clump of prickly die a slave!” reeds. There was a long, long pause, the faintest trembling of His first guess had been right: these were Tatar raiders, the air. Souchmant realized with a little prickle of wonder no doubt about it. Even at this range there could be no that Nieprad could only be communicating in the fabled mistake, for all that they wore long, sashed tunics with full Silent Language, undecipherable by any but the Otherly, trousers and high, soft boots even as he did, for all that with those Others of Earth and Wood. the hair of many of them was lighter than his own. Only Oh, hurry, Nieprad! The shaman’s going to throw a spell at me, wild Tatars would ever travel in company with that and I haven’t the vaguest idea how to stop sorcery. fantastic, fringe-and-fur-robed figure hunched at the river- But in the next moment he forgot fear, forgot name and bank. A Kirgiz, Souchmant guessed, but the rest of what even humanity as wild, wild Power rushed into him, the stranger might be, Souchmant’s quirky magical sight flooding every nerve and bone and sinew, the river’s own told him clearly: a shaman, this, who’d toyed too much strength coursing through him till he could do nothing but with the darker side of his calling and been cast out of his scream out that wildness and surge madly forward. In the tribe for it. Hints of nasty little Others quivered and cir- one small corner of his mind that remained human, cled about him even as he supervised the building of a Souchmant saw the shaman’s black eyes widen with hor- ramshackle bridge of rope and reeds. ror. Then the bogatyr was upon him, smashing him aside And iron. Curse the man, he knew the effect of that with one blow and racing out onto the makeshift bridge, cold, magic-hating metal on the Otherly. Iron stakes im- tearing up bar after iron bar, casting them back, heedless, paled the riverbed, an iron chain engraved with twisting at the astonished Tatars. He sprang back onto the river- sigils bound it, bank to bank, holding back the water as bank with the last of the restraining bars in his hands,

DRAGON 53 laughing savagely with the force of the Power in him, and parent carried child, back downriver to where he’d first swung the bar, two-handed, at the one warrior who dared entered. A soft wave lifted Souchmant up and left him try to close with him, feeling bones break, hurling the bar lying on dry land. and the warrior away. Still laughing, Souchmant turned to It was suddenly all far beyond human bearing. Without rip free the restraining ropes of the bridge. As the stunned a word to Nieprad, Souchmant staggered once more to his shaman struggled to rise, calling his Others to him, feet, blindly hunting his horse, wanting nothing so much Souchmant tossed the heavy mass of rope at him, burying as to be back among his own merely mortal kind in the the man beneath it. Ah, but Nieprad wasn’t free yet. The safety of the city’s walls. The frightened horse, its rider iron chain remained to bar the river! The bogatyr grabbed lying half across its neck, galloped straight for its stable, the chain in both hands, staggering at the touch of the and Souchmant’s next conscious act was of straightening dark sigils engraved on the links, and for a moment was himself in the saddle with weary pride, because he’d been human, only that, terrified that the wild Power was more brought virtually to the gates of Vladimir’s palace. And than his mind and heart could endure, terrified that it was the prince and his bogatyri were sitting their horses before going to kill him. him. No! Not before Nieprad is freed! “Back so soon?” Vladimir asked wryly. “And without Souchmant tried to gather the river-strength to him even the feather of a swan?” again, the Power greater than anything mortal, but now Souchmant stared blankly for a moment, stunned by that he was conscious of humanity, he couldn’t hold it. the sheer anticlimax. Swan . . . ? Oh God, yes. “My Prince, Nieprad would die, and all this would be for nothing— I forgot about it. But for a reason—” “No!” Souchmant heard himself scream insanely. “The swan beat you in single combat!” bogatyr Alyosha “Damn you, Nieprad, I won‘t let you die!” jibed, and the others burst into laughter. It was his last conscious thought for a time. With his Souchmant glanced helplessly from face to laughing humanity swamped by the surge of will and rage and face. And all at once pure fury surged up in him, an echo sheer, savage desperation, the creature that had been a of the wild river-strength. Had he survived all that to be bogatyr pulled new Power to him, pulled both river- mocked by this pettiness? strength and his own strange, small, unique magic all “No, damn you,” he thundered. “There was no swan— together in one wild flood. The massive, sigil-woven chain only Tatars!” As though a dam had broken, he heard tore free from the riverbanks in the grip of mingled Power himself shouting, as though the words had nothing to do and went whipping about the creature’s head (impossible, with himself, all that had happened, all save the magic: oh impossible, for any mere human to wield such a bur- the bridge destroyed, the enemy slain. den), striking warrior after warrior, crushing them, sweep- And then the burst of strength was gone. Souchmant ing them away till none remained and he could let the sagged in the saddle and listened to his prince condemning chain fly and crumple to the ground. him for a liar and a braggart. Slowly river-strength drained away. Slowly Power fad- “Everyone said a peasant could never be a true bogatyr. ed. Aching, gasping, muscles burning as though he’d Everyone said you should be beaten for even having dared been torn on a rack, Souchmant came back into himself. to dream! But I refused to listen. Your courage touched He was alive, sane, but so thoroughly weary it was a me. But that courage was a lie!” strain simply to breath. Somewhere behind him, though, “No, I—” the Nieprad River was roaring in wild freedom. Suddenly “Silence! I raised you up from nothing—from nothing! overwhelmed by the urge to look at it, Souchmant pulled I trusted you. And this is how you repay me, making himself, bit by painful bit, to his knees, struggling not to foolish boasts, claiming impossible deeds, trying to make faint or be sick from dizziness. Then, gritting his teeth, he your prince look a credulous fool! You have no courage, managed to battle on up to his feet. Yes, the river was no honor, nothing at all!” unbound, and— I don’t blame you, Souchmant thought wearily. My story And sorcerous pain snapped its jaws on him, tearing at sounds pretty impossible to me, too. Particularly since I don‘t dare him with blazing knives! The shaman was still alive, be- tell you about the magic. spelling him in frantic rage, and Souchmant, trapped, Vladimir was ordering he be taken somewhere. Souch- couldn’t do a thing but stand wrapped in invisible flame mant didn’t care where, so long as it had a bed. Or even a and die. level floor. By now, he wanted nothing so much as to sim- “You shall not die!” ply lie down and sleep. “It’s true . . .” he heard himself The voice rang out like a battle trumpet, mighty as the murmur, “I think it is . . . I . . . think I killed them all.” flood. A great wave arced like liquid silver out of the river, It was the last he remembered for a time. breaking over shaman and bogatyr, dragging them both back with it into the torrent. White waves smashing all Souchmant awoke with a jolt, starting up from the cot about him, Souchmant dimly heard the shaman scream onto which he’d fallen, aching muscles complaining. once in terror, voice nearly drowned by the river’s roar, Where was he? A bare little room, bars on the one vaguely saw those waves pull the struggling man under. window— At once, the sorcerous fire vanished, and the bogatyr felt “Oh God.” himself sob in relief. Only now was he able to appreciate He sank back to the cot, head in hands. This was Vla- that none of the whitewater savagery about him was dimir’s own prison, where he dumped those who’d per- touching him. Nieprad was bearing him gently as ever sonally offended him. While a stay here was meant merely

54 FEBRUARY 1992 as humiliation, for Souchmant this marked the end of his “Yes. Thank you.” dreams. “What’s this? Doesn’t it mean as much to you, being a I can‘t tell the prince what really happened. If I did, he’d ban fine bogatyr?” me as a sorcerer. But if I don‘t tell him the truth, he’ll never trust “Oh, it does. It always will.” Souchmant hesitated. me again. The lying peasant boy: I’ll wind up banished from court “But after all that happened here, I realized something. no matter what I do. Even while the others were finally accepting me as one of A murmuring outside the cell drove him to the them, I didn’t really care what they thought. Do you window—Akh, too high! All at once excited though he know something? All this time I wasn’t trying to prove couldn’t have said why, Souchmant dragged the cot under myself to them, I was trying to prove myself to me. Does the window and stood on it. any of this make sense to you?” He looked down onto the smoothly raked sand of the “Not much,” the being admitted. “This has something palace courtyard, whitewashed stone walls all around, to to do with human status, I take it? You’re no longer see his fellow bogatyri clustered about someone shrouded in ashamed of your origins.” full gray robes. A pilgrim, no doubt, come to— “I’m ashamed of having been ashamed.” No! Souchmant gripped the bars of the window so The river swirled and eddied restlessly. “As if chance- fiercely it hurt, his touch of magic responding to the sud- of-birth mattered!” den sense of Other, his touch of Sight screaming that, “It matters to humans!” illusion of gray robes or no, that figure wasn’t any mere “Human ways, human folly. You didn’t come all this mortal soul: that was Nieprad! way just to confess emotions. What would you?” What's he doing so far from his river? Nieprad, go back. You’ll “I’m grateful to you, I truly am. Akh, but Nieprad, kill yourself! that was a damned foolish thing to do! Coming to court, But Nieprad didn’t seem to be in any particular dis- drying out like that. You could have killed yourself! ” tress. As Vladimir joined the bogatyri, the being bowed as “You could have killed yourself to save me,” Nieprad courteously as any human, and Souchmant nearly choked murmured. “Could I do less?” Amusement rippled the on a laugh, recognizing his own movements, amazed at water. “That was a fine disguise, was it not? I can be seen how beautifully the boneless Nieprad was mimicking him. by mortals when I wish it. And mortals see only what they The being’s cool, whispery voice drifted to up to him: want. Except for such as you, of course.” “ . . . many dead . . . signs of a bridge . . . destroyed.” Souchmant shook his head. “Why do you do it? I “I’ll go.” That was Dobrynya’s earnest voice. “My mean, I’m just a human, even if I can . . . see things. Prince, I owe Souchmant that much. Let me go and see.” Why do you bother with me? Why did you ever befriend “No,” Vladimir said quietly. “I accused him. I must be me in the first place?” the one. Pilgrim, lead on.” “Because I wished it.” Souchmant lost track of time after that. He slept and “Yes, but why?” ate and slept some more, and healed in body and mind “Why? Why?” the being mocked in sudden impa- from the strain of bearing all that Otherly Power. He tience. “To be human is to always ask ‘Why?’ To be Oth- awoke feeling restored when the guards at last came to er is to simply Be! I like you, silly, brave, amusing little release him. By this time, he’d convinced himself the human! I like you. What more is there?” scene in the courtyard, with Nieprad as a gray-robed pil- “Nothing, I guess. But why—” grim, had been part of his exhausted dreams. He was A great cold wave came splashing down on Souchmant, rather pleased to be allowed to bathe and pull on fresh drenching him, making him gasp. A sound suspiciously clothing before being brought before the prince. like a chuckle came from deep within the river, and with a At least I’ll be cast out of the palace smelling clean! swirling of water, Nieprad was gone. But to his utter astonishment, Vladimir’s first words were, “I have wronged you.” It wasn’t a dream! Nieprad really was here and—“Oh no, don’t!” Souchmant cried in an agony of embarrassment, for the prince was kneeling to him. “Please!” Vladimir never stirred. “I went to the riverside, Souch- mant. I saw what heroic deeds you performed and knew how falsely I had accused you. Do you forgive your prince, bogatyr?” “God, yes!” To his relief, Vladimir got to his feet and stood aside. In the next moment, Souchmant was engulfed by a cheerful, noisy crowd of bogatyri. And for now, at least, they were all equals.

“Nieprad?” Souchmant stood alone and nervous by the river’s edge. “Can you hear me?” “I can.” The misty gray shape rose halfway out of the water. “You are reinstated, I take it?”

Vapor Trail (Renovation)

Dive into terror in the Pools of Darkness

KnightLine recommended entertainments for their especially during this recession. As you If you enjoy simulation games, we rec- family and friends. However, to start such are mainly interested in PC/MS-DOS ommend that you subscribe to a brand- a mail-order business and simultaneously games, be aware that a number of system- new newsletter from the talented folk initiate our own game magazine requires specific publications occasionally run mini- who publish Questbusters. This new publi- more money than we can currently raise, catalog inserts from software distributors. cation is entitled Simulations! and will The larger magazines, such as PC World appear seven times a year. It will cover and PC, might be available in Hungary. flight-, tank-, and world-simulation games. Computer games’ ratings Always keep in mind the PC/MS-DOS The cost is $8 a year for a third-class sub- games you read about in DRAGON® Maga- scription to North America, or $15 a year X Not recommended zine that receive positive reviews. for an overseas subscription. Write to: * Poor The Software Publishers Association has Simulations!, P. 0. Box 5845, Tucson AZ ** Fair released its monthly top-selling computer 85703, U.S.A. *** Good and video games list for August 1991. For To Richard W. Bruner in Hungary: We **** Excellent PC/MS-DOS games, the top five (in order of wish we did have our own computer-game ***** Superb unit sales) are: Gateway to the Savage catalog for gamers wishing to purchase Frontier (SSI); Secret Weapons of the

DRAGON 57 Luftwaffe (LucasFilm Games); Castles (In- check your letters before mailing them to tem with full VGA support, added a realis- terplay Productions); King’s Quest V (Sier- ensure that they are legible. tic method in which you must use the Rest ra); and Jetfighter II (Velocity). command to memorize spells as well as Broderbund Software is moving to: 500 heal the party, and reserved the most Redwood Boulevard, P.O. Box 6121, Novato Reviews powerful spells for magic-users with an CA 94948-6121, U.S.A. The telephone intelligence of 18 or better, as it should be. number is (415) 382-4400. Pools of Darkness ***** The VGA support really is quite an im- product support Strategic Simulations, Inc. provement. can now be found on the following PC/MS-DOS version $59.95 We found that the characters you create bulletin-board services: CompuServe, Want a real challenge that leaves you from scratch here are better suited for America Online, and GEnie. You’ll find not wondering how you’re ever going to de- this adventure than other types. Also, only demos of SSI’s games but also product feat the bad guys? Want epic-scale quest- keep in mind that human characters have announcements as well. ing in alternate universes? Want to see if a better chance of success in this game, as your characters can reach 25th level—and nonhuman characters will already be close H.E.L.P. beyond? to their maximum capabilities when you Todd Drexel’s request for assistance with Using an interface identical to previous create them. Dragon Wars, in DRAGON issue #174, has SSI releases, Pools of Darkness (POD) is the POD is quite an adventure and should received many answers. Randy Villeneuve final volume in SSI’s FORGOTTEN really be a huge success with SSI adven- of Upper Rawdon, Nova Scotia, reiterated REALMS® fantasy role-playing adventures ture gamers. Its versions include VGA/ the cure for obtaining the boots that has dealing with Phlan and that scum-sucking MCGA, EGA, or TGA support, and it is been revealed in other columns. He adds Lord Bane. Lord Bane is back, and his playable with AdLib, Sound Blaster, or the following: “If you would like to make minions are more fearsome than ever Tandy sound boards. You needn’t have your characters better and faster, go to before. Even if you bring your Secret of played any of the previous volumes, but it Irkall’s Domain and jump over the barrier. the Silver Blades characters into POD, certainly helps. We found POD to be ex- Save your game, then start the game over. you’ll see them hacked to shreds before tremely challenging, and we are far from Do this again and again. Every time you too many battles are finished. besting Lord Bane. Jump in and help rid complete this action, you gain five skill The challenge in POD is humongous. You the Realms of evil once and for all! points with which to raise your abilities. initially return to Phlan, that marvelous Go to the Underworld through Purgatory little city you liberated in Pools of Radi- SimAnt ***** to gain the fastest access to Irkall’s Do- ance. Because you defeated all of the evil Maxis Software main. Good luck!” in the earlier volumes, there isn’t much in Macintosh version Price n/a Aidan Doyle of Melbourne, Australia, the way of missions for your attention. Few entertainment companies maintain needs some assistance with Maniac Man- After you buy and sell weapons, spells, a reputation as innovators. Maxis Software sion, published by LucasFilm Games, and and the like, you agree to go with one of is one of the few that strikes out on its Rise of the Dragon, published by Dynamix. the council members, named Sasha, on own and produces such smash hits as “I am stuck in Maniac Mansion. The char- her inspection of forces in the lands of SimCity, SimEarth, and now, SimAnt. acters I have are Dave, Wendy, and Thar. SimAnt is certainly more than a game. Bernard. I can’t open the lab door. I’ve But, once you leave Phlan, Bane reap- Through your control of a black ant colo- heard that the Meteor Game score offers pears. Not only is Phlan decimated as ny, you learn more about how they live, the combination but I can’t get the power Bane’s lieutenants take charge of the area, work, and die than you could have ever back on. Whenever I try to fix the wires, but a wizard pulls you into an alternate learned from the Discovery Channel. my character says ‘It’s kind of dark in dimension that enables travel between the Included with this game are several Help here’ (even though I have a flashlight with Pools. He wants your party to defeat Bane features, tutorials teaching you how ants fresh batteries from the radio.) In Rise of and his beasties, and he’ll help all he can— survive, and great animation and sound the Dragon, I can’t find anyone to inter- as long as he remains alive, that is! effects. pret the parchment from Chen Lu’s safe. I You agree, and the mage teleports you Success is measured by how well you also can’t get into Deng Hwang’s ware- back to the Realms—but the land has manage to defeat colonies of red ants, house.” changed. Evil is everywhere! One of your control the yard around your home, and Ryan Leathers of Elizabethtown, Ky., first missions could well be to help Vala of eventually drive the humans out of the needs help with DragonStrike, which he the Silver Blades defeat Avaasan troops local house (that’s the goal in the Full has been playing for over a year. “I can’t and their attendant undead and elemental Game version). In the Quick Game, you are get past either the SwordQuest or Sudden forces. You are hounded and outmanned simply out to defeat an opposing colony of Death missions. I’m desperate for advice!” at every turn. It takes fortitude and an red ants. You can also learn from your Andrew Mussell, of Brandon, Wis., understanding of how to combat the dif- ants by using an Experimentation mode in needs the answers to the following ques- ferent forces before you see daylight in which you watch the effects of your inter- tions: “Spellbreaker: How do I get the cube the battles you fight. POD is not a game action with the ants. in the roc’s nest? What do I do in the Oc- for those who don’t have patience or don’t Aside from red ants, other obstacles tagonal Room? learn from their mistakes! with which to concern yourself include “Demon’s Winter: What do I do with the Allies can be encountered throughout lawn mowers, rain, ant lions, spiders, and circle of light in the temple near the volca- the adventure. Your rewards for success human feet. These you must avoid as you no? Where is the boat that is guarded by are high, but your reward for defeat is search for food for your colony. Without giants, and where is the cave near it? death. You must strengthen your party if food, your queen cannot survive; if she “Ultima III: How do I get the ring from you are to fight the ultimate evil. This dies, she cannot produce workers, sol- the Father on Planet ‘X‘?” adventure is, by far, one of the most diffi- diers, and breeders, allowing you to By the way, there are so many gamers cult fantasy role-playing games we’ve spread the wealth of your nests through- with hints out there that it is hard to de- encountered and will test the stamina and out the back yard of the humans’ home. cide which hints to publish. However, we wherewithal of your questers. You appear on-screen as a yellow ant. find many letters are almost impossible to Now, some may ask, why does POD You can summon other ants to your cause read. Although the hints in these letters receive a five-star rating and Gateway to through your “signals,” and you can even may be the finest ever written, if the the (reviewed here in change places with them. By holding down printed page is unreadable we move to DRAGON issue #177) only received four the mouse button when your cursor is another letter. If you wish to help others, stars? Simple: SSI enhanced its game sys- atop the yellow ant, several selections

58 FEBRUARY 1992 appear in a pop-up menu. One of them is sions to bolster your self-confidence. is important if you are to survive even your Exchange. Once this command is selected, When starting out, you can fly your mis- training missions. As you succeed in various you can search for another type of ant sions in the Persian Gulf or Central Europe missions, promotions occur. You can, eventu- near you and change bodies. For example, (of course, due to the collapse of the Soviet ally, command several gunships. when hunting and retrieving food for Union, the latter setting is no longer as Gunship 2000 is a totally realistic recrea- your nest, it is smart to remain a worker realistic as it was when MicroProse origi- tion of helicopter warfare. The faster your ant. When you know the time is right to nally released this program). CPUs clock speed, the better the simula- go on the hunt and defeat the enemy red You begin your missions after logging in tion will perform. When certain complex ants, it’s best to be a soldier ant. at HQ and picking your area of operations. scenes are loading, you will note some One strategy we found to be most con- You attend a briefing mission and read stutter in the animation, but without ducive to success included building the through your mission orders, then adjust doubt, Gunship 2000 is the best helicopter nest so that you have an ample supply of your gunship’s weapons’ configuration to simulation we’ve ever experienced. worker and soldier ants. This is handled suit the conditions of your orders. After through the Caste selection system, which you input a specific code from your man- Police Quest III ** allows you to determine how many of ual, you enter your gunship cockpit and Sierra On-Line each type of ant will be brought to matu- engage your rotors. With joy-stick control, PC/MS-DOS version $59.95 rity from the larval stage. Once there are you’ll soon learn how to fly your powerful Sonny Bonds is back, and this time he adequate numbers, call 50-100 ants to machine. has to face the Kindred. No, it’s not a hor- your leader ant, then invade the local This is not a simple “fly directly to and ror movie, but a new Police Quest adven- outside food supply. With you calling the defeat your primary and secondary tar- ture. Sonny’s wife has been stabbed, and shots, the red ants suddenly find their gets” game. The enemy is as sophisticated he must find and bring in the person food supply inundated with black ants. as you wish it to be, but even at the lowest responsible for this atrocity—and he must Through ferocious fighting, you’ll note reality level it has several surprises in also track down a crooked cop in his de- that the red-ant health graph bar on the store for you. Surface-to-air missiles, in- partment. left side of the screen will slowly drop fantry, tanks—you name it, they’ve got it. Police Quest III uses Sierra’s new icon- below that of the black ants. A good idea is to study your instruction driven interface, which is far easier to use As the red ants are starving to death, manual after reading your mission orders. than the old “type in” commands. All you pick out a red-ant nest located away from Learn all you can about what enemy units have to do is select the appropriate icon the majority of the red-ant action, then might be in your target area and study and click on the person or object to com- invade it. With a massive attack, you can their weapon systems. Also, learn about plete the needed action. Walking, looking, severely cripple the enemy. If their queens your own weapon systems and determine talking, inventory, and manipulating ob- are killed, you succeed in winning another those that would be most useful against jects are but a mouse click away. sector of the yard. There are 256 areas to both known and suspected enemy defens- The graphics are VGA, and the adven- conquer, so you’ve got your work cut out. es. Perhaps you might want to take on ture includes digitized actors as well as Watch out for the Red Terminator ant. your secondary target first, destroy it with sound effects. Sierra continues its tradi- Controlled by the computer, this is the a set of offensive weapons, then fly to an tion of featuring guest composers; this red-ant equivalent of you. He can also call advanced fire base to refuel and rearm game offers the talents of the renowned for reinforcements, lead attacks, and with weapons better suited for your pri- Jan Hammer, the composer of the Miami generally mess up your plans. There are mary target. Vice TV show soundtracks. Health graphs, scent trails that you can Study your flight map and learn what The story is quite linear, and you have to drop to warn of imminent attack, and a geographic formations might be used to use proper police methods when making variety of views that make SimAnt an your best advantage. Flying behind hills traffic stops, arrests, and bookings. If you extremely enjoyable environment. and in gulleys lessens the ability of the ignore procedure, the result could be a We learned the game in about 15 minutes enemy to paint you with radar. fine—or death. For example, when pulling and won our first Full Game after about You’ve got both flares and chaff to defeat over a vehicle, remember to approach the four hours of play, with a score of over incoming missiles. You can also fly away car from the passenger side, or else Sonny 4,400,000, which is considered quite good. from incoming fire. Reading the strategy tips could wind up flattened under a passing One great feature about SimAnt is that, no matter how often you win, there is always another yard with an entirely new set of circumstances just beyond your nest. Enjoy yourselves, learn a lot about ants, and buy SimAnt. It’s well worth the cost.

Gunship 2000 ***** MicroProse PC/MS-DOS version $69.95 Once again, MicroProse demonstrates its leadership in the flight-simulation arena. If you’ve ever wondered what it would be like to fly an Apache or other advanced battle helicopter, Gunship 2000 is a must purchase. It supports VGA/MCGA only and uses sound boards from Roland, AdLib, Tandy, or IBM. A joy stick is recommended. The graphics are awesome, and the sound (we used the Roland sound board) draws you into the simulation. Although numerous, complex commands are re- quired to complete your missions, Micro- Prose allows you to set difficulty and reality levels, and includes training mis- Police Quest III (Sierra On-Line)

DRAGON 59 adult subject matter.” wishes to learn more about the geography We hope Sierra fixes the game-crash of the United States. Additional “Swamp problems for future releases. Police Quest Gas Visits” games are in the process of III is an entertaining game, but the system creation. Try it: You’ll find geography can problems we encountered detracted from be an enormously fun experience! its enjoyment. Shining in the Darkness **** Swamp Gas Visits the United Sega of America States of America ***** Sega Genesis version Price n/a Inline Design Do you want a game to satisfy your Macintosh version Price n/a appetite for role-playing adventures while Rarely do we discuss games that are Police Quest 111 (Sierra On-Line) waiting for the next Phantasy Star? Shin- meant as educational offerings, as this is ing in the Darkness is just enough to fill vehicle’s radial tires. We enjoyed making an entertainment software column. How- your adventuring soul without leaving traffic stops and arresting a variety of ever, Inline Design has produced a marvel- heartburn. people. ous and entertaining Macintosh game to You are Mortred’s son. Your father disap- One problem we experienced was that if assist students with their knowledge of peared in the labyrinth with a princess a certain steps are not finished, you could United States geography. After departing a day ago, near the castle. You must con- end up stuck in the game without a clue mothership that hovers far above the map, front your own fears as you face nine that you’ve missed completing a necessary your highly energetic alien flies his UFO levels of monsters, mazes, and puzzles. action. We wasted an hour before finding around the U.S. As he “hovers” above Only one town is provided. The tavern is out on Sierra’s game-hint bulletin board various states, he is quizzed about the full of friendly folk who can provide you system that we overlooked making an name and capital of each state. If you with help, depending on the time of day important phone call. Because the call guess correctly, you can enter the Alien you appear. Food can be purchased here wasn’t made, we couldn’t continue the Arcade. The three nonviolent arcade seg as well as a room in order to spend a night game. ments are exciting and provide relief from or two recovering lost hit points. The Crashes—game, not car—were also a geography. shrine allows you to be resurrected, recov- definite problem. We crashed the game When you start the game (as many as er from paralysis or poison, or save the three times in the same location before four geography-hungry people can play), adventure to one of three available battery resorting to a different set of actions that you view the Mission List using a pop-up back-up positions. Finally, the shops can let us continue. Crashes are not the best menu. When you successfully visit a loca- provide you with armor, shields, weapon- thing to have happen to a gamer who has tion, it disappears from the list. Some- ry, and trinkets, for a price. Sometimes been playing the adventure for an hour or times, due to a malfunction on the deals are available, and we suggest that if so without saving the game. We wonder if mothership, you’ll face a Close Encounter. a decent deal is offered, accept quickly. Sierra rushed on its game testing in hopes One, for example, is a skunk that jumps All movement occurs with an animated of making the Christmas crunch. into your saucer. To remove the fetid first-person perspective. All action is If you enjoy a law-enforcement environ- creature from your vehicle, you must smoothly handled through the use of ment and want to solve serial killings, buy correctly answer a multiple-choice ques- graphic icons. Screens allow you to view this game. Don’t purchase this adventure tion regarding your current location. your statistics, items, hit points, experi- for young children, as the label on the box With fun graphics and sound, Swamp ence points, and magic points. Though you is quite accurate: “This game contains Gas should be of interest to anyone who cannot employ magical forces, two other characters you may find during your journey will be able to aid you in your quest by using their mystical powers. These two NPCs can wear armor and use weaponry you cannot utilize, and they can gain levels of experience. When beasts or monsters appear, you can either attack, activate an item, use magic, or run. When a monster attacks your party, it is fully animated. An on- screen message reveals how many hit points you lose, if any, in the combat. There isn’t full animation when you hit a monster, however; the creature only vi- brates a little. When the battle is done, you can see how many experience points, gold pieces, or items you have gained. This game com- bines the icons and combat of Phantasy Star III, the first person perspective of Phantasy Star I, and the great close-up graphics of Phantasy Star II. The combat can sometimes be tedious without the battle animation so well programmed in Phantasy Star II. For Genesis owners want- ing another role-playing game, Shining in the Darkness should be more than enough to meet your immediate needs. Swamp Gas Visits the United States of America (Inline Design)

60 FEBRUARY 1992

Vapor Trail *** Arcus Odyssey **** Renovation Sega Genesis versions Prices n/a Two new games have been released for the Sega Genesis by a third-party devel- oper: Renovation. Vapor Trail: As part of Operation Vapor Trail, you must stop an evil terrorist orga- nization from destroying the world. You can fly one of three different planes, each with its own strengths and weaknesses. For example, one plane can be powered up to have the best firepower, but it can- not fire backwards and has a lack of mo- bility. You can pick up typical power-ups during the game that increase this ship’s firepower. At the end of each stage, a boss must be destroyed, much as is the case in most other shoot-‘em-ups. Vapor Trail is not a great action game, and it suffers from blinking sprites every once in a while. There are better shooter games available, but this offering isn’t the worst one to select, either. The animation and sound are decent, and two players can embark on a quest to destroy the enemy together. Vapor Trail (Renovation) Arcus Odyssey has one of the best Gene- sis openings we have seen. The Dark Sor- Game conversions ceress, Castomira, was defeated by Princess Leaty a thousand years ago. Now, The Immortal **** minions of the Dark Sorceress have taken Electronic Arts her sword and plan to transport it to the PC/MS-DOS version Price n/a location where the sorceress is trapped. What an adventure! You must find your You must recover this ancient artifact magic-using mentor, Mordamir, who has before Castomira returns. been captured and imprisoned in the The action takes place from a three- dungeons. This is no easy quest. Will Har- quarters-overhead view. You and a friend vey and his programming crew have not can select one of four different soldiers to only put together a graphically pleasing tackle this quest. Each warrior has a dif- entertainment, but they’ve made darn ferent weapon as well as different ways of sure it’s going to take gamers some time to attacking the enemy, including different figure out exactly how to succeed. The Immortal is frustrating and quite systems of magic. Jewels can be found One disappointment is this game’s lack difficult, and it does not offer full VGA that upgrade magical abilities and weapon- of a usable save-game feature. Should you graphics. It does support EGA and MCGA/ ry. Other items can be found that heal fail in your quest, you must start the game VGA 16-color graphics, using Roland or your wounds or help destroy the enemy. over again from the very beginning, from AdLib sound boards. Allies can be located in the dungeons as the start of your current level, or from a well. Some merely give you words of level you have previously completed. Wing Commander I & II: The wisdom, while others help fight the evil When you do complete a level, you are Ultimate Strategy Guide ***** you face. If you succeed, a 12-character awarded a certificate code. You must copy By Mike Harrison password appears, allowing you to return this code down, as it is the only method by Origin Price n/a to the game later on. which you can reenter that level (this is If you are as addicted as we are to all of This is an in-depth version of the Gaunt- extremely frustrating). You cannot save the Wing Commander games, this book is let arcade game. Power-ups, various magi- the game at all during your investigations; for you. We recommend you read the cal items, and allies make this a more you either gain the level or you lose it and chapters that relate to your current status role-playing oriented game. Add in a char- must start over. Granted, you are sup- in the games first, then apply what you acter’s individual strengths and weakness- posed to learn from your mistakes, but it have learned to your missions. With es, plus maze puzzles to solve, and this will take several attempts, especially on charts, tables, and screen shots, this publi- should keep action and fantasy gamers the more difficult levels, to wend your cation will certainly be an asset to your satisfied. way to victory. You should pay strict atten- Wing Commander career. The only problem is that this game suf- tion to your dreams when you sleep to fers from graphic flickering when many recover your health. sprites are present on the screen simulta- When engaged in combat, a separate Clue corner neously. A few gamers might not enjoy combat screen appears that enables you to having to explore twisted caves in order to parry or attack. By watching the opposing Bane of the Cosmic Forge (Sir-Tech attain to the next higher level; hackers party’s animated attacks, you will soon Software) would probably prefer to blow everything learn how to take advantage of positioning 1. Don’t put a handy healing potion in to bits. Although this product is not entire- to strike well. Plus, should the beasties your character’s off hand. You’ll find that ly original, Renovation is offering con- become too tough to conquer, you’ve al- you’ll eventually throw it at monsters. sumers quite a successful game in Arcus ways got your own magic to work—if you Shields make sense for your fighters until Odyssey. find the spells, that is. about the fifth level, then use two weapons.

62 FEBRUARY 1992 the entrance, you will be killed. 2. ZO-KATH-RA creates a Zokathra spell. 3. To free the Power Gem, touch it with a Zokathra spell. Then touch the Power Gem with the Firestaff. Sam Carter Montara CA

Secret of the Silver Blades (SSI) 1. There is a Ring of Fire Resistance in the first level of the mines. Give this ring to all characters as it makes all users im- mune to red dragon breath. 2. In the dungeons, you must solve eight riddles. The answers are: your heart, your word, your breath, river, water, silence, wind, and fire. 3. Tell the blind mage, “Against.“ 4. In the drider base, don’t give Sir Deric anything too valuable; you won’t be able to get it back. 5. In the Western Crevasses, you can run from almost all of the battles. However, instead of turning and running, you can select Run, then turn back in the direction you were traveling and continue on. 6. In the castle, you should attack only Arcus Odyssey (Renovation) Sargatha. 7. The password to get past the iron Michael Booker golems is “steeleye.“ Knoxville TN 8. In the sanctum, the first time you meet the Dreadlord, let him attack first. Defender of the Crown (Cinemaware) 9. Use the keys in the following order: 1. If you rescue a ward who has been silver, gold, brass. captured, a Saxon lord will give you all of 10. The answer to the riddle is “Oswulf.“ his lands. Bo Bruen 2. Always seek Robin’s help before at- Altamonte Springs FL tacking one of the Norman’s home castles. 3. Buying knights and castles is foolish The Magic Candle (Mindcraft) because of the cost. You can easily beat the 1. The temple of Kalb in Daklund is at game with a catapult and a horde of 101,11. The temple of Pax in Rosus is at soldiers. 87,31. The temple of Hissen in Kherbel is 2. There are two types of books in the 4. The best character is Wolfric the at 97,98. The temple of Sur in Shertuz is at game: magical and informational. To read Wild, because with his jousting ability you 46,35. The temple to Paladin is at 123,97. a book, go to the Review screen and Use can become a strong leader. The temple in Uberion is at 31,36. The the book. The game instructions tell you Sam Carter gods aboveground can be found at 105,112 this but don’t tell you that if you try to Use Montara CA and at 84,9. a spell book in combat, it simply acts like a 2. There are three elven maidens with one-shot scroll. Using the book from the Dragon Wars (Interplay Productions) special songs in Deruvia: Ellidrin is at review screen lets you learn that spell. By 1. To pass the tests in the College of Magic, 132,35 and knows the swan song; Aellin is the way, the Book of Ramm’s poem is you need magic. The first test can be over- at 20,87 and knows the river song; Suerfin actually a set of instructions, and the come by freezing the fire. The second test is is at 98,66 and knows the sparrow song. King’s Diary can’t be deciphered until the an illusory wall of fire. Dispel it, then take 3. The Green Ring of Order can be ob- end of the game. the appropriate action when you see its true tained from a unicorn on the Isle of Heav- 3. As the rules imply, don’t kill NPCs. nature. To get past the gaze monster, be- enly (34,86). You may teleport there from 4. Don’t worry about the pirate’s den come invisible by cloaking yourself with a the Isle of Fubernel or work your way early in the game. You’ll find it a long time spell. Kill the Philistine. You must disarm the through the dungeon Khazan. In order to before you’ll have the ability to get into it. trap or eliminate the block by softening it. summon the unicorn, you must use 5. There’s no significant use for the When the wizard asks to see something Sherro’s High Call, which Gilondo of Thel- alchemy lab. Just blow it up. novel, just walk past him and claim your dair will tell you about. 6. To get the idol of Mau-Mu-Mu, remem- treasure. 4. In order to get the Shir-aka Ash from ber the opening to Raiders of the Lost Ark 2. Dragon Eyes are twice as powerful as the grove in Shiran, you must first get the 7. Say “No” and “Yes” to the Amazulu Dragon Stones. Circlet from the ogre king. To get the queen, then give her a small trinket. 3. The most powerful weapon is the Circlet, you must traverse the levels of the 8. When you find ashes, see that they Freedom Sword, which can do up to 100 tower of Shadrum (you may wish to talk are all given to the person who is asking points of damage. to Dinera first), and ask the ogre king for for them. This will be very rewarding. Kaoru Takanashi it. After doing this, don’t try to follow your 9. Don’t waste the red mushrooms when Guelph, Ontario path back out; just take the portal on the they are given to you; you absolutely must other side of the ogre king’s room. have one later on. Dungeon Master (FTL Games) 5. To get the Blue Ring of Power, you 10. The Faerie Queen knows how to talk 1. Once you obtain the Firestaff, do not must journey to the top of the Mad Wiz- to Delphi. Ask her. go back to the surface. Once you arrive at ards Tower, near the city of Knessos. Ask

DRAGON 63 him about the Blue Ring repeatedly until Queen. It is in Sam Jones’ possession (NC Search this hidden room. he finally gives it to you. 0021). Threaten him! 2. Short of money? Go to the training 6. Elven Dream Dust can be obtained 5. The red passcard password is Stale- hall, remove a character, create a new from the elven sorceress Somona, but she mate. It can be found in Ron Morgan’s character, add him, trade his money to has mysteriously disappeared. However, beachhouse (NC 6470) and is hidden in the someone else in the party, drop the new should you venture into Bedangidar piranha tank. Use the piranha food to character, then add the character you (148,67), you will find her in the second distract these toothsome fish. initially removed. You can do this any highest level. 6. The purple passcard password is number of times and obtain all of the 7. Crystal Dust is relatively easy to get; Knight. It is found in Greg Call’s lab (NC money you need. you must simply conquer every one of the 8911) and is on a plant on a ledge. Gloves Iain Murray baddies in the dungeon of Crezimas below from Bosworth Clark’s lab (NC 9932) are Waterford, England the Crystal Castle. The queen can update needed to avoid the thorns. you on your progress. 7. The black passcard password is Rook. Spellcasting 101 (Legend) Don Isaak and Ryan Dorman It is found in a bus station locker (NC 1. In the University, be certain to visit Seattle, WA 5194); the key from Slade’s apartment (NC the frat parties. 4605) is required. 2. Gretchen Snowbunny has the key to Mean Streets (Access Software) 8. The gray passcard password is King. the president’s house. A complete list of the eight passcards It is found in the safe of the Law and 3. In the president’s house, you’ll find a and passwords needed to destroy the Order Headquarters (NC 5037). spell box. Nexus Computer follows. The Nav. Code of 9. The Nexus Computer itself is located 4. The Skonn spell is used on the statue the passcard’s location is included as well at NC 4550. When you are in the furnace in the library. as items needed to obtain the passcards. room, you must find the key under the 5. The moat in the Sim can be crossed 1. The blue passcard password is Bishop. boxes, then open the panel to find a gas by casting Gub on the tree, Zem on your- It is found in Carl Linsky’s lab (NC 4675). A mask. With the gas mask, you can open self, and crossing the tree. key is needed from Linsky’s apartment. the furnace door (using the automatic 6. In the Sim, hit the dragon with your 2. The orange passcard password is controls) and rush out the door when the sword, then cast Gub on the ivy. Checkmate. It is found in Cal Davis’ lab maintenance robot appears. Aidan Doyle (NC 3720); the card is in the gorilla cage. A Aidan Doyle Melbourne, Victoria, Australia 10’ pole (obtained from Greg Call’s lab) is Melbourne, Victoria, Australia needed to reach it. That’s all for this issue. Please, continue 3. The green passcard password is Pools of Radiance (SSI) your courageous assaults on all software Pawn. It is in John Klaus’s possession (NC 1. In the northeast corner of the second entertainments, send in your hints, and 7012). Just ask him for it. room south of the northeast corner of game on! 4. The yellow passcard password is Sokal Keep, there is an illusory wall.

64 FEBRUARY 1992

Jan 31; $15 at the door. Send an SASE to: VI- SIONQUEST, 3821-D S. Campbell, Springfield MO 65807; or call: (417) 886-8482, 2-8 P.M. only.

ECLECTICON VI, Feb. 15-17 CA This SF/F convention will be held at the Sacra- mento Hilton Inn in Sacramento, Calif. Guests include George R. R. Martin and Delight Pres- cott; the dead guest of honor is Mary Shelley. Activities include panels, seminars, workshops, and a blood drive on Feb. 16. Registration: $40. * indicates a product produced by a company other than TSR, Write to: ECLECTICON VI, #176, P.O. Box 19040, Inc. Most product names are trademarks owned by the Sacramento CA 95814. Convention Calendar Policies companies publishing those products. The use of the name of any product without mention of its trademark status should not This column is a service to our readers be construed as a challenge to such status. CYBER-CON III, February 21-23 CO worldwide. Anyone may place a free listing This convention will be held at the Lory for a game convention here, but the follow- BSC’s WRATH OF CON, Feb. 14-16 N Y Student Center on the campus of Colorado State ing guidelines must be observed. This convention will be held at Ketchum Hall University in Fort Collins, Colo. Events include In order to ensure that all convention on the State University of New York college BATTLETECH*, DARK CONSPIRACY*, AD&D®, listings contain accurate and timely infor- campus in Buffalo, N.Y., featuring role-playing B-17*, and ROLEMASTER* games, with a deal- mation, all material should be either typed games and dealers’ tables. Registration: $4/ ers’ room, a costume contest, two video rooms, double-spaced or printed legibly on stand- weekend preregistered, and $5/weekend at the open gaming, and a con suite. Registration: $3/ ard manuscript paper. The contents of door. Single-day and Saturday & Sunday passes day or $5/weekend before Feb. 14, or $5/day or each listing must be short and succinct. are available. Write to: Michael Desing, Tower 3, $7/weekend afterward. Write to: Bill Keyes, Box The information given in the listing must Room 730C, SUCAB, P.O. Box 5119, Box 730C, 412, Lory Student Center, CSU, Fort Collins CO include the following, in this order: Buffalo NY 14213-5119; or call: (716) 878-6374. 80523; or call: (303) 493-3652. 1. Convention title and dates held; 2. Site and location; CHIMERA CON VIII, Feb. 14-16 NC TOTAL CONFUSION VI, Feb. 21-23 MA 3. Guests of honor (if applicable); This SF/fantasy convention will be held at the This convention will be held at the Best West- 4. Special events offered; University of North Carolina Student Union in ern Royal Plaza Hotel in Marlborough, Mass. 5. Registration fees or attendance re- Chapel Hill, N.C. Events include panels, work- Events include AD&D®, GURPS*, BATTLE- quirements; and, shops, games, and an auction. Registration: $15. TECH*, SPACE HULK*, DIPLOMACY*, CHAMPI- 6. Address and telephone number(s) Write to: CHIMERA CON VIII, 6H Kingswood ONS*, CALL OF CTHULHU*, CAR WARS*, and where additional information and confirma- Apts., Chapel Hill NC 27516. AXIS & ALLIES* games. Other activities include tion can be obtained. RPGA™ Network events, a miniatures-painting Convention flyers, newsletters, and other CONTINUITY V, Feb. 14-16 AL contest, and a costume competition. Registra- mass-mailed announcements will not be This SF&F/gaming convention will be held at tion: $22/weekend or $8.50/day preregistered; considered for use in this column; we the Parliament House in Birmingham, Ala. $10/day at the door. Write to: TOTAL CONFU- prefer to see a cover letter with the an- Guests include Harry Turtledove, Brad Strick- SION, P.O. Box 1463, Worcester MA 01607; or nouncement as well. No call-in listings are land, David & Elissa Martin, and Jerry & Sharon call: (508) 987-1530. accepted. Unless stated otherwise, all Ahern. Activities include role-playing, board, dollar values given for U.S. and Canadian miniatures, and computer gaming, with a hospi- CON*FUSION 1992, Feb. 28-March 1 * conventions are in U.S. currency. tality suite, a video room, an art show, a dealers’ Formerly listed as TOURNAMENT IN WARNING: We are not responsible for room, a costume contest, a dance, and panels. SHADOW, this SF&F/gaming convention will be incorrect information sent to us by conven- Registration: $25; dealers welcome. Write to: held at the Student Union on the Univ. of Alber- tion staff members. Please check your CONTINUITY, 620 80th Place S., Birmingham AL ta campus in Edmonton, Alberta. Events include convention listing carefully! Our wide 35206; or call: (205) 836-6460. AD&D®, SHOGUN*, PENDRAGON*, CHAMPI- circulation ensures that over a quarter of a ONS*, BATTLETECH*, STAR TREK*, TRAVEL- million readers worldwide see each issue. DUNDRACON XVI, Feb. 14-17 CA LER*, CYBERPUNK*, MUSTANGS & Accurate information is your responsibility. This convention will be held at the San Ramon MESSERSCHMITTS*, WARHAMMER FANTASY Copy deadlines are the last Monday of Marriott, in San Ramon, Calif. (Mention DUN- BATTLE*, and TALISMAN* games. Other activi- each month, two months prior to the on- DRACON for special hotel rates.) Events include ties include a video room, panels, sports cards, sale date of an issue. Thus, the copy dead- over 120 games using virtually every system movies, and a miniatures-painting workshop. line for the December issue is the last now in print. Other activities include seminars, Registration: $6 (Canadian)/weekend preregis- Monday of October. Announcements for board games, miniatures games, a flea market, a tered or $8/weekend at the door. Write to: North American and Pacific conventions miniatures-painting contest, a dealers’ room, CON*FUSION, UAPGC, Box 46, Students Union must be mailed to: Convention Calendar, and open gaming. Registration: $25/weekend Bldg., Univ. of Alberta, Edmonton, Alberta, DRAGON® Magazine, P.O. Box 111, Lake until Feb. 1; $30/weekend or $15/day at the CANADA T6G 2J7; or call: (403) 492-2134. Geneva WI 53147, U.S.A. Announcements door. Write to: DUNDRACON, 386 Alcatraz Ave., for Europe must be posted an additional Oakland CA 94618. JAXCON ‘92, Feb. 28-March 1 FL month before the deadline to: Convention This gaming convention will be held at the Radisson Inn at the Jacksonville International Calendar, DRAGON® Magazine, TSR ORCCON 15, Feb. 14-17 CA Limited, 120 Church End, Cherry Hinton, This convention will be held at the L. A. Airport in Jacksonville, Fla. Events include role- Cambridge CB1 3LB, United Kingdom. Airport Hyatt Hotel in Los Angeles, Calif. Events playing, board, and war games. Write to: JAX- If a convention listing must be changed include all types of family, strategy, and adven- CON ‘92, P.O. Box 4423, Jacksonville FL 32201; because the convention has been can- ture board, role-playing, miniatures, and com- or call Kathy at: (904) 778-1730. celled, the dates have changed, or incor- puter gaming. Other activities include flea rect information has been printed, please markets, an auction and an exhibitors’ area. WESCON II, Feb. 28-March 1 CT contact us immediately. Most questions or Write to: STRATEGICON, P.O. Box 3849, Torr- This gaming convention will be held at the changes should be directed to the maga- ance CA 90510-3849; or call: (310) 326-9440. Holiday Inn in Cromwell, Conn. Events include zine editors at TSR, Inc., (414) 248-3625 RPGA™ Network tournaments, with MIGHTY (U.S.A.). Questions or changes concerning VISIONQUEST 2, Feb. 14-16 MO EMPIRES*, BLOODBOWL*, TALISMAN*, European conventions should be directed This convention will be held at the Quality Inn GURPS*, and AD&D® games. Other activities to TSR Limited, (0223) 212517 (U.K.). North in Springfield, Mo. Events include RPG include board games, war games, SCA demos, a and WRG tournaments, plus WARHAMMER human chess game, a miniatures-painting con- indicates an Australian convention. 40,000* games, open gaming, Star Trek activi- test, dealers, an art exhibit, and an auction. indicates a Canadian convention. ties, a dealers’ room, and costume and figure- Guest artist is Batton “Wolff & Byrd” Lash. indicates a European convention. painting contests. Registration: $12.50 before Registration: $15/weekend before Jan. 31, or

DRAGON 67 $20 thereafter. Send an SASE to: Games & Stuff, BASHCON ‘92, March 13-15 OH Celebrity Hotel, 3333 East Van Burne, Phoenix 501 Main St., Middletown CT 06457; or call: This convention will be held in the University AZ (call: 602-244-8244). Events include 24-hour (203) 344-8895 during business hours. of Toledo’s Student Union Auditorium in Toledo, gaming, a dealers’ room, a used-game auction, a Ohio. Special guest is Michael Dorn. Events miniatures-painting contest, seminars, panels, OWLCON XIII, March 6-8 TX include RPGA™ tournaments, with AD&D®, and food, with role-playing, board, computer, This gaming convention, sponsored by WARP PARANOIA*, and other games. Other activities and miniatures games. RPGA™ Network and and RSFAFA, will be held on the campus of Rice include panels, anime and SF films, a dealers’ other events will offer prizes. Special guests University in Houston, Tex. Events include room, and miniatures and board games. Regis- include ® saga author Tracy RUNEQUEST*, CALL OF CTHULHU*, PARA- tration: $3/weekend, or $1-2/day. Games are Hickman, SHADOWRUN* game creator Tom NOIA*, CAR WARS*, TRAVELLER*, DIPLOMA- $.50 each. Send an SASE to: Student Activities Dowd, and author/game expert Michael Stack- CY*, ILLUMINATI*, CIVILIZATION*, Office, UT-BASH, 2801 W. Bancroft St., Toledo pole. Registration: $10 in advance, or $15 at the BATTLETECH*, ASL*, and STAR FLEET BAT- OH 43606. door. Write to: HEXACON 2, P.O. Box 11743, TLES* games. Open gaming and other tourna- Phoenix AZ 85061; or call: (602) 220-9785. ments will be held. Registration: $12/weekend CALCON 7, March 13-15 * before Feb. 25; $14/weekend or $5-6/day at the This convention will be held in the Sandman SIMCON XIV, March 19-22 NY door. Registration is at Sewall Hall. Write to: Inn in Calgary, Alberta. Events include tourna- This convention, sponsored by URSGA, will be WARP, OWLCON Prereg., P.O. Box 1892, Hous- ments in role-playing, board, war, and minia- held at the University of Rochester’s River ton TX 77251. Make checks payable to WARP. tures gaming. Other activities include a dealers’ campus in Rochester, N.Y. Events include CY- room, computer gaming, a games auction, and a BERPUNK*, STAR FLEET BATTLES*, CHAMPI- PLATTECON EPSILON, March 6-8 WI miniatures-painting contest. Registration: $8 ONS*, STAR TREK*, TRAVELLER*, and fantasy This convention will be held at the Student before Feb. 14. Write to: CALCON 7, Gulf Cana- role-playing games. Other activities include Center on the campus of the University of da Sq., RPO 401, 9 Ave. SW, Box 22206, Calgary, board, tactical, and 15-mm and 25-mm historical Wisconsin-Platteville in Platteville, Wis. Events Alberta, CANADA T2P 4J6; or call Brian at: (403) miniatures games. Registration: $7 before include AD&D® games, a miniatures contest, a 282-0945, or Paul at: (403) 275-0761. March 2; $10 thereafter. Write to: SIMCON XIV LAZER TAG* tournament, and a special guest. c/o URSGA, CPU Box 227146, River Station, Registration: $5/weekend or $4/day preregis- DEMICON III, March 13-15 MD Rochester NY 14627-7146. tered; $8/weekend or $5/day at the door. Write This gaming convention will be held at the to: Platteville Gaming Assoc., Student Center, 1 Holiday Inn Chesapeake House in Aberdeen, LUNACON ‘92, March 20-22 NY University Plaza, Platteville WI 53818. Md. Events include AD&D®, WARHAMMER*, This convention will be held at the Rye Town SHADOWRUN*, CALL OF CTHULHU*, PARA- Hilton in Rye Brook, N.Y. Events include 24- SCRYCON ‘92, March 7 NY NOIA*, BATTLESYSTEM™, BATTLETECH*, CAR hour-a-day open gaming, RPGA™ tournaments, Sponsored by the Seekers of the Crystal WARS*, and TALISMAN* games, with a dealers’ and the state’s premier SF convention. Registra- Monolith, this convention will be held at the room, a miniatures contest, and seminars. tion: $25 before Feb. 22; $35 at the door gains Oakwood School in Poughkeepsie, N.Y. Events Registration: $16 before Feb. 15; $20 thereafter. admission to all convention events. Write to: include AD&D® games and other RPGA™ tour- Write to: DEMICON III, Hartford Adventure LUNACON ‘92, P.O. Box 338, New York NY naments, a miniatures contest, and a used-game Soc., c/o Strategic Castle, 114 N. Toll Gate Rd., 10150-0338; or call: (908) 721-1537. No collect flea market. Registration: $6 preregistered; $8 Bel Air MD 21014; or call: (301) 569-4025. calls, please. at the door. Send an SASE to: SCRYCON ‘92, P.O. Box 896, Pleasant Valley NY 12569. Seating is HEXACON 2, March 13-15 AZ SPRING OFFENSIVE III, March 20-22 IL limited: please preregister! This gaming convention will be held at the This convention will be held at Illinois Central College in East Peoria, Ill. Events include Napole- onics, ADEPTUS TITANICUS*, CHILL*, ASL*, and other role-playing, board, and miniatures games. Registration: $3/day or $5/weekend, and $1 per game. Write to: Tri-County Gaming Assoc., 116 Walnut St., Washington IL; or call: (309) 444-4640.

AGGIECON XXIII, March 26-29 TX This convention will be held on the campus of A&M University in College Station, Tex. Guests include Barbara Hambly and David Drake. Activities include a dealers’ room, game shows, a costume contest and ball, an art show, children’s programming, SCA demos, Japanimation, SF films, a party room, RPGA™ tournaments, and 24- hour open gaming. Registration: $13 before March 1; $16 thereafter. Write to: AGGIECON XXIII, MSC Cepheid Variable, Box J-1, College Station TX 77884; or call (409) 845-1515.

MAGNUM OPUS CON VII, March 26-29 SC This convention will be held at the Greenville Hyatt and the Greenville Holiday Inn in Green- ville, S.C. Guests include Marion Zimmer Brad- ley, Lois McMaster Bujold, Chelsea Quinn Yarbro, , , and Sergio Aragones. Activities include panels, a costume contest, a dealers’ room, a fashion show, fencing, gaming, and a talent show. Registration: TBA. Send an SASE to: MAGNUM OPUS CON VII, P.O. Box 6585, Athens GA 30604.

IANUA FANTASY III, March 27-29 This convention will be held at the “Istituto Brignolo” in Genoa, Italy. Events include AD&D®, D&D®, CALL OF CTHULHU*, STAR WARS*, 2300 AD, CYBERPUNK 2020*, RUNE- QUEST*, SPACE: 1889*, and MERP* tourna- ments, in Italian and English. Other activities include a costume show and a miniatures- painting contest. Prizes will be awarded for all tournaments. Registration: $4/day or $10/ weekend until March 1; $6/day at the door. Lodging is available. Write to: LABYRINTH, Vico S. Antonio 5/3A, 16126, Genoa, ITALY; or call: (10) 291788 at GMT +1.

MIDSOUTHCON XI, March 27-29 TN This SF&F convention will be held at the Airport Hilton in Memphis, Tenn. Guests include , Beth Willinger, Glen Cook, and Belinda Anderson. Activities include AD&D®, CHAMPIONS*, CALL OF CTHULHU*, CYBER- PUNK*, ROBOTECH*, BATTLETECH*, RIFTS*, SHADOWRUN*, and board games, plus panels, a dealers’ room, an art show, an auction, filking, a con suite, and open gaming. Registration: $25. Write to: MIDSOUTHCON XI, P.O. Box 2279, Memphis TN 38122; or call: (901) 353-9439, or (901) 274-7355.

ABBYTHON 10, March 28-29 KS This convention will be held at the Commu- nity Center in Abbyville, Kans. Registration: $10 preregistered only. Players will receive materi- als to create their own ABBYTHON characters. Prizes will be awarded to top ten players. Write to: ABBYTHON Adventure Guild, P.O. Box 96, Abbyville KS 67510; or call: (316) 286-5303.

DREAMCON ‘92, March 28-29 MO Sponsored by the NMSU Fantasy Club, this convention will be held at Ophelia Parrish Hall on the campus of Northeast Missouri State University in Kirksville, Mo. Events include AD&D®, CHAMPIONS*, and PARANOIA* games, with a movie room, a costume contest, mer- chants, and more games. Proceeds will benefit the Dream Factory of St. Louis. Write to: NMSU Fantasy Club, SUB-NMSU, Kirksville MO 63501- weekend preregistered; $20/day or $25/ RU-CON ‘92, April 11-12 PA 4988; or call: (816) 785-5152. weekend at the door. Make checks payable to This convention will be held at the Holiday A&B Entertainment. Write to: A&B Entertain- Inn in Williamsport, Pa. Events include many POCON, April 3-5 PA ment, P.O. Box 645, Shamokin Dam PA 17876; or gaming events (some RPGA™ Network- This convention will be held at the Holiday call: (717) 743-4146. sanctioned), tournaments, and dealers. Registra- Inn in Bartonsville, Pa. Events include role- tion: $15/weekend before April 1; $12/day or playing, board, miniatures, and war gaming, POINTCON XV, April 10-12 NY $20/weekend at the door. Send a business-sized with a painting contest. Registration: $6/day or This convention will be held at the U.S. Mili- SASE to: The Role-Playing Underground, $10/weekend, no game fees. Write to: Ed Dow- tary Academy in West Point, N.Y. Events include Woolridge Hall, Box 39, Lock Haven Univ., Lock gaillo, P.O. Box 390, Effort PA 18330; or call: AD&D®, BATTLETECH*, WARHAMMER FANTA- Haven PA 17745-2396; or call: (717) 893-3237. (717) 629-7218. SY* and 40,000*, JOHNNY REB*, and micro- armor games, with RPGA™ Network events, a AMIGOCON 7, April 24-26 TX ROUND CON ‘92, April 3-5 SC miniatures-painting contest, an auction, com- This convention will be held at the Sunland Sponsored by the Round Table Gaming Socie- puter games, and open gaming. Registration: $8 Park Holiday Inn in El Paso, Tex. Guests include ty, this convention will be held at the Russell preregistered, or $10 at the door; no event fees. Jennifer Roberson, Patricia Davis, and Mel House on the campus of the Univ. of South Write to: Cadet Robert Williams, P.O. Box 3643, White. Registration: $15/weekend before April Carolina, in Columbia, S.C. Events include West Point NY 10997. 1; $18/weekend or $6-$9/day at the door. Write AD&D®, CHAMPIONS*, VAMPIRE*, CALL OF to: AMIGOCON 7, P.O. Box 3177, El Paso TX CTHULHU*, SHADOWRUN*, JAMES BOND*, CONVENT, April 11-13 WV 79923. RIFTS*, STAR WARS*, BATTLETECH*, and This convention will be held on the campus of PARANOIA* games, as well as an AD&D® game Marshall University in Huntington, W. Va. benefit for the Richland County Children’s Events include an RPGA™ Network D&D® How effective was your convention listing? Hospital. Other activities include many board tournament and scads of other games. Guest of If you are a convention organizer, please games, a competitive miniatures session, a honor is Richard Tucholka. Registration: $5/ write to the editors and let us know if our fiction-writing contest, movies, and a dealers’ tournament or $3/nontournament for the week- “Convention Calendar” served your needs. area. GMs and dealers are welcome. Registra- end. Write to: Chuck Puckett, 821 Holderby Your comments are always welcome. tion: $7 until March 15; $10 thereafter. Game Hall, Marshall Univ., Huntington WV 25955; or fees are $1/event and $5 for the benefit tourna- to: Steven Saws, 558 Aspen St., Morgantown ment. Send an SASE to: ROUND CON ‘92, USC, WV 26505. P.O. Box 80018, Columbia SC 29225; or call Trella at: (803) 779-1924. HYPOTHETICON, April 11 CT This convention, hosted by the Univ. of Con- Out of Supplies? FANTASY FEST SPRING ‘92, April 4-5 PA necticut SF Society, will be held at the Univ. of This gaming convention will be held at the Connecticut, Storrs branch Student Union. Write for a free catalog from the Days Inn in Shamokin Dam, Pa. Events include Events include CALL OF CTHULHU*, TOON*, Mail Order Hobby Shop, c/o TSR, AD&D®, BATTLETECH*, WARHAMMER and AD&D® games, with panels, Japanimation, Inc., P.O. Box 756, Lake Geneva WI 40,000*, and SHADOWRUN* games, with movies, and dealers. Registration: $7. Write to: RPGA™ Network events, board games, a HYPOTHETICON, c/o Anne MacFadyen, Rm. 53147 U.S.A. miniatures-painting contest, a dealers’ area, and 128B Shippee Hall, Univ. of Conn., Storrs CT open gaming. Registration: $15/day or $20/ 06269; or call: (203) 427-4985.

DRAGON 69 70 FEBRUARY 1992 MARVEL

by William Tracy HE MARVEL-PHILE T Castaways III: A god of lightning and a clone of thunder

Listed here are the last two castaways, classic, for your MARVEL SUPER Isles. The Celtic gods live in an otherdi- Leir and Nobilus, from MU7 The Gamer’s HEROES™ game campaign. It’s so packed, mensional realm known as Avalon. For Handbook of the MARVEL UNIVERSE*, in fact, that these two powerful beings just many centuries, a feud has existed be- 1991 Character Updates. This 128-page wouldn’t fit—broad shoulders, you know. tween the Celtic and Asgardian gods based book is packed with the best and the Since they both asked so nicely, however, on racial tensions and wars between their brightest Marvel characters, both new and we decided to include them in our “casta- worshipers. Recently, the Heliopolitan ways” crew. (How do you refuse a Celtic (Egyptian) god of death, Seth, sent a num- god and a clone of Thor?) ber of large, black-winged lions to ravage For more current Marvel information, the countryside of Avalon. Seth also sent turn to Steven Schend’s “Game Wizards” one of the beasts to , where it killed column in this issue, and read about the an innocent family. The last dying member new direction we’re taking with the 1992 of this family asked Thor to avenge their product line for the MARVEL SUPER deaths. Thor followed the beast through a HEROES game. dimensional portal into Avalon. Upon arriving, some of the Celtic gods accused Thor of killing a family who had actually LEIR™ been killed by Seth’s beast. Leir arrived on Celtic god of lightning and the spear the scene and began to battle Thor. Thor‘s friend, the Grim, had F UN(100) Health: 270 followed Thor to Avalon. Just as Hogun A EX(20) arrived, Seth’s beast appeared. Realizing S MN(75) Karma: 42 that the monster was the real killer, Leir E MN(75) helped Thor and Hogun battle the beast. R TY(6) Resources: EX(20) Mortally injured, the beast fled back I TY(6) through the dimensional portal. Thor and P RM(30) Popularity: 0 (50 w/ Hogun followed, to discover that the beast Celtic gods) had finally been killed by Fandral and Volstagg. Feeling that he owed a debt to POWERS: Thor, Leir led a number of Celtic gods into Invulnerability: Like most gods, Leir has Asgard when it was invaded by Seth’s Excellent (20) protection against physical armies. attacks, heat, cold, radiation, poisons, With the aide of the Celtic gods, the aging, and disease. He also has Typical (6) Asgardians were able to beat back the resistance to energy attacks. invasion force. While he was in Asgard, Lightning: Leir can create spears of Leir saw the goddess and fell in love electricity, which he can hurl. These elec- with her. Leir later returned to Asgard trical spears can do up to Unearthly (100) with a friend, Caber, hoping to get Sif to Energy damage and have Unearthly range. marry him. He was able to get to Asgard He can also wield his electrical spears in even though Asgard was at that time float- melee combat. ing in the Negative Zone, and the Rainbow Bridge was broken. (The Celtic god of TALENTS: Leir is a Weapons Specialist druids and wisdom, Dagda, was able to when he is using any kind of spear, includ- locate Asgard and form a gateway from ing his lightning spears. Avalon to Asgard.) Leir found Sif there and asked her to marry him. Sif was intrigued CONTACTS: Leir can depend on support by the fact that Leir was able to enter from most of the Celtic gods. He has also Asgard, even though Asgardians were not aided Asgard in the past and can depend able to leave Asgard. She promised to on the Asgardian gods in times of need. marry Leir if he could get her to Thor, and if Leir could beat her chosen champion in HISTORY: Leir is one of the leaders of combat. Leir agreed and helped her find the Celtic gods, who were worshiped by Thor, who was in the Black Galaxy at the the ancient Celtic people of the British time.

DRAGON 71 MARVEL

Leir then brought them all back to rate of all beings on Earth. The New Men saw, the High Evolutionary had a mental Asgard just as Ragnarok began. Leir of Wundagore contacted Thor and asked breakdown. Nobilus and the other New helped the Asgardians during Ragnarok. him to help rescue and the High Immortals helped him back to his ship, After Ragnarok was averted by the brav- Evolutionary from the Black Galaxy, a then left the Black Galaxy. Before leaving, ery of Thor, Leir attacked Thor, mistaken- huge stellar mass made of organic materi- Thor and Nobilus came to a silent under- ly believing that he would be Sif’s chosen al. Thor agreed, and they managed to free standing of peace between them. champion. To Leir’s surprise, Sif chose to the two immortals from their imprison- be her own champion. She easily defeated ment (they had been captured by a Red ROLE-PLAYING NOTES: Nobilus is a Leir and humiliated him. It is presumed Celestial). During the encounter, the High being constantly at war with himself. He is that the embarrassed god then returned to Evolutionary was able to get a cell sample usually a gentle and noble being, but he Avalon. from Thor. often goes into his berserk rage, making It seems that, during the rescue, Thor him a sincere but unreliable ally at best. ROLE-PLAYING NOTES: Leir is basically was aged by a strange organism in the a good being, but his arrogance tends to Black Galaxy that caused him to grow a The MARVEL-Phile’s Marvel characters and the distinctive names and likenesses thereof are trademarks of Marvel irritate the people around him. Leir thinks beard. Upon arriving back at Wundagore, Entertainment Group, Inc. and are used with permission. that he is the best warrior of all the gods Thor used the facilities to shave off his Copyright ©1992 Marvel Entertainment Group, Inc. All Rights and that he cannot be beaten. He is also new beard. He cut himself during the Reserved. slightly chauvinistic when it comes to shave, and one of the High Evolutionary’s females. He has not visited Earth in mod- New Men took the razor and got the cell ern times, so he is extremely confused by samples off of it. Unfortunately, at the modern machines and cultures. Leir has a time Thor was infused with the evil es- quick temper that causes him to jump to sences of Loki, which had happened when conclusions at times. Thor, Odin, and Loki protected Asgard from by themselves. The three gods had to share their essences so that NOBILUS™ they would have enough power to stop New Immortal Surtur. The High Evolutionary returned to the F MN(75) Health: 245 Black Galaxy and began to create a new A EX(20) race of gods. He created Nobilus from S MN(75) Karma: 16 Thor’s cell samples and the biological soup E MN(75) of the Black Galaxy, hoping his creation R TY(6) Resources: FE(2) would become the mightiest of his New I TY(6) Immortals. Unfortunately, Nobilus some- P PR(4) Popularity: 0 times goes into mad, berserk rages, caused by the taint of Loki within him. POWERS: Thor and Hercules arrived on the High Invulnerability: Since Nobilus was cloned Evolutionary’s ship while answering a from a sample of Thor’s skin tissue, he has summons from the Celestials to return to the typical invulnerabilities of a god: Excel- the Black Galaxy. They were followed by lent (20) resistance against physical at- Stellaris, an alien in a armored battle suit tacks, heat, cold, radiation, poisons, aging, who had sworn vengeance on all Celestials and disease, and Typical resistance to for destroying her planet. Stellaris got Energy attacks. aboard the ship and talked Nobilus into Berserker Rage: Nobilus was cloned helping her, then stole data concerning the from a sample of Thor’s skin tissue while location of the Red Celestial in the Black Thor was infused with the essence of the Galaxy and took off with Nobilus. Thor, evil god, Loki. As a result, each round that Hercules, and Juvan (one of the High Evo- Nobilus is in a stressful situation such as lutionary’s New Immortals) followed combat, he must make a Psyche FEAT roll. closely behind. Stellaris and Nobilus ar- If he fails the roll, he goes into a berserk rived and began to observe the Red Celes- rage, adding + 1CS to his Fighting and tial. Thor and the other arrived next. Strength scores. This does not increase his Upon arriving, Hercules was once again Health score, however. He will attack imprisoned in a huge metal box by the Red everyone and everything within reach Celestial. Thor rushed to the attack, as did while he is berserk. This will continue the Celestial-hating Stellaris and Nobilus. until he makes a successful Psyche FEAT The Celestial hit Thor with a beam of roll-check once per round after Nobilus energy that physically separated the latter enters his berserker state. from his other self, Eric Masterson. By this time, the High Evolutionary had arrived TALENTS: None known. with more New Immortals. It was soon revealed that the Black Galaxy was actu- CONTACTS: Nobilus can depend on aid ally the birthplace for a new Celestial. from his creator, the High Evolutionary. Stellaris flung herself at the new Celestial, destroying herself in the attack and pro- HISTORY: Nobilus is the result of one of viding the final energy for the Celestial’s the High Evolutionary’s experiments. Re- birth. Nobilus looked on helplessly during cently, the High Evolutionary and Hercules the new Celestial’s birth. supposedly evolved to a higher state after The High Evolutionary had connected the High Evolutionary’s abortive attempt himself to a special analyzing device dur- to artificially accelerate the evolutionary ing the birth. Overwhelmed by what he

72 FEBRUARY 1992

74 FEBRUARY 1992 Tripping the tabletop fantastic—again

©1992 by Rick Swan Since some games involve upwards of a guess, and it takes a while for game de- hundred or more figures, we’re talking a signers to get it right. The new generation Say you’re a first-timer at the ® sizeable investment in money and time (if of fantasy miniatures games, the best of game fair, and you want to give the folks they’re all to be prepped and painted). which are reviewed here, are more suc- back home an idea of what all the fuss is However, while it’s undeniable that minia- cessful in blending fantasy and wargaming about. Camera in hand, you dutifully snap tures games are more fun with actual than their predecessors, making them photos of the role-players, the auction, and miniatures, the figures are by no means more attractive to role-players. The de- the exhibit hall, even though it’s painfully necessary. Role-players are perfectly hap- signs are still a little on the tentative side— obvious that what you’re recording doesn’t py using paper wads or spare dice to no levitating terrain yet—but we’re amount to much more than a bunch of represent their characters in RPG adven- heading in the right direction. If you’ve guys staring at paper or holding up boxes. tures, so who needs entire armies of lead avoided miniatures games in the past, dust You can already hear yourself feebly ex- figures for miniatures games? More often off your lead figures (or round up some plaining to your buddies that it’s a lot than not, I use painted poker chips, coins, poker chips) and give these a try. more fun that it looks, no kidding, really, or cardboard chits, and the games play you just had to be there. just fine. Then it dawns on you that if you really It can’t be the rules. If anything, a typi- FANTASY WARRIORS* want to capture the splendor of the con- cal miniatures game is a lot easier to learn game * * *1/2 vention, there’s no better place to do it than a typical RPG. I’ve seen GEN CON Boxed game with 56-page rule book, 102 than the miniatures gaming room. There game fair miniatures games with a only a plastic miniatures, 51 plastic shields, they are, in all their tiny glory: hundreds page or two of rules, taught on the spot to 150 order counters, reference card, of colorful lead figures marching across utter novices. various play aids, dice vast landscapes of green felt, plastic for- I think role-players resist miniatures Grenadier Models, Inc. $30 ests, sprawling villages of matchbox-sized games for a very basic reason: The games Game design: Nick Lund houses, and cardboard castles rendered in are not much fun—at least, the early ones Development: Mark Copplestone and Doug exquisite detail, right down to hairline weren’t. The first generation of fantasy Cowie cracks in the mortar and drawbridge miniatures games (including Games Work- Miniatures design: Mark Copplestone chains with links no bigger than a needle’s shop’s WARHAMMER FANTASY BATTLE* Box and counter art: Ian Smith eye. This, you think, confidently snapping system, Ral Partha’s CHAOS WARS* game, Rule book illustrations: Ian Symonds away, will knock their socks off—and and TSR’s 1st Edition BATTLESYSTEM™ you’d be right. It never fails. game, all covered in “Role-playing Re- A solid effort from a company known Judging from the crowds in the minia- views” in DRAGON® issue #142) promised more for quality miniatures than game tures room, one might conclude that min- more than they delivered; they felt less design, the FANTASY WARRIORS game iatures games are as popular as spoons in like fantasy games than conventional war combines conventional war-gaming sys- a pudding factory, but that’s not the case. games with fantasy elements tacked on as tems with a number of modest but imagi- Though fantasy miniatures games have an afterthought. The unique attributes of native fantasy elements to produce an their share of devoted fans, the flash-bulb elves and other fantastic creatures were engaging miniatures game. What makes it poppers and rubberneckers invariably reduced to lifeless combat bonuses. Fire- especially appealing is its completeness; outnumber the actual players by a consid- ball spells came off as just another type of because the FANTASY WARRIORS game erable margin. If I could have either the artillery. Where were the magical weather comes packaged with over 100 plastic money from the sales of miniatures games storms, levitating terrain, battlefield tele- figures (two complete armies, one dwar- at the GEN CON game fair or the process- portation portals, and phalanxes of evil ven and one orcish), you can put away ing fees of photos taken in the room wizards conjuring gargantuan monstrosi- your paper wads and poker chips and dive where they’re played, take me to the ties to swallow up enemy infantries in a right in. Fotomat. single gulp? Strip away the whistles and I’m not a great judge of figure design, So, if there’s such a fascination with bells, and most of the first batch of fantasy but these look pretty good to me. Flowing miniatures games, why aren’t more people miniatures games played like World War II beards and drooping moustaches give the playing them? Conventional wisdom has it simulations, only with dragons and dwarves a stately appearance, while long that role-players resist the games because dwarves instead of Spitfires and Nazis. fangs and scowling eyes make the orcs of the number of lead figures required. Well, pioneers are always penalized, I look appropriately vicious. I was too lazy

DRAGON 75 to paint them, but dots of fingernail polish The combat rules work quite well, worked fine to distinguish individual units. though the avalanche of modifiers re- AD&D 2nd Edition The basic game is a snap to learn, thanks quired to execute the more sophisticated BATTLESYSTEM™ Skirmishes to the well-written rule book, liberally concepts of the game are likely to intimi- Miniatures Rules * * * 1/2 illustrated with examples of play and date novice players, as are the seemingly 128-page softcover book strategy tips from anonymous dwarven endless number of special cases. (A typical TSR, Inc. $15 and orcish heroes (“Provided you keep example: “Foot figures armed with po- Design: Bruce Nesmith your spear-armed units organized, they learms may choose to fight in two ranks Editing and development: Steve Winter, can effectively stand up to larger crea- using spear weapons factors, provided Annette Bumgarner tures like ogres, trolls, and giants.“). Set-up that they are not disorganized and are not Figure painting: Dave Hoppack involves establishing the size of the battle- governed by shaken or bloodlust reac- Terrain scenosquares: Duke Seifried, Crea- field (a dining room table is about right) tions.“ Try dredging that one out of the old tive Design, Inc. and selecting armies, based on point allo- memory banks in the heat of battle.) Photography: Photography Unlimited cation. Players receive, say, 1,000 points The most entertaining element of the Graphic design: Stephanie Tabat each to spend on units, each costing a FANTASY WARRIORS game is the magic particular number of points; for instance, system, which leavens the occasionally For starters, both of these books are flat- a warchief might cost 80 points, while 120 stodgy tone of the game with a generous out gorgeous, two of the best-looking points buys you an entire squadron of 10 dose of whimsy. Priests, for instance, can products TSR, Inc. has ever published. dwarven archers, including a leader. call on the gods to undo the result of a Both feature page after page of glossy, full- Every unit type has a set of statistics that previous event, forcing the enemy player color photos of exquisitely painted minia- must be recorded on a roster sheet. There to re-roll. Soothsayers can divine omens tures, many of them staged in elaborate are 11 statistics in all, ranging from the favorable to the friendly army, making battlefield dioramas. Their merits as rule obvious, such as Strength and Movement, them less likely to panic. Wizards receive a books aside, the BATTLESYSTEM and to the questionable, such as Resilience (just fixed number of magic points, expended to BATTLESYSTEM Skirmishes books make another combat modifier, of which there cast powerful spells, such as hasten day/ terrific guides for figure painting and are are plenty already) and Worth (“the mea- night, to move the clock backwards or a pleasure to thumb through, even for sure of any creature in terms of man- forwards, and banish magic, which pro- those with only a passing interest in minia- power,“ whatever that means). Because hibits the casting of spells anywhere on tures games. there are so many statistics to keep track the battlefield for several hours of game Players frustrated by the tentative sys- of, the FANTASY WARRIORS game works time. However, there are only 10 spells—a tems in the first-edition BATTLESYSTEM better with small numbers of figures; 20 ploy, perhaps, to market a magic supple- game (from 1985) are in for a pleasant to 40 per side is about right. Large-scale, ment somewhere down the line? Though surprise with the second edition, a com- convention-type spectaculars aren’t practi- the magic system may be superficial, it’s plete overhaul that’s as impressive as the cal unless you’re playing with teams. also clean, simple, and goofy. Too bad 1st-to-2nd Edition transformation of the Before play begins, each side has a there’s not more of it. Player’s Handbook and Dungeon Master’s chance to scout the opposition, which Evaluation: If the FANTASY WARRIORS Guide. Gone from the original game are you’d think would involve sneaking a rule book had been stripped of about half the math-heavy combat tables, the awk- figure or two into the enemy camp and its combat modifiers and special rules, it’d ward base sizes, and the quarter-page unit reporting back with reconnaissance infor- earn an enthusiastic recommendation. As rosters; they’re replaced by streamlined mation, but actually consists of nothing it stands, I give it three stars for game bookkeeping systems, cleaner attack pro- more than a few dice tosses to determine mechanics and a half-star bonus for the cedures, and a plethora of clever options. who gets to deploy their units first and figures. Improvements necessary to boost Particularly welcome is the reduction of decide when the battle begins. Quick, to the game from good to great are: more relevant statistics from a dozen-plus to a be sure, but not very satisfying. Better is spells, imaginative scenarios (there aren’t mere five. A figure represents either: 1) 10 the boasting option that allows the war- any scenarios, imaginative or otherwise), infantrymen or cavalry, or 2) a single hero chief of each side to make an outrageous and judicious editing. These will presum- or other special individual, rated for At- declaration that may have profound ef- ably appear in forthcoming supplements tack Dice, Armor Rating, Hits, Morale, and fects on an army’s morale throughout the or a revised edition. Meanwhile, there’s Movement, all derived from their corres- game. If a warchief declares, “I will stay still a lot to like, particularly in the boast- ponding statistics in the AD&D game. A upon this spot, immovable like a rock, for ing rules, what there is of the magic sys- character’s THAC0 and maximum damage, the entire battle,” his army gains a Com- tem, and all those nifty plastic orcs and for instance, determine his Attack Dice, mand Test bonus (essentially, a modifier dwarves. [For another perspective on this while his armor class determines his Ar- that makes friendly soldiers less likely to game, see “Through the Looking Glass,” in mor Rating. Compromises, of course, are panic) as long as the warchief figure stays DRAGON® issue #177.—The Editors.] inevitable, and the hardcore AD&D fans put. It’s a risky but irresistible option, and may wince at having to lump characters of it’s a lot of fun. armor classes 2 and 3 into identical Armor The combat rules aren’t significantly AD&D® 2nd Edition Ratings of 6. Overall, the conversions are different from standard war-gaming sys- BATTLESYSTEM™ sound, if a bit convoluted, and produce tems, with each side taking turns firing Miniatures Rules **** acceptable results on the battlefield. missile weapons, moving, engaging in 128-page softcover book Players willing to swallow the compro- melee combat, and checking for panic. TSR, Inc. $15 mises inherent in the system will find the Before combat gets underway, leaders Design: Douglas Niles basic rules elegant and satisfying. A fig- issue orders to their units, directing them Editing and development: Kim Mohan, Jon ure’s Attack Dice rating indicates the type to either Attack (charge the nearest enemy Pickens, Dave Sutherland of die it uses when attacking, from a low and initiate melee combat), Hold (remain Photography: Michael Weaver, Ral Partha of 1d4 to a high of 1d12. In general, each in place), or Oppose (maneuver to the Enterprises, Inc. (battle scenes); Dick figure in an attacking group is allowed one most advantageous defensive position) by Kahn Studio, Inc. (rules diagrams) attack die; a group of eight figures with an placing the appropriate marker next to the Figure painting: Dave Sutherland Attack Dice rating of 6 rolls 8d6. The indicated figures. Units are obligated to Cover: Glen Tarnowski higher the roll, the more hits inflicted. The follow their orders unless the warchief or Interior art: Jeff Easley, Keith Parkinson defending player rolls a number of dice a courier moves close enough to deliver a Graphic design: Stephanie Tabat, Dave equal to the number of successful hits; new one before the engagement ends. Sutherland every roll exceeding the defender’s Armor

76 FEBRUARY 1992 Rating cancels one hit. All hits not can- surprises, and the magic system remains Points, while a good-sized troll may have celed by the Armor Rating rolls are taken the books most disappointing feature. 50 or more). If a figure is within range of as casualties. Obviously, the game requires Evaluation: Even though it emphasizes an enemy, the owning player may attack a lot of clattering dice—two or three dozen the military aspect more than the magical, by rolling a number of dice equal to the rolls to resolve a single combat engage- the BATTLESYSTEM game scores as a first- figure’s Melee Attack rating; a 3d6 rating ment isn’t unusual—but the system is class miniatures game; engaging, challeng- means he’s allowed three six-siders. If preferable to the dreary bookkeeping ing, and-considering its scope—surprisingly none of the die-rolls exceed the enemy’s required by too many miniatures games. easy to manage. The BATTLESYSTEM Defense rating, then the enemy suffers no Less successful is the magic system, Skirmishes game succeeds in smoothing damage. Otherwise, damage is inflicted which doesn’t translate from the AD&D over the rough spots in the AD&D combat according to the attacker’s Melee Damage game as well as the combat rules. In a 128- rules, but it reaches the point of diminish- rating; a rating of High means that the page book, the magic chapter is only about ing returns in battles approaching several defender loses a number of Endurance seven pages long, most of it devoted to dozen figures per side; at that point, you Points equal to the attacker’s highest die sketchy descriptions of spell effects. The might as well use the BATTLESYSTEM roll (if his Melee Attack rating was 3d6, spell list is woefully incomplete (fewer rules. For its versatility and sheer volume and he rolled a 2, 4, and 6, the defender than 20 wizard spells are discussed). While of material, the BATTLESYSTEM book has loses six Endurance Points.) Since both the BATTLESYSTEM rules applications are the edge over the BATTLESYSTEM Skir- attack success and damage results are adequate, the effects are predictable and mishes rules, but both books are recom- determined at the same time, combat is not particularly exciting; fireballs inflict mended to AD&D combat aficionados and quick and simple, minimizing the need for damage within a given area, stinking cloud especially to students of figure painting— charts and complicated formulas. Bravo! results in a morale check, haste increases these photos are real knock-outs. The advanced rules build on the con- movement allowances, and you can proba- cepts introduced in the basic game, adding bly figure out the rest yourself. What’s interesting twists instead of needless com- needed, I think, is a whole new way to BLADESTORM* game **** plications. For instance, the advanced look at magic; last year’s Tome of Magic Boxed game with 64-page rule book, 160- melee combat rules utilize a black “Death hardback introduced the concept of coop- page sourcebook, 32-page scenario Die:’ rolled as part of a normal attack roll. erative spells, in which groups of priests book, 8-page painting manual, 32-page If a 1 comes up on the Death Die, the combine their abilities with spectacular color guidebook, 22 X 17 double-sided defender automatically suffers damage, results, hinting at the possibilities of mass- color map, dice regardless of the circumstance. Targets combat magic. Iron Crown Enterprises, Inc. $30 may take advantage of shields or covering The BATTLESYSTEM Skirmishes book Game design: Coleman Charlton terrain to boost their Defense ratings, covers much of the same territory as the Source book design: Tim Taylor, Pete while sneaky attackers can stage surprise BATTLESYSTEM book, albeit on a smaller Fenlon, John Ruemmler assaults by sprinting at three times their scale. Unlike the BATTLESYSTEM rules, Editing and development: John Ruemmler, normal movement rates or climbing ropes where one figure can stand for 10 charac- Pete Fenlon, Coleman Charlton to fire missiles from above. ters, BATTLESYSTEM Skirmishes figures Cover: Angus McBride The superb magic system involves the always represent a single character. One Illustrations: Michael Hernandez, Sandy expenditure of Power Points to cast inch represents 10’ in the BATTLESYSTEM Collora, Ellisa Martin dozens of spells specifically designed for Skirmishes rules; an inch equals 10 yards mass combat, such as extended terrain (an in the BATTLESYSTEM game. I suspect that self-contained fantasy already existing stretch of forest or other Of course, procedures already exist in miniatures games are more difficult to terrain is increased by four square inches the AD&D game for resolving combat design than those based on existing role- per two Power Points expended), mass between individuals, and the playing rules, such as the AD&D-game- frenzy (targeted figures are forced to BATTLESYSTEM Skirmishes rules don’t so derived BATTLESYSTEM rules. That is, charge and attack their closest enemies), much replace these procedures as stream- they’re harder if the designers accept the and illusionary troops (before starting a line and amplify them. Core concepts such challenge of creating a game world from game, a friendly figure is placed in the as armor class and THAC0 will be familiar scratch. Most designers aren’t that ambi- enchanted area; the figure isn’t revealed as to AD&D game players, with the major tious, lacking the imagination (or the budg- an illusion until an enemy figure ap- difference involving the replacement of hit et) to come up with compelling settings, proaches or attacks it). Wizards may en- dice with simple “hits.“ A dragon with 14 histories, and magic systems. The combat hance their abilities by acquiring Power HD in the AD&D game has 14 hits in the rules may work just fine, but all too often Hues, which give them additional Power BATTLESYSTEM Skirmishes game; when the background material is derivative at Points when the sky turns a particular the hit total is reduced to zero, good-bye best, nonexistent at worst. color. In one of the game’s most inventive dragon. No big deal, really, and while it’s The BLADESTORM game is an exception, features, wizards may generate powerful less precise, the hit system is much easier a remarkable design that not only features energy fields called bladestorms, manifest- to use in multicharacter battles than stand- an elegant set of game mechanics but a ed as expanding rings or rampaging tor- ard AD&D combat mechanics. Expanded fully developed fantasy world in which to nados that inflict massive damage on rules cover movement variants (flying, use them. Skillfully written, richly de- friend and foe alike. climbing, levitating), special attack forms tailed, and endlessly replayable, there may The nature of bladestorms is explained (aerial combat, mounted miniatures, be a better self-contained fantasy minia- in the Bladestorm Sourcebook, a compre- breath weapons) and war machines (battle tures game than the BLADESTORM rules, hensive campaign guide describing the wagons, caravans, chariots), all clearly but I’ve never seen it. history and denizens of Folenn, the cha- explained and thoughtfully presented. As in the BATTLESYSTEM Skirmishes otic world in which the game takes place. Magic receives a more thorough treat- game, the BLADESTORM game’s figures In addition to elves, dwarves, and other ment here than in the BATTLESYSTEM each represent a single creature or charac- standards, Folenn is home to an impres- rule book. Dozens of spells are discussed, ter. In the basic game, requiring only six sive array of original nasties, among them as well as the effects of a number of magi- pages of rules, figures are rated for Move- the apelike Karku and the loathsome Ulca- cal items, but the lists are by no means ment, Melee Attack, Melee Damage, De- thu, quasi-humanoids with siphons for complete; for example, wands of negation fense, and Endurance, essentially the mouths and syringes for claws. Detailed and paralyzation are included, but not number of damage points a figure can statistics, along with painting suggestions, wands of conjuration or illusion. As in the absorb before biting the dust (a puny are provided for all relevant characters. BATTLESYSTEM rules, there are few goblin may have only 10 Endurance The book concludes with an impressive 26

DRAGON 77 scenarios, complete with army rosters, be cut apart and rearranged into a variety this from most other TRIVIAL PURSUIT* historical background, special rules, and of playing surfaces. Though the hexes help game descendants, even though there’s no battlefield maps. regulate movement, they also limit op- meaningful difference between the char- Evaluation: Though rules are provided tions, making the WAR LAW game much acters (wizards die as quickly as warriors). for large-scale battles, the BLADESTORM less fluid than most miniatures games. Questions are sorted according to levels of game is better suited to small engagements Game turns consist of preparation, mis- difficulty, with Level One questions being involving a handful of figures, as clashes sile fire, movement, defensive missile fire, relatively easy, to Level Five maddeningly between immense armies require tedious melee, and morale phases, which all sound obscure. If you can answer most of the amounts of bookkeeping. Many of the simple until you actually try to execute Level Three questions (“How long will a optional rules are likewise cumbersome, them. Making a melee attack, for instance, typical torch burn?“), you know the game particularly those involving formation requires the computation of Offensive a lot better than I do. If you can answer changes and advanced missile combat (I'm Bonuses, modified by OB stats, parry most of the Level Five questions (“Which a little fuzzy, for instance, on how missile amounts, formation state modifiers, mo- two spells in the Player’s Handbook re- parrying complements normal defensive rale state modifiers, casualty state modi- quire only a somatic component?“), I sug- actions). That said, the BLADESTORM fiers, leader modifiers, and position gest you get outside more often. game is terrific fun, a stylish integration of bonuses, checked against the Defensive clever mechanics and sparkling back- Bonus and a roll on the SG Luck Table to Fatal Experiments, by Watts, Love, Mill- ground material, highlighted by the best obtain an Attack Mod that generates a Net er, Bullman, Detwiler, Ross, Isinwyll, mass-combat magic system on the market. Mod that’s cross-indexed with the de- Dunn, Gibbons, Geier, Triplett-Smith. The BLADESTORM game doesn’t easily fender’s Armor Type on the appropriate Chaosium, Inc., $19. Another first-class adapt to standard role-playing systems; it Unit Attack Table. Got that? Wait till you collection of short scenarios for would take a lot of tinkering to fit this into get a load of the advanced rules. Chaosium’s CALL OF CTHULHU* game, an AD&D campaign, for example, but if The magic system is similarly convolut- each based on a research project most you’re curious about miniatures games ed, and wizards without calculators are in definitely not FDA-approved. The sce- and are comfortable with stand-alone for a hard time. Casting a fireball spell narios are full of surprises and are delight- systems, you can do no better than this. requires determining the area of effect (in fully disgusting, particularly “The Lurker square feet), the number of enemies af- in the Crypt,“ which features an expedition fected (a factor of their Density Ratings), into the ghoul tunnels of New York’s Stan- WAR LAW* game * * ½ and the attack resolution (more modifiers, ton Street Cemetery (without giving away Boxed game with 160-page rule book, 24- more tables, more headaches). I had to any of the plot, let’s just say that after page summary sheets book, four limit the use of matter-affecting spells in reading it, I had a strong urge to take a 8 1/2” X 11” plastic hex grid overlays, my games, because I couldn’t do the math; bath with two bars of soap). two 22” X 17” color maps, 476 die-cut it says here that it takes 68 castings of the counters powder stone spell to generate the GURPS Wild Cards* supplement, by Iron Crown Enterprises, Inc. $30 48,600,000 hits needed to destroy John J. Miller. Steve Jackson Games, $17. Design: Ron Goral, David Eubanks, Col- 11,664,000 cubic inches of a granite wall, I Recommended to super-hero fans in gen- eman Charlton, Tim Taylor, Lem Ri- think. eral and GURPS SUPERS* game enthusi- chards, David Blank, Ross Henton Evaluation: This one’s a tough call. For asts in particular, this exceptional Editing and development: Coleman fans of the ROLEMASTER system—and supplement discusses the world of the Charlton there must be a lot of them, judging from Takisian wild card virus in fascinating Cover: Angus McBride the number of supplements spawned by detail, addressing many of the questions Illustrations: Jeremy Raben the original game-the WAR LAW game left unanswered in the Bantam Spectra delivers the goods. This comprehensive novel series, such as exactly how the virus I like to think I’m a reasonably intelligent mass combat system is fully in tune with triggers human mutations, the history of guy. I went to college. I took calculus. I the spirit of the ROLEMASTER system, the Shadow Fist Society, and the mysteri- even managed to follow an X-Men story impressively flexible (the advanced game ous link between the Wild Cards phenom- line for a whole year. But the ROLE- allows players to choose their own unit ena and baseball. Game statistics and MASTER* game, for which the WAR LAW* sizes and time scales), and meticulously background dossiers are given for the set is the miniatures combat supplement, detailed. Those unfamiliar with the ROLE- Great and Powerful Turtle, Sewer Jack, is just about more than I can handle. MASTER game, however, should proceed and dozens of other memorable charac- There are RPGs more complicated than with caution. With its hex grids, die-cut ters, along with useful suggestions for this-the brain-splitting AFTERMATH* counters, and war-gaming concepts such creating player-designed mutants. The game from Fantasy Games Unlimited as zones of control, the WAR LAW rules section discussing actual role-playing is comes to mind—but the ROLEMASTER feel more like a military board game than disappointingly skimpy. GMs are pretty system is neither for casual players nor a fantasy miniatures game. Tackle the much on their own when it comes to for the faint of heart. To give you an idea ROLEMASTER system first, and if you’re creating adventures, and the artwork is of what you’re up against, consider that not intimidated by the investment of time, adequate at best. Otherwise, this is a ter- the final 60-plus pages of the WAR LAW effort, and brain cells, then take a look at rific effort. Be forewarned that, like the rule book consist of nothing but charts the WAR LAW game. novels, this supplement is not intended for and tables; the Flail Unit Attack Table, to children. pick one at random, contains more than Short and sweet 1,600 entries, and there’s plenty more just AD&D Trivia Game, by Richard Borg. (The answers to the trivia questions are like it. Scary. TSR, Inc., $25. Sort of a bar exam for rules 30 minutes, and shadow door and mislead The basic WAR LAW system uses die-cut lawyers, this features a mind-bending spells. You didn’t think I’d leave you hang- counters, included with the game, to rep- collection of trivia questions delved from ing, did you?) resent units of 50-100 individuals. Units the pages of the AD&D® 2nd Edition Play- are rated for Offensive and Defensive er’s Handbook, Dungeon Master’s Guide, * indicates a product produced by a company other Bonuses, Armor Type, Level, Movement, and the first two Monstrous Compendium than TSR, Inc. Most product names are trademarks and Morale, recorded on status sheets that volumes. The clever rules, involving the owned by the companies publishing those products. The use of the name of any product without mention also feature boxes that are checked off to placement of “skull markers” on character of its trademark status should not be construed as a track casualties. The game includes two cards (representing wizards, warriors, challenge to such status. large hex maps of sample terrain that can priests, rogues, and monsters), distinguish

78 FEBRUARY 1992 1992: A year to remember—and read

by the TSR Book Department

Great reading is coming your way once against ’s sorcerer-king. He sets off sale in April, is the second in the series. again from the book department at TSR. with a ragtag army to battle the forces of Cadderly has overcome the chaos curse In addition to our continuing book lines, Urik, a neighboring city-state, but his that beset the Edificant Library, but the we have some exciting new things coming brawn and skill as a warrior may not be evil triumvirate of Castle Trinity isn’t fin- up in 1992. enough to save his forces from annihila- ished with its plans for regional conquest. Monumental quests, nefarious dragons, tion. The young scholar and his friends must and heroic deeds—the first DUNGEONS & Book three of the Prism Pentad, The save the inhabitants of the beautiful elven DRAGONS™ novel, in bookstores this Octo- Amber Enchantress, focuses on Sadira, the forest, Shilmista, where a new opponent ber, offers that and much more. TSR is seductive sorceress. Hoping to learn more leads an army of vile monsters. But not also producing its first-ever hardcover about her own magical abilities, Sadira even Cadderly’s powerful companions can novel. Written by R. A. Salvatore, it is a travels across the wastes. But the Veiled insulate him from the trials of character prelude to an upcoming trilogy and Alliance, self-proclaimed champions of and courage that he must face. Night bridges the and Dark Elf beneficial magic on Athas, and the canni- Masks follows in August. Cadderly has run trilogies, with more exploits of Drizzt bal halflings of the weird jungles atop the to the city of Carradoon for solace, but he Do’Urden and friends. Finally, after a four- Ringing Mountains are each hunting the finds himself besieged by the resident year hiatus, the original DRAGONLANCE® young magic-wielder for their own rea- assassins, the Night Masks. He and his book and game team of Weis, Hickman, sons. The Amber Enchantress will reach companion, Danica, must uncover the Williams, Moore, Niles, and others is back bookstores in October. killers’ latest activities and put a stop to in a new series of anthologies. them. But the young priest learns more FORGOTTEN REALMS® novels than he wanted to know. D&D® novels February marks the release of the first Next comes The Legacy. Life is good for The Tainted Sword, by D. J. Watry, is the FORGOTTEN REALMS novel of 1992, Pools Drizzt Do’Urden, better than it ever has first volume of the Penhaligon Trilogy. It of Darkness. Three years in the making, been for the beleaguered dark elf. His tells the story of an aging knight—once the this sequel to the best-selling Pool of Radi- dearest friend, the dwarf Bruenor, has embodiment of glory and honor, but who ance once again sees the city of Phlan in reclaimed his throne, and Wulfgar and has fallen into disrepute—as he reluctantly dire straits. Torn from the surface of Catti-brie are to be wed in the spring. takes on a waif who has proclaimed her- Faerun by a power-hungry mage, Phlan Even the halfling Regis has returned. All self his squire and a young man who finds itself battling hordes of monsters in the friends are united in the safety and dreams of becoming a mage. To restore his an underground cavern. The warrior- prosperity of Mithril Hall. But Drizzt has good name, they must confront the treach- cleric Tarl, the sorceress Shal, and the not achieved this state of peace without erous green dragon who has dedicated his famous ranger-thief, Ren O’ The Blade, leaving powerful enemies in his wake, one life to destroying the knight’s fame. fight to save the city and unlock the se- of whom has vowed to take vengeance on As the first novel to explore the Known crets of the Pools of Darkness. James M. him. The Legacy is on sale in October. World, the official campaign setting for the Ward teams up with co-author Anne K. This year also sees the release of the DUNGEONS & DRAGONS® game, The Brown to weave this fast-paced tale based next two novels in the Harpers Series. Tainted Sword will feature a double cover on the SSI computer game. Each novel in this continuing line tells an with art by Larry Elmore, and full-color Prophet of Moonshae is the first book in independent story, complete in itself. interior maps, a first for TSR’s book lines. the new Druidhome Trilogy, a sequel se- The Night Parade heralds the return of If you’re a fan of the Known World, this is ries to the popular Moonshae Trilogy. author Scott Ciencin to the Realms (better the book you’ve demanded; if you’re a Author Douglas Niles picks up the series known to you as the scribe of Shadowdale newcomer to the magical kingdom of with the children of High King Tristan and and Tantras under the pen name Richard Penhaligon, come see what all the excite- Queen Robyn, who work toward righting Awlinson). In this dark-fantasy tale, Myr- ment is about. the one great wrong that remained at the meen Lhal, the seductive ruler of Arabel, conclusion of the original series. Book one enlists the aid of the Harpers. She has DARK SUNTM novels is on sale in March. The series continues become embroiled in a war against the It’s been called gritty, dangerous, and in September with The Coral Kingdom. A Night Parade, a shadowy group of crea- barbaric—and those are the complimentary high princess is pitted against a savage tures that gains sustenance from human things one can say about Athas, the DARK undersea race that holds her father pris- fear and misery. If she loses the fight, she SUN campaign world. In the Prism Pentad, oner. Her quest leads far beyond the may never find her daughter, thought lost Troy Denning tells the tale of three heroes shores of her island kingdom and climaxes 14 years before. Look for The Night Pa- as they fight for survival and search for the in the dark depths of the Sea of Moonshae. rade in June. secret to their world’s misery. The Cleric Quintet, set in the The sixth Harpers novel, The Ring of Having defeated the vile sorcerer-king of FORGOTTEN REALMS fantasy world and Winter, tells the tale of Harper-adventurer Tyr in The Verdant Passage, the first book written by New York Times best-selling Artus Cimber and his search through the of the series, the heroes go their separate author R. A. Salvatore, follows an eccen- jungles of Chult for a fabled artifact. ways, each intent on carving a place in the tric young scholar-priest named Cadderly Those of you familiar with the Realms history of Athas. In April, The Crimson as he fends off the hordes and tricksters know that Chult is a land of lost civiliza- Legion reveals how Rikus, the man-dwarf of Castle Trinity to save his home, his tions, strange magic—and dinosaurs! If gladiator, is spurred on by his success friends, and his life. In Sylvan Shadows, on that doesn’t present enough of a problem

DRAGON 79 to our lone Harper, the villainous Cult of Steel and Stone in September. sale in November, Teldin Moore is still Frost has followed him to Chult, intent on The Companions completes the Meetings looking for the great ship Spelljammer. A capturing the ring and using its might to Sextet with its appearance in January radiant dragon also possesses a key to bring a new Ice Age down upon the 1993. Written by Tina Daniell, The Com- commanding the great ship but needs world. James Lowder, author of Crusade panions brings together Flint, Tanis, Tassle- Teldin’s help to take control. Meanwhile, and Knight of the Black Rose, spins this hoff, Kitiara, Raistlin, Caramon, and Sturm an elven ally named Vallus Leafbower tries adventure yarn in November. for the first time since the Chronicles to convince Teldin to aid the elves in the Trilogy to face a foe who personifies the second Unhuman War. A group of elf- DRAGONLANCE® novels ultimate in evil. The quintessential adven- hating bionids and insectares trade with The Tales II Trilogy reunites many of the ture of the Companions that sets the mold goblinoids for a secret weapon against the writers of the first Tales Trilogy for a for all relationships and adventures to elven Imperial Fleet, and someone in lineup of powerful and exciting short follow, The Companions is a “must” read Teldin’s inner circle is pulling all parties stories set on the DRAGONLANCE world for DRAGONLANCE saga fans. toward a major battle. The Radiant Drag- of Krynn. On sale in April, The Reign of on is written by Elaine Cunningham, au- Istar is built around the history preceding RAVENLOFT™ novels thor of the FORGOTTEN REALMS novel, the Cataclysm, a seminal and fascinating The RAVENLOFT novel series continues Elfshadow. time in Krynn lore. A new novella by with more stand-alone fantasy-horror tales Margaret Weis and , and of the mysterious Dark Domains. Raven- XXVc™ novels short stories penned by Nancy Varian loft is a netherworld of evil, a place of The BUCK ROGERS® XXVc novel line Berberick, Richard A. Knaak, Roger E. darkness that can be reached from any kicks off a new series, Invaders of Charon, Moore, Douglas Niles, Nick O’Donohoe, TSR world—but escape is an entirely dif- which ultimately deals with an alien inva- Dan Parkinson, and Michael Williams tell ferent matter. sion that threatens the entire solar system. wondrous tales of Krynn in the legendary Christie Golden, author of the first Volume one, The Genesis Web (May), tells time of the Kingpriest. A becomes RAVENLOFT novel, Vampire of the Mists, the story of Black Barney’s creation and a Solamnic Knight (almost); an ogre emerg- returns to the Dark Domains in July with introduces two undercover NEO agents es as an unlikely savior of the dwarven Dance of the Dead. Larissa Snowmane is a who aid him in his escape from his crea- race; and gladiators compete in the blood dancer aboard a magical riverboat. When tors. It is written by newcomer C. M. sport of Istar. the boat arrives at the zombie-plagued Brennan. Volume two, The Cataclysm, details the island of Sourange, she finds herself danc- In volume two, Nomads of the Sky (Octo- time in Krynn lore when the gods threw a ing to chilling music, indeed. After discov- ber), NEO undercover agent Vincent Pirelli fiery mountain down on Istar and plunged ering the captain’s sinister secret, Larissa is captured by the warlike Space Nomads Krynn into centuries of chaos. This vol- must rely upon the swamp beings and the and must fight a ritual duel for his life. In ume continues to fill in material pertinent magical Dance of the Dead to save her the process, he discovers the Device, a to the original Legends Trilogy and is own soul. missing RAM artifact that may provide a packed with poetry, comedy, stark drama, December sees the release of the first clue to the meaning of the garbled message love stories, and key battles, and features werewolf story in the RAVENLOFT line, received from Buck Rogers in deep space. a novella about . The Cataclysm Heart of Midnight, by J. Robert King. Even Nomads of the Sky is written by veteran goes on sale in July. before he’d drawn his first breath, Casimir science-fiction author William H. Keith, Jr., Volume three, The War of the Lance, is had inherited his father’s lycanthropic whose credits include DOCTOR WHO* and on sale in November. This anthology’s curse. The young werewolf fled; now, 10 BATTLETECH* adventures. theme is built around the history of Krynn years later, Casimir must embrace his dark during the War of the Lance. The war was heritage to ward off his own murder and TSRTM Books covered from one perspective in the best- gain revenge against his monstrous father. The popular TSR Books line features the selling Chronicles Trilogy, and now read- best in fantasy, science fiction, mystery, TM ers will be treated to tales that reveal the SPELLJAMMER novels and horror. Thorn and Needle leads off fates of some of the most popular support- The Cloakmaster Cycle follows Teldin the list in March. Two intriguing adventur- ing characters of that epic series. Moore’s search for answers to questions ers journey to a perfect city in which The immensely popular Meetings Sextet, about the mysterious cloak he’s been be- miracles are commonplace. Their goal: to which tells the stories of the Companions queathed. Throughout this series, set in murder the mysterious god known as The of the Lance prior to their fateful meeting the SPELLJAMMER space-fantasy setting, Fact, who makes possible the marvels of at the Inn of the Last Home, wraps up he discovers creatures and places he could the wondrous city. Thought-provoking with three brand-new exciting adventures. never have imagined, both friend and foe. science fantasy with surprises from begin- In The Oath and the Measure, on sale in In the third book, The Maelstrom’s Eye, ning to end, Thorn and Needle is written May, we finally learn the true story of Teldin Moore learns more about his cloaks by Paul B. Thompson, who has co- Sturm Brightblade’s early years: how he past and its potential powers from an authored four best-selling DRAGONLANCE faced the challenge of the enigmatic Lord elven admiral at the Rock of Bral—but he novels. Wilderness, learned the fate of his long- doesn’t count on being caught up in the In 1991, TSR published L. Dean James’s lost father, and came to understand the hurricane of the second Unhuman War. first fantasy novel, Sorcerer’s Stone. Many true meaning of honor. The author is Vengeful humanoids rampage through the of you were so caught up in the tale of Michael Williams, whose understanding of Known Spheres, and they’re on the trail of Gaylon Reysson and the magical land of the nature of Solamnic knighthood is so Teldin Moore, who himself is now hunting Wynnamyr that you wanted to see more. all-encompassing that we sometimes sus- for the ultimate spacefaring ship of all: the In June, you’ll get your wish when we pect he may actually be a knight. mighty Spelljammer. Teldin allies himself release Kingslayer. If you haven’t read Volume five, Steel and Stone, by Ellen with a gypsy kender and is reunited with Sorcerer’s Stone, don’t worry; this new Porath, sets forth the tale of the meeting of an old friend on their search for a gigantic novel can be read and enjoyed on its own. those two stormy lovers, Tanis Half-Elven genius slug in order to learn more about For a millennium, the Red Kings have and Kitiara Uth Matar. Tanis is forced into the cloak. Teldin gets caught between scro guarded the magical sword Kingslayer, so an unwilling alliance with a rival for Kit’s and elven space forces, converging to seal named because it has twice killed its royal affections when an old enemy seeks re- his fate. The Maelstrom’s Eye is written by wielder. Now Gaylon Reysson, the new venge against Kitiara. The dispute leads DRAGON® Magazine editor Roger E. king of Wynnamyr, must take up the them across the continent of Ansalon to the Moore and goes on sale in May. frigid wastes of the Icereach. Watch for In book four, The Radiant Dragon, on (Continued on page 118)

80 FEBRUARY 1992

The cry that once signified major action during a game. It also makes our Latveria, Symkaria (home to Silver Sable), changes in the Avengers’ lineup seems game sourceboxes and books more useful and Transia (birthplace of the Scarlet appropriate in talking about the 1992 to comics collectors, since you have all the Witch, Quicksilver, and the Puppet Master, product schedule for the MARVEL SUPER information on the heroes and villains in and base of the High Evolutionary). With HEROES™ game line. Great changes are one sourcebook and can find the original this boxed set, the Marvel game goes be- occurring both in the comic books and in comic books using our detailed bibliogra- yond the United States and gives you TSR’s game line as we launch brand-new phies and references. detailed settings for your games in the packages for the MARVEL SUPER HEROES heart of Europe. These countries all have game. Everything will be bigger and better New product lineup details never before seen, and even re- than ever, with more maps, art, and excite- I could go on for hours on the change in ceive entries and commentary from the ment than ever thought possible. focus on the MARVEL SUPER HEROES Marvel standard for world travelers, Van First and foremost, the changes in the game line, but that’s not what you need to Dyne’s Guide to Europe. Best of all, there Marvel game don’t involve the rules or the hear. This year will be an exciting one for is a new poster map of Doomstadt, the playability of the system; it’s still the our established fans, and people who capital of Latveria, suitable for use in fastest-paced super-hero game around, haven’t given our line a look should notice game battles and adventures. and we don’t want to change that. The the high-quality products we’re putting on As well as providing campaign settings, changes we’re making consist of tightening the shelves. If you currently enjoy Marvel the Dr. Doom set provides a full examina- the continuity between the comic books Comics or the MARVEL SUPER HEROES tion and explanation of the man called and our game line, expanding supplemen- game, keep an eye out for these releases Doom. We have produced the most com- tary information to widen the Marvel and tell your friends. plete and fully detailed history for Dr. campaign base, and, through copious Doom ever compiled. Our history of Doom researching, making sure you have every MHR1 X-Forces: The Mutant Update encompasses his birth, his rise to power, shred of information we can add to our Design: Scott Davis and Anthony Herring his exiles from the throne, and more, up own little corner of the MARVEL UNI- Editing: Caroline Spector to his published appearances through VERSE®. By providing more supplements, Ready for release in April is MHR1 early 1992. Coupled with the history is a our 1992 products provide more informa- X-Forces: The Mutant Update, our first complete bibliography (organized both tion for your game campaigns, and this sourcebox on the ever-popular mutants of alphabetically and chronologically) of material would definitely be of interest to Marvel. Useful on its own or as an update every major appearance of Dr. Doom from readers, whether they play for our 1990 X-Men campaign set, this Fantastic Four #5 to the Infinity Gauntlet the game or not. We’re out to make sourcebox provides detailed histories for mini-series and beyond. This is the only MARVEL SUPER HEROES game products all the X-Teams from the “Fall of the Mu- place to find this information, so don’t more useful, informative, and fun to read, tants” to the “Mutant Agenda” story lines, miss it! as well as fun to play. and attempts to explain the reasons be- Doom is a great inventor, second only to hind the sudden proliferation of all-mutant Reed Richards (but don’t say that in front Sourceboxes teams in the MARVEL UNIVERSE. The two of him). Acknowledging that, we’ve also This year will premiere the MHR series, books in this sourcebox provide lots of compiled a catalogue of nearly every in- our supplemental sourceboxes on a variety role-playing information on what it’s like vention, weapon, android, and robot cre- of hot topics. Each sourcebox provides: to be a mutant and gives you a better ated by Dr. Doom over the past 30 years. —a 32-page full-color Watcher’s Guide, understanding of the “Mutant Menace” All items are fully referenced in Marvel containing lots of information on the box’s phenomenon, All the current members of Comics and are fully detailed for the topic, establishing solid backgrounds for the X-Men, X-Factor, X-Force, and Excali- MARVEL SUPER HEROES game. This new and old characters alike (this booklet bur are catalogued (as well as their foes, boxed set is bound to become a collector’s is geared toward the nongamer who like the New Brotherhood of Evil Mutants dream! wants to find out about characters and and the Mark V Sentinels). Information Last, but not least, this box reintroduces topics without having to understand any updates are provided, including the time- even more villains and heroes and charac- game mechanics); tossed X-Man, Bishop! One map shows an ters to the Marvel Universe. Full game —a 64-page Grandmaster’s Log, with urban area that can be added to maps statistics are provided for Doom and all of notes and information narrated in parts by from the Basic and Advanced Rules sets; his friends, allies, pawns, and lackeys. This that immortal gamer himself (this log the other map, as a tie-in with the adven- is the set to own if players want their contains all the game-specific information tures, depicts a full Cerebro-scan of the super heroes to go head-to-head with the you need, from character and technology U.S., so your players can track down a Master of Latveria! statistics to adventures and additional number of all-new mutants specifically rules to enhance the game); created for the MARVEL SUPER HEROES MHR2 Webs: The SPIDER-MANTM —card sheets providing full-color charac- game. The sourcebox also includes charac- Dossier ter fold-ups and other props for the game; ter fold-ups of all the X-Teams, their vil- Design: Scott Davis —two poster maps for use with the lains, and a special 3-D fold-up of the Editing: David Wise game adventures; and X-Men’s Blackbird. Best of all, there is a No, this isn’t Peter Parker’s collection of —one full-sized poster of original art, special action-filled poster of Marvel’s Spider-Man photos, though it shares the depicting your favorite Marvel comic mutants in this sourcebox, done by Marvel same title. MHR2 is an in-depth look at the characters in exciting action scenes! artist Tom Morgan (Alpha Flight), available non-mutant hero, his battles and his life, nowhere else! and just what makes him a hero. The Comics as references books provide personal views of Spider- We’re also providing more direct comic- Lands of DR. DOOM™ campaign set Man and Peter Parker from the views of book references, so when you read some- Design: Scott Davis and Anthony Herring his wife, his friends, and his foes. Com- thing about Hero X or Villain Y in our Editing: Steven E. Schend bined with a detailed history, this is the MARVEL SUPER HEROES game products, Our biggest product of the year, the place to go to find out about this amazing you might be able to find its original Lands of Dr. Doom campaign set is a 1” - arachnid-based hero. source material in your collection of com- deep box that ships to stores in June 1992. A character catalogue completely covers ics with the references we’ll provide. This Commemorating Dr. Doom’s 30 years as Spider-Man—in all his incarnations includ- improves game play; finding a comic-book Marvel's master villain, this box contains ing his six-armed version and his Captain illustration of certain game weapons in 192 pages on Dr. Doom and the Balkan Universe incarnation—and his supporting use, for example, would add to the overall countries of the MARVEL UNIVERSE: cast, with a rogues’ gallery that includes

DRAGON 83 Dr. Octopus, Electro, three Green Goblins, the statistics and secrets of many of be fully catalogued and ready for play in two Hobgoblins, and many more. There Marvel’s newest characters, such as the the MARVEL SUPER HEROES game. are maps of the Daily Bugle city room and Acolytes of Magneto, Bishop, Deathwatch, Shipping in December, this product will a battle map of downtown New York that Infinity Watch, Omega Red, Rancor, and unearth secrets long lost underneath the fits in with maps from the MARVEL the Shadow King. Don’t miss it! sands of the western deserts and the foot- SUPER HEROES Basic and Advanced Sets, hills and crags of the Rockies, secrets of complete with character fold-ups of MHR3 Go West: The AVENGERS™ prime interest to comic-book readers and Spider-Man, Peter Parker, and all his Archives game players alike. Find out the locations friends and foes. Adventures within this Design: by Steven E. Schend of New Salem, the valley of Woodgod and sourcebox include solo and team-up sce- Many current Marvel readers were the Changelings, long abandoned bases of narios for hours of excitement and fun. introduced to areas outside New York City the Leader and the gamma-ray caves of Finally, for those fans who have always by the Avengers West Coast comic book. the Hulk, and the Mound, the home of the wanted an actual piece of the MARVEL However, Marvel has published material Pantheon. Readers can find details of the UNIVERSE, you can put together your on parts west of the Mississippi for over many magical artifacts in the possession of very own fold-up replica web-shooters! 40 years, and has established a comic- Agatha Harkness and Daimon Hellstrom, book-universe time line covering 300 as well as the mystic heirlooms of the Red MU8 Gamer’s Handbook of the years! The Go West set unfolds the full Wolf and the Phantom Rider. MARVEL UNIVERSE™, 1992 history of the West from 1692, with the Adventures within the sourcebox set up Character Updates westward migration of the Salem witches, the player characters as reserve Avengers, Design: by Scott Bennie, John Elliott, and to 1992, with the exploits of the worlds who must travel across time to rescue the David Pulver premier super-hero team. Avengers from the new Masters of Evil! Continuing an annual tradition since The books describe the history and Full-color character fold-ups are provided 1988, the Gamer’s Handbook of the details of the western United States, pro- for the Avengers and the major western MARVEL UNIVERSE presents its latest viding information and campaign bases in characters, and players receive individual character updates! The format’s the same different times. Experience Marvel Earth Avengers’ ID cards for their characters. you’ve known and loved for years, with in the Old West with the Two-Gun Kid, the There’s even a 3-D fold-up Avengers’ Quin- all-new characters for your reading and Rawhide Kid, and the Night Rider. Explore jet you can construct yourself. Two full- gaming enjoyment. These are the only the West in the early years of the Atomic color maps are included with a full-color loose-leaf Marvel character references tha Age, when the Hulk rampaged across the poster of the heroes of the West, from past provide full character histories in great deserts. Examine the trouble spots that to present. detail, making them as useful to comic- confronted the Champions of Los Angeles, book readers and collectors as they are for Johnny Blaze and the first motorcycling As we’ve said before, 1992 will be an players using them in the MARVEL SUPER Ghost Rider, and the Avengers West Coast. exciting year for fans of the MARVEL HEROES game. This year’s version reveals All major characters and technologies will SUPER HEROES game, so be sure to check our line out. Former players of the game may want to look at the system again— you’ll like what we’ve done to enhance everyone’s enjoyment of the game. And, if you’ve never played the MARVEL SUPER HEROES game but do read Marvel Comics, give us a try! I guarantee you’ll like what you see. Once the 1992 products hit the shelves, send a letter to me and let me know what you think (Steve Schend, c/o TSR, Inc., P.O. Box 756, Lake Geneva WI 53147, U.S.A.). Your input, and response have made our games what they are today, and we want to hear what you have to say about the MARVEL SUPER HEROES game. Thanks for listening, and we hope you enjoy the games!

MARVEL, Marvel characters, and the distinctive names and likenesses thereof are trademarks of Marvel Entertainment Group, Inc. and are used with permission. Copyright ©1992 Marvel Entertainment Group, Inc. All Rights Reserved.

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84 FEBRUARY 1992 DRAGON 85 Additional combatA techniques Swing for the TOP SECRET/S.I.™ game and a Hit by Gary Van Binsbergen

The hand-to-hand fighting styles in the rules. It is then up to the Administrator to death? What if an agent wants to fake out TOP SECRET/S.I.™ game allow for both resolve the situation at hand. One way to his opponent in the middle of a fight? realism and variety. Agents are able to do this is to design additional combat Some sort of bonus should be given to- learn Boxing, Oriental Martial Arts, or techniques that are well balanced and add ward each agent’s attacks. Wrestling talents. Each of these fighting excitement to your game. These situations can be dealt with by styles has several special techniques for This article offers several new tech- adding new techniques to your campaign. agents to use. The Combat Techniques niques to add to your campaign, each The format used in this article is taken Chart found on page 78 of the Player’s dealing with a variety of situations not from Bruce Onder’s article, “Up Close and Guide lists 14 different techniques that dealt with in the Player’s Guide. For exam- Personal,” found in DRAGON® issue #135. will cover most situations in the game. ple, what if an agent is defending himself Unlike the presentation of combat tech- This list, however, is not complete. Se- against the wielder of a spear and decides niques in the Player’s Guide, both Bruce’s cret agents always find themselves in to break the spear in half? What if an article and this one have inclusions for predicaments that are not covered by the agent psyches herself up for a battle to the Lucky and Bad Breaks. In order to deter- mine which fighting style each technique falls under, the Combat Techniques Chart on page 78 of the Player’s Guide has been Artwork by Jim Holloway reproduced here for your convenience. The new techniques are listed with those from the earlier article, “Up Close and Personal.“

Choke hold: This technique enables the agent to render an opponent uncon- scious, and eventually dead, by grasping the person around the throat and applying pressure. The opponent must be on the ground in order to use this technique. The choke hold is attempted at a -30% penalty to the attacker’s chance of success. Once grasped, the victim suffers 1d6 points of CON damage. Each turn the hold is applied, a successful skill check at full ability must be made in order to inflict another 1d6 points of damage. If the skill check is failed, 1-3 points of damage are inflicted that turn. When enough damage has been inflicted to reduce the victim’s CON score to half normal, the victim must make a CON check at his CON’s current total. If this check is failed, the victim falls uncon- scious; if not, the struggle continues. When the character’s CON reaches one- quarter normal, another CON check at that level is made. If the roll fails, the opponent finally falls unconscious. If the CON check is successful, the victim con- tinues trying to break the hold. Should the victim’s CON reach zero, he dies. In order to break the hold, the victim is allowed a one-quarter skill check every turn, using either Basic Melee, Boxing,

86 FEBRUARY 1992 Oriental Martial Arts, or Wrestling. The lands 1d6 feet away. If the agent wasn’t Bad Break: The feint fails so badly that results follow: using a weapon, the agent throws himself the agent loses the next turn and must Success: The escape is successful, and off balance and must take a turn to recover. spend the time getting repositioned. 1d6 points of CON damage are inflicted on the attacker. Feint: An agent using this technique is Incapacitate: The agent using this tech- Lucky Break: The victim escapes and attempting to fake out his opponent on the nique weakens his opponent’s joints, such inflicts 2d6 points of damage on the attacker. first turn, then follow up the next turn by as the knees, elbows, and shoulders, by Failure: The escape attempt fails com- striking with total surprise. The feint delivering smashing blows to those areas. A pletely, or 1-3 additional points of damage technique itself does no damage, but the successful attack causes the opponent to are inflicted by the attacker. attack made on the following turn receives make all further attacks and defenses at a Bad Break: The escape fails, and the a bonus. -10% penalty. Using this technique several victim loses his orientation, taking a turn The feint technique is attempted at a times in a row has cumulative effects. The to recover. -20% penalty to the agent’s chance of effects of each use of this technique last success. If successful, the agent follows it one to two turns, plus additional turns Crushing Blow: This technique is up on the next turn by using another equal to the agent’s level. The technique is used to break materials such as wood and special technique. This second technique applied at a -20% penalty. brick. For every 1” of wood or every 1/4” does not suffer its normal penalty, but Success: The attack succeeds, and the of brick through which the agent must instead is performed at a +10% bonus. opponent must attack and defend with the strike, the agent suffers a -10% penalty The player must announce that this spe- above penalty. to his attack roll. When striking such cial technique will follow the feint prior to Lucky Break: The attack succeeds as per materials, the agent suffers one point of using the feint technique. The feint is not “Success.“ The duration of the penalty is bruise damage to either his hand or foot, useful until the agent has mastered 2nd doubled. whichever the agent used. For every 1” of level in his melee style. Failure: The agent fails to make a suc- wood or every 1/4” of brick beyond the Success: The feint works, and the agent cessful attack. initial amount, another point of bruise may use the upcoming technique at a Bad Break: The attack misses, and the damage is taken. +10% bonus. agent’s next initiative is made at a -5 Success: The agent breaks the desired Lucky Break: The feint works so well penalty. material. that the upcoming technique may be at- Lucky Break: The agent breaks the tempted at a +20% bonus. Meditation: This technique may be material and suffers no bruise damage. Failure: The feint technique fails, and used before and after a fight by those Failure: The agent fails to break the the agent must attack the following turn agents with Oriental Martial Arts skill. If material. using the technique previously announced. used before a fight, the agent must spend Bad Break: The agent suffers twice the This technique is attempted at its full at least one hour in a meditative state. At amount of bruise damage and fails to penalty listed within its description. the end of the meditation, the agent must break the material.

Disarm: This technique allows the agent to disarm another person by knocking a weapon out of his opponent’s hands. The agent might be using a weapon himself. If the agent uses a weapon to disarm an opponent, the skill check is calculated differently. Because the agent is using both his weapon and a close-combat fighting style, inclusion for both skills must be made. Add 1/2 his weapon skill and 1/2 his close-combat fighting style together. A penalty of -20% is then subtracted from this total (this penalty is the usual inclu- sion for using a special technique). An agent cannot disarm an opponent if the agent is not skilled with the weapon he is using. The agent cannot use the weapon at default or use the Basic Melee skill with this technique. If the agent does not use a weapon to disarm his opponent, a successful skill check at a -20% penalty must be made. If successful, the agent must use either his hands or feet to knock the opponent’s weapon away. Success: The agent disarms the oppo- nent, and the weapon lands 2d6 feet away from its wielder. Lucky Break: The agent disarms the opponent as per “Success.” The opponent is so surprised that he may take no action on the following turn. Failure: The disarm attempt fails, and the opponent retains his weapon. Bad Break: The grip on the agent’s own weapon, if any, is lost, and that weapon

DRAGON 87 make an Oriental Martial Arts skill check damage. The agent must be skilled with the at a -30% penalty. If successful, the agent Failure: The meditation fails and pro- weapon he employs; he may not use a may make all subsequent Oriental Martial vides no bonuses to the Oriental Martial weapon at default or with the Basic Melee Arts attacks in the next hour at a +10% Arts skill checks, or the agent fails to heal skill. The Administrator must determine bonus. If any special techniques are used, any damage sustained in the fight. which weapons are usable with Oriental they are preformed at half their normal Bad Break: The agent is preoccupied Martial Arts. No ranged weapons are penalty. The duration of a fight is at the during the fight and makes all Oriental allowed because the agent is in hand-to- Administrator’s discretion. If may be a Martial Arts skill checks at a -10% penal- hand combat. single fight or a series of brief encounters ty. If the agent attempts any special tech- Success: The attack is successful. in one extended battle. niques, an additional -10% penalty is Lucky Break: If the Lucky Break occurs When this technique is used after a applied. Agents who try to heal themselves on the first attack, the second attack is fight, it allows the agent to heal damage fail. Bruise damage of 1d6 points requires made at a -20% penalty instead of -30%. taken. If the agent must make a successful an extra hour to heal, or wound damage If the Lucky Break is rolled on the second skill check at a -30% penalty, he is able to of 1-3 points requires an extra day to heal. attack, the opponent suffers a -5 penalty heal 1d6 points of bruise damage or 1d3 to the next initiative roll. points of wound damage to any area de- Weapon: The technique allows the Failure: The attack misses, and the sec- sired. The player may decide whether agent to use a weapon against an oppo- ond attack is still allowed at its normal wound or bruise damage is healed. This nent while employing the Oriental Martial penalty. healing may only be used once per fight Arts skill. The agent is able to attack twice Bad Break: If the Bad Break occurs on and will never heal more damage than was in one turn, once with the weapon and the first attack, the agent has overextend- taken in that particular fight. This tech- once with the Oriental Martial Arts skill. ed and loses his second attack. If the Bad nique may only be used to restore the Because he is using both a weapon and Break is rolled on the second attack, the agent’s hit points, not another persons. an Oriental Martial Arts, inclusion for both agent suffers a -5 penalty to his next Success: The meditation works and has skills must be made. Add 1/2 his weapon initiative roll. the aforementioned effects. skill to 1/2 his Oriental Martial Arts skill; Lucky Break: The agent’s attacks are the result is the agent’s chance of success. Weapon display: An agent using this made at a +15% bonus, as opposed to the The player must announce prior to technique is able to twirl his weapon in usual +10% bonus, or all special tech- initiative which attack will come first and circles, over his head, under his arms, and niques are attempted at a -5% penalty. If which will be second. The first attack is behind his back in an attempt to impress the special technique being used has a made at a -20% penalty, and the second or intimidate their enemy. The agent must normal penalty of -10%, the technique is attack is made at a -30% penalty. When be skilled with the weapon being used. attempted without penalty. If the Lucky the Oriental Martial Arts attack is made, Weapon Display cannot be used at default Break is rolled when restoring damage, no special techniques are allowed; only or with the Basic Melee skill. In order to the agent heals an extra two points of normal punches and kicks are performed. determine the agent’s chance of success, add ½ his Oriental Martial Arts skill to ½ his weapon skill. This technique is attempted at a -20% penalty. If the agent’s skill check is success- ful, the opponent must make a WIL check to resist watching the weapon display. If the WIL check fails, the opponent must watch the entire display, which takes 2d4 turns. If the WIL check succeeds, the opponent may ignore the weapon display and attack the agent without pause. The agent may then discontinue the display, and initiative is determined normally. In the event that the WIL check fails, the agent proceeds with the weapon display. Once the display is over, the opponent must then make a ½ WIL check in order to enter the fight right away. If this ½ WIL check is failed, the enemy is not able to attack or defend for another turn, ena- bling the agent to attack or perform some other action during that time. If the ½ WIL check is successful, the opponent may enter the fight immediately. Success: The agent has either intimi- dated or impressed the enemy and de- layed that person’s actions as above. A successful roll also allows the agent a free attack or other action if the enemy’s ½ WIL check is failed. Lucky Break: The opponent is so intimi- dated that not only is the entire display watched, but the person will not take action against the agent until a successful ½ WIL check is made. The opponent is allowed a ½ WIL check every turn. Once the check is made, the individual may react normally.

88 FEBRUARY 1992

Failure: The agent fails to impress or the weapon. A skill check at full ability lows the agent to be mentally prepared for intimidate the opponent. The individual must be made. If failed, the agent drops a blow, thereby taking less damage. This ignores the agent’s efforts and attacks the displayed weapon, and it lands 2d4 technique is most useful for agents who immediately. feet away. have no other alternative and are unable Bad Break: The opponent attacks, and to defend themselves, such as during the agent must spend a turn repositioning Withstand blow: This technique al- interrogation when the agent is tied up. The agent is not able to take any other

TM action during this turn. TOP SECRET/S.I. Revised Combat Techniques Chart The technique is attempted at a -20% penalty. If successful, the agent suffers Technique Boxing Wrestling Martial arts half damage from the blow (all fractions Attack/Defend X are rounded downward). If multiple at- Blind fighting X X X tacks are made against the agent within Choke hold X the same turn, the player is able to choose Crushing blow X which attack the agent attempts to with- Disarm X X stand. When this technique is used against Drop X X another technique, damage is halved as Feint X X X above, as is any duration of the effects Hold X X from that technique. Incapacitate X X X Success: The agent suffers half damage Instant defense X from the opponent’s blow. Instant stand X X Lucky Break: The agent makes one- Knock down X X X quarter damage from the attack. Leap X X Failure: The agent takes the damage Meditation X rolled on the die. Multi-attacks X X Bad Break: The blow was not prepared Multi-defense X X X for, and the agent was struck for an addi- Stun X X tional two points of damage. Surprise action X Throw X X Vital areas X X Weapon X Weapon display X Withstand blow X X X

90 FEBRUARY 1992

than two missiles each round; they get the full rate of fire listed in the rules for darts and similar hand-hurled missiles (but they can’t use their extra hands to get a rate of fire better than that listed in the rules). Statistics on four-handed weapons are up to the DM; however, I suggest that limits on thri-kreen strength and coordination make such weapons no more effective than two-handed weapons. Note also that thri-kreen can bite while wielding weap- ons, but they cannot claw while doing so. I suppose a kind DM might allow a thri- by Skip Williams kreen to use a claw as a secondary weap- on under the “Attacking with Two Weapons” rule in the PHB, page 96.

What advancement table do gladia- If you have any questions on the games the difference between it and the tors use? produced by TSR, Inc., “Sage Advice” will survival proficiency? Can a charac- They use the paladin/ranger table. answer them. In the United States and ter use both proficiencies in the Canada, write to: Sage Advice, DRAGON® same area? Can bards backstab? Magazine, P.O. Box 111, Lake Geneva WI The water-find proficiency works in any No. Bards don’t have time for the ana- 53147, U.S.A. In Europe, write to: Sage terrain, but yields only water. Survival tomical studies that allow thieves to use Advice, DRAGON Magazine, TSR Ltd., 120 works in only one type of terrain, but it their backstab ability. Church End, Cherry Hinton, Cambridge yields both food and water. If a character CB1 3LB, United Kingdom. We are no with both of these proficiencies tries one Do the inactive characters on a longer able to make personal replies; and fails, the DM probably should allow character tree get an extra die of please send no SASEs with your questions the character to try the other one; failing ceramic pieces when they advance a (SASEs are being returned with writers’ the check doesn’t necessarily mean there level? guidelines for the magazine). is no food or water to be found in the This is up to the DM, but giving high- Join the sage for the second in his two- area, just that the character can’t find it; level characters a little extra cash is a darn part travelogue on Athas, the world of the using a different approach often is the good idea unless you want a lot of experi- new DARK SUN™ campaign setting. The best way to solve a difficult problem. enced but poor adventurers coming into Rules Book and the Wanderer’s Journal However, if the character succeeds with the campaign at critical points in the story are found in the DARK SUN boxed set. one proficiency the DM would be quite line. Generous but fiscally conservative right to rule that the second fails or has a DMs might want to add an extra +1 to the hefty penalty; there’s only so much food roll, rather than a full die for each extra The Ranger’s Followers table in and water in the wilderness. level gained. the Rules Book, pages 25-26, does not give levels or races for fol- Do a half-giant’s weapons do an Wood, obsidian, and bone weap- lowers with character classes. What extra die of damage like a giant’s ons have a percentage chance of are they? weapons do? Half-giant equipment breaking. Are enchanted weapons I suggest rolling 1d3+1 for level. The costs twice as much as a human’s; made from these less likely to DM should pick races according to Table 3 does a half-giant’s food and water break, or are they immune to the (Rules Book, page 4). For random genera- cost twice as much as a human’s? breakage rule? tion, I suggest: Preservers must be human, Some of the giants described in the Are we reading the same set of rules elf, or half-elf (roll 1d3). Thieves should be Monstrous Compendium gain an extra here? The “breaking weapons” section in human, dwarf, elf, or half-elf (roll 1d4). damage die, sometimes two extra dice, for the Rules Book (page 51) doesn’t use per- Druids should be human, half-elf or thri- their oversize weapons. Athasian half- centages at all. Considering how unlikely kreen; roll 1d3. Independent muls are ex- giants don’t have this ability. breakage is—a 1-in-20 chance when a hit slaves and not inclined to become An Athasian half-giant needs the same does maximum damage—I can’t see any followers. Halflings are distrustful and sort of food and water as any human, but clean, workable way to give enchanted generally not trusted; they make suitable he has to buy twice as much as a human weapons a bonus. The DM might decide to followers only for other halflings. Like- or demi-human does. make enchanted weapons immune to wise, it seems to me that nobody but a breakage, or he might give an enchanted halfling or an adventurous human would Considering a thri-kreen’s four weapon a chance to resist breakage by follow a halfling. claw attacks, can a thri-kreen use making a save vs. crushing blow (Dungeon four melee weapons, one in each Master’s Guide, page 38-39) instead of Are the character kits from the hand, or two two-handed weapons? breaking automatically when the dreaded various Complete Handbooks availa- Can they use four-handed weapons? roll of 1 comes up. ble to characters on Athas? What are the game statistics for The material in the Handbooks is all four-handed versions of common How much damage does a person optional and available in any campaign weapons? caught in a sandstorm take? How where the DM thinks it will be useful. Not An armed thri-kreen can use at most one long will it take a person buried by all the character kits, optional rules, and two-handed weapon, or two one-handed sand or dust to suffocate? new equipment will fit into DARK SUN weapons, just as a human or demi-human Only extraordinary sandstorms actually campaigns, but some surely will. The DM, can. Just because a thri-kreen can attack cause damage. The worst effects of blow- however, has final say. with four claws does not mean it can ing sand are reduced visibility (Rules Book, coordinate four weapons at once. Before page 84) and the fact that sand tends to Does the water-find proficiency somebody writes and asks: No, this does get into everything, like clothing, armor, work in any terrain? If not, what is not mean thri-kreen cannot hurl more equipment, and provisions. Athas, how-

92 FEBRUARY 1992 ever, probably has more than its share of discourage a mind flayer, not to mention gp). Less-durable tools cobbled together extraordinary sandstorms. The DM will that fact that almost everything that from cactus spines, bone, and other mate- have to handle these on a case-by-case moves has psionics, something that tends rials sell for 3 sp; however, these probably basis. I suggest that characters escape to render the mind flayer’s psionic abilities need frequent replacement. Hard-minded damage altogether if they have shelter of indifferent. As for beholders, I can think DMs might apply the breakage rule on any sort (a tent or the lee side of any bar- of at least three reasons why they aren’t page 51 of the Rules Book whenever a rier such as a boulder, hill, or stand of listed in the rules: 1) They’re all dead, rogue fails to pick a lock or remove a trap cactus). Characters exposed to the full because Athas is a tough place; 2) They using cheap tools. force of the wind might suffer 1-2 six- never were there in the first place; not sided dice of damage per hour, turn, or every world boasts all the species de- How many attacks can a character minute, depending on how ferocious the scribed in the Monstrous Compendium; 3) wearing wrist razors deliver each storm is. Blowing dust might force charac- They are around, all right, but are very round? Can a thief wearing wrist ters to save vs. poison or suffer minor rare and still lurking deep underground, razors on each arm attempt two damage if they don’t breathe through a waiting for a few unlucky Athasians to backstabbing attacks in one round? cloth or filter. show up for dinner. (Maybe the mind The normal melee rules apply to wrist According to the Wanderer’s Journal, a flayers are lurking down there with them.) razors. A character wearing one set gets character buried in the dust of the Sea of his normal allotment of melee attacks. A Silt can stay alive for about four minutes How does Athas fit into the character wearing two sets gets his nor- (see page 40, “Wading”). To determine SPELLJAMMER universe? mal attacks, plus one extra attack for the survival time more accurately, use the The official TSR position is that Athas second set (see “Attacking with Two Weap- rules on “Holding Your Breath” in the PHB, lies within a closed crystal sphere; it can- ons,” PHB, page 96). A thief wearing two page 122. not be reached by spelljammers. sets of wrist razors can attempt a backstab only with his first attack. Since the “normal” animals on Does Athas have the equivalent of Athas would be considered pretty Oerth’s or Toril’s Underdark? And one miscellaneous question: nasty monsters on most other This is unrevealed but unlikely. There worlds, how useful on Athas are are dungeons and subterranean ruins on Is there a reason why the old DMG speak with animals and the various Athas, but the vast majority of the action table for naturally detecting invisi- spells that can affect or summon takes place on the surface. bility (page 60) was omitted from the animals? Will they also work on AD&D 2nd Edition rules? most “monsters”? How much do thieves’ picks and You’ll find a streamlined set of rules In the strictest terms, a speak with ani- tools cost on Athas? covering this situation in the description mals spell won’t work on many of the Good thieves’ tools are primarily metallic for the invisibility spell in the new PHB, most common Athasian “animals,“ as these and sell for the listed price on Athas (30 page 142. really are fantastic creatures. Neverthe- less, Athas does have small lizards, snakes, mammals, and birds that are true animals. Athas also has great cats, bats, and an assortment of other mundane animals— enough normal fauna to make the various animal-affecting spells worthwhile. Speak with animals also works on commonly domesticated creatures of Athas, such as mekillots, inix, kanks, and erdlus.

Why are there so few creatures included in the DARK SUN world? The list in the rules, even when augmented by a Monstrous Compen- dium many times larger than the volumes TSR has been putting out recently, is pretty small for players and DMs accustomed to the hun- dreds of creatures available in the regular AD&D game. Is such a vol- ume coming out? Athas has very few species because it’s a site of a worldwide ecological disaster. A dying ecology means lots of extinctions and very few surviving species. There is a DARK SUN Monstrous Com- pendium in the works. Look for it in Feb- ruary 1992; it will be 96 pages long.

Why are the psionically powerful mind flayers absent from Athas? What about beholders? I can’t think of one good reason why any sane mind flayer would remain on the surface of Athas when it could escape by plane shifting or travelling astrally. The scorching heat alone would be enough to

DRAGON 93 Artwork by Gerald P. Sawyer Sneaking around in the AD&D® 2nd Edition BATTLESYSTEM TM game

The 2nd Edition BATTLESYSTEM™ and Thieves on battlefields success be greater than 90% (a roll of 10 is BATTLESYSTEM Skirmishes miniatures Since rules covering combat and other always a failure). Battlefield conditions are rules are very playable systems for hosting skills must be somewhat condensed in not the most favorable for characters large- and small-scale fantasy battles in- order to be easily used in miniatures bat- accustomed to urban living. volving monsters, troops, and spell-casters. tles, thief skills must be revised as well. When one of the allowable skills is used, What these games lack, though, are ade- The first step in converting thieves for 1d10 is rolled. Any result equal to or quate rules dealing with thieves. Thieves use in BATTLESYSTEM games is to convert lower than the number listed signifies are popular characters in the AD&D® AD&D game levels to BATTLESYSTEM success; rolling above the listed number game, and players who prefer them will hits. This is done by using the rules in the indicates failure. A roll of 10 is always a not want to be left out of the fun in the BATTLESYSTEM rule book on page 106, failure, regardless of modifications. Each miniatures battles, so more rules detailing treating thieves just as priests and wizards skill roll is made during the thief’s move- them are necessary. are treated, thus giving the figure 1 hit for ment phase. every three levels that the character pos- Lock picking—This skill allows the thief sesses and rounding all results up (see to open a locked door without the need of Table 1). breaking it down. It will not affect a for- The next step is to convert thief skills to tress gate or a portcullis. This skill may be Table 1 a form usable in BATTLESYSTEM games. attempted as often as desired. Thief Hits in BATTLESYSTEM The pick-pockets, hear-noise, and read- Find/Remove traps—This skill allows the games languages skills can be dropped, since they thief to locate any trap within 1”. Any have little applicability to battlefield condi- trap found may be harmlessly deactivated Thief’s game Thief tions. Backstabbing rules are covered in if a second successful roll is made during levels hits the Skirmishes book on page 107, but are the thief’s melee-combat phase; failure on 1-3 1 further developed later. The thief’s climb- the second roll indicates that the trap 4-6 2 ing, trap-detection, and stealth skills have remains armed. 7-9 3 obvious battlefield uses and are shown in Stealth attack—This skill allows the thief 10-12 4 Table 2. Adjustments for nonhuman to approach an enemy unit at 12” speed 13-15 5 thieves are given in Table 3. These adjust- and employ a backstabbing attack during 16-18 6 ments are added to the thief’s basic chance his movement phase. The thief must be 19-21 7 of success. In no case will the chance of behind the enemy unit at the beginning of his movement phase in order to employ this attack. If the stealth-attack roll is successful, the thief then attacks and does damage according to the backstabbing Table 2 rules in Skirmishes, page 107. If the Thief Skills in BATTLESYSTEM games stealth-attack roll fails, the thief must complete his move but makes only an Thief hits ordinary attack that is resolved during the melee-combat phase. All attacks from the Skills 1 2 3 4 5 6 rear receive the usual +4 penalty to the Lock picking 446799 target’s armor rating (AR). Any figure can Find/Remove traps 3 567 8 9 be the target of a backstabbing attack. Stealth attack 3 5 7 999 Stealth move—This skill allows the thief Stealth move 2 4 6 8 9 9 Climbing 9 99999 to move as if he were invisible. (For the effects of invisibility, see the spell descrip- tion for mass invisibility in the

Table 3 Skill Adjustments For Nonhuman Thieves

Find/Remove Stealth Stealth Race Lock picking traps attack move Climbing Dwarf +1 +2 0 0 -1 Elf 0 0 +1 +2 0 Gnome +1 +1 +1 +1 -1 Half-elf 0 0 0 +1 0 Halfling +1 +1 +1 +2 -1

DRAGON 95 BATTLESYSTEM rule book, page 92.) The be thieves. Thief units may also take part be likely to feature traps. Traps are nor- movement cost while performing a stealth in missile combat if equipped with slings mally placed inside a building by the de- move is 4” for every 10’ moved. A skill roll or short bows: fenders before play begins; their location must be made each time the thief wishes Thief archers: AD 6; AR 9; Hits 1; ML 11; and description must be noted accurately to move, with failure revealing the thief. MV 12”; Range 5/10/20 on a piece of graph paper. Agreement This skill cannot be used while the thief is Thief slingers: AD 8/6; AR 9; Hits 1; ML must be reached by the players before the in contact with an enemy unit. 12” ; Range 5/10/20 battle as to what sort of traps are to be Climbing—This skill allows the thief to Thief units might also use poison. If they allowed. No piece is placed on the field to climb walls or cliffs without the aid of are using poison on their hand weapons, represent any given trap, and no trap can ladders or grapples, at the rate of 2” for raise their AD from AD 6 to AD 8. Thief go off more than once. Table 4 details every 10’ climbed; this allows the thief to archers using poisoned arrows will have types of traps that can be used in cross obstacles at the same rate. The thief AD 8 in missile combat. Thief slingers can- BATTLESYSTEM games. cannot attack or use stealth move while not poison their missile weapons. Thieves doing this. using poison are assumed to have enough Using these rules, you can use thieves as of it to last throughout a given battle. military auxiliaries, particularly when Units of thieves The basic point cost for thief units is 6. attacking fortresses or urban areas. You Entire units of thieves can be created, if Adding short bows costs 5, adding slings could also create a scenario of a major desired. A standard unit of thieves might costs 6, and adding poison costs 2. No attack on a thieves’ guild or bandit gang. look like this: AD 6; AR 9; Hits 1; ML 11; other weapons or armor may be added. Whatever scenario you decide on, thieves MV 12”. Groups of these units will be able can now play a bigger role in your AD&D to function as irregular units or skirmish- Thieves and traps miniatures battles. ers. All the commanders of these units will A scenario that features thieves will also

Table 4 Trap Types in BATTLESYSTEM Games

Types of traps: Arrows Ballista Deadfalls Pits Damage: d6 d12 d12 d6 Creates obstacle: No No Yes Yes Point cost: 1 221

96 FEBRUARY 1992

“Forum” welcomes your comments and opin- cleric willing to put himself through the trouble rolls and nothing more. This penalizes everyone ions on role-playing games. In the United States and unnatural aging of casting a restoration the same amount and removes the troglodyte and Canada, write to: Forum, DRAGON® Maga- spell for the unlucky fighter. Finding a cleric from the spoiler category. zine, P.O. Box 111, Lake Geneva WI 53147 U.S.A. willing to do this shouldn’t be easy at all. Ivy K. Ryan In Europe, write to: Forum, DRAGON Magazine, In the world I run, level drains are temporary. Springfield OR TSR Ltd, 120 Church End, Cherry Hinton, As long as a character doesn’t either lose all his Cambridge CB1 3LB, United Kingdom. We ask levels or die of the total damage done by the I write in answer to Mr. Michael Repka’s letter that material submitted to “Forum” be either undead, he will recover from the draining. The in DRAGON issue #165. I can understand his neatly written by hand or typed with a fresh lost levels will return at the rate of one level per DM perfectly well, since I’ve been a GM for two ribbon and clean keys so we can read and day. This allows for the characters to regain years and also have my own PCs. Yet the way understand your comments. their nerve, shake off the unworldly chill of Michael’s DM is using his character is very being touched by a form of death, and regain or disruptive and will eventually destroy the game, I am writing in response to Bradley Wadle’s rebuild the energy reserves inherent in a hero because his PC is much too powerful. My own letter in “Forum” in DRAGON® issue #167. As or heroine. On the other hand, if the character PC career started out when I was DMing a Mr. Wadle stated, the energy-draining attacks dies during the encounter, things proceed just group with only two players, using a ranger and from the Negative Material plane are extremely as in the AD&D 2nd Edition rules. If the charac- a fighter. Since then, I’ve had various charac- unbalancing in AD&D® game terms. I agree ter dies of the level drains, he becomes an ters, one of them being an extremely powerful with Mr. Wadle that it is improper to drain undead of the type that drained him. If he dies mage with only one small problem: He was levels; I think it would be more suitable to drain of the hit-point loss, he is simply dead. This hunted by a god, and using his magic would strength, constitution, and dexterity points. The system is simple, easy to handle, kind to the have told the god where he was. Additionally, number of points drained per successful attack characters, just as scary to the players, and the players became suspicious, resulting in some from the character should depend on the crea- follows the legends about the effects of the of the most realistic scenes we had. Thus, I ture, as follows: touch of undead much better than the standard would like to provide a few guidelines for DMs —Wight or wraith-l point each from treatment in the AD&D 2nd Edition rules. who would like to play PCs without destroying strength and constitution. There is also an item I would like to bring up the game balance: —Spectre—2 points each from strength and to the collected DMs who read “Forum,“ and 1. Don’t use fighters. It’s very boring for constitution. that is the subject of monsters that have been players to hear about the damage your PC did, —Vampire—2 points each from strength and designed in such a way as to act as spoilers and it destroys the fluidity of your fight. It’s constitution, and 1 point from dexterity. when they affect the characters. I use the term better to use mages, bards, scholars, etc. Ability-score losses should have to be cured by “spoilers” because these particular monsters 2. Don’t use characters who are too powerful. restoration (one restoration spell cures the loss have an affect on characters that is dispropor- Make them the same (or lower) level as your of two ability points from one or two ability tionate to the monsters’ importance in the game. players’ PCs. If you want to use ultra-characters, scores). For example: Narg, an 8th-level fighter An example of a spoiler is the level-draining see that they can’t use their abilities freely. Let with S 16 and C 12, gets drained by a spectre, undead: One undead touch can destroy a year them be hunted by something more powerful or lowering his ability scores to S 14 and C 10. Two of careful play. simply be unwilling to reveal their true identity restoration spells must be cast on him to allow The troglodyte, with its stench, is also unbal- (think of Fizban in the DRAGONLANCE® novels). him to regain his initial ability scores. anced. . . . The effect of the troglodyte’s musk 3. Give your NPC an aim aside from amassing John Cummings attack, according to the AD&D 2nd Edition wealth and power. It makes him more distinctive Armonk NY Monstrous Compendium, is that characters and less interfering with the players’ purposes. “failing their saving throws vs. poison are so 4. Keep your NPC out of important decisions, I’ve been keeping up with the recent letters revolted as to lose 1d6 points of Strength. This except if the players have forgotten a vital detail about the game realities involved in the use of loss remains in effect for 10 rounds.” This is they are supposed to remember, if they are too level-draining undead. There have been several patently unfair to any character who is strong close to the solution too early in the game, or if solutions proposed as alternatives to the perma- enough to have an attack or damage bonus. A they are too far away late in the game. nent loss of memory, abilities, and experience. character with average (11) strength, on an 5. Most importantly, don’t transfer your None of these have the ability to inspire the fear average roll of 1d6, would drop to a strength of knowledge to your NPC. He cannot know that that the loss of hard-earned levels does. 8. This weakens him, but he doesn’t lose any- this door is trapped, or who’s the murderer. My idea on how to handle the level-draining thing from his attack or damage modifiers, as he By using these rules, a DM’s NPC can be a abilities of undead concerns making the level has none. A character with an 18 strength, even valuable addition to any game. drain a temporary thing. As every player without exceptional strength, loses a lot more. After all, there is only one person who can knows, a 5th-level fighter character who is An average roll of 1d6 drops him to a 15 truly unbalance a game, and that’s the DM. But touched by a wight loses 1d4 hp plus one level strength, and he loses all attack and damage remember, DMs are only human and as long as of experience. The loss of the level of experi- bonuses. This is ridiculously unfair to the nobody tells them what’s wrong with their ence also causes the character to lose 1d8 hp stronger characters in the game. game, they won’t know and thus, they won’t more and makes him less competent at his class, My way of handling this is to use a rule from change it. as shown by his poorer THAC0 score and saving the D&D® game. In that game, a character who Sabine Volkel throws. In most cases, this is the end of the fails his saving throw against the troglodyte’s Korb, Germany matter unless the character can find a 14th-level musk attack takes a -2 penalty on his attack

98 FEBRUARY 1992 I have just finished reading the letters reply- where he has to willingly abandon his precious of nonweapon proficiencies. I really wasn’t ing to Robert Rodger’s request for assistance in armor in order to save the life of a friend ( or his interested in them before. I know you try to be his “Monty Haul” STAR WARS: The RPG* cam- own life) should definitely give his player an complete and flexible, so you can’t try to make paign (from West End Games), and I found many idea of how much trouble the armor is, especial- everything a proficiency. However, I do think resourceful and imaginative ideas on how to ly if you administer the penalties on evasions one proficiency should be added, especially handle Red-eyes, his armor, and his wealth. [See and speed-related actions mentioned before. after the publication of the Complete Priest’s issues #163, 170, and 175.] The armor could also have serious setbacks as and Wizard’s Handbooks. As most people know, Another way to cause Red-eyes some grief well, such as not being able to fit in a starfighter most of the priests’ and wizards’ first few years with his armor is to use other PCs or NPCs to cockpit or a one-man escape pod. The armor may of class-related experience comes from pouring irritate him. A kid may decide he wants to see even have effects after Red-eyes takes it off, over hundreds (maybe thousands) of tomes and the inner workings of the armor (“Gee, Mr. Red- such as fatigue from supporting the armor for prayer books. They learn about different cul- eyes, all I wanted to do was see how your such a long period of time (effectively raising all tures, different religions, different spell-casting armor worked. I took it apart and when I put it difficulty numbers for Strength rolls by one or methods, and countless other tidbits of knowl- back together, there were all these extra circuits two for a short time until he recovers) or even edge. They would have had enough experience an’ gizmos an’ stuff.”) A Tongue-Tied Engineer more serious problems that are best left to the to warrant a proficiency I call researching: the may decide that he can make the armor more GM's imagination. The armor could also be the ability, knowledge, or skill to go into any library efficient with several adjustments (“Just hold target of an attack from greedy crimelords who using a written language the PC knows and be still. If I can just depolarize the power pack, I wish to steal and sell the armor to the hightest able to scrape together some sort of informa- can—” several ominous electrical pops follow, bidder or reproduce it for their own evil pur- tion. I find some pride in being able to find then silence while Red-eyes lights up like a poses. information where others were clueless. My landing beacon), or the Ewok the group acciden- As for his incredible wealth, I enthusiastically character, a scholar priest (from The Complete tally picked up on Endor may decide to play agree with those who suggested having the Priest’s Handbook) lives to read and glean infor- some practical jokes on Red-eyes (a few ice Empire closing down banks at which Red-eyes mation. What’s more, he is a priest of Denier. He cubes, small insects, or rodents down the back may have accounts, reducing the number of has achieved a rank of Duly Appointed Travel- of the armor should make Red-eyes squirm for a credits on dead or unconscious NPCs, and ing Scribe, a position held by only nine others in while). forcing Red-eyes to pay taxes to the Empire. If his parish. Those knowledgeable about Denier Perhaps when Red-eyes bought the armor he you allow the players to use predesigned tem- know about the stockpiles of knowledge suppos- unknowingly purchased some second-hand plates, do not allow any more credits than edly gained from a scribe’s work. armor sold by the former owner due to some are printed on the templates. If they wish to A character with this proficiency must have bugs in the system. An excellent quirk to play buy extra equipment, allow them to do so as spent long hours reading books, scrolls, and out in the armor could be a short in the power long as they don't get greedy. If the players are other forms of the written word. Thus, this pack, causing a 45%-50% chance of failure. designing their PCs from scratch, allow them proficiency is allowed only to wizards and Another could be an annoying squeak in the 5d6x10 credits after they finish selecting their priests and will be fairly costly at two slots. A joints that cannot be repaired or remedied, equipment (always stress the basic necessities— character proficient in researching could go into making it difficult to surprise enemies. Yet a blaster, commlink, medpac, armor or a pro- a library he has already visited and research a another could be the fact that the former owner tective vest or helmet, syntherope, etc.). After subject he already knows with no modifier. If enjoyed using phosphorescent paints, and after each adventure, inform the players that their the subject is a variant on a known topic, the 24 hours of exposure to sunlight, the armor PC's will receive certain number of credits in ability scores are modified by a - 1. If the topic glows like a beacon in the dark, making Red- accordance to how well they did in the adven- itself is fairly new to the researcher, the modi- eyes an easy target for Imperial troops hiding in ture (like the system for skill and Force points); fier is increased to -2, and so on. For each level the shadows. A serious defect could be that the the credits they have may be used to buy re- of difficulty beyond that (as determined by DM), armor is resistant to blaster fire, but when hit placement equipment or to have equipment the modifier is changed by - 1, to a maximum with a bullet from a black-powder pistol or modified or repaired, but the credits cannot be modifier of - 5. If the library is new to the PC, a slugthrower, or takes a blow from a melee saved or hoarded. If you wish, you can also difficulty modifier is set by the DM using a scale weapon, the armor is easily dented or pierced, inform the players that if theirs PCs do not use of - 1 to - 5. These modifiers are then added causing normal damage to Red-eyes (who, of the credits on themselves or their equipment, together. A modifier could be as small as - 1 or course, would not get the bonuses of the armor that they can donate the money to the Alliance, as great as - 10. added to his Strength roll due to this defect). which would increase their chances for better Just think of it this way: How many times Other defects for second-hand equipment could equipment and would make the Alliance High have you studied a particular problem or situa- be devised using the tables from the article Command look upon them more favorably (this tion in an AD&D game and gone to your books “Magic Gone Haywire,” in DRAGON #163, as an does not mean, however, that the missions will for the answer? You probably knew just about example. be easier for them). where to look or knew enough to guess where An additional way to get the attention of Red- Mr. Ewing's idea of an encumbrance system it might be. That’s basically what you are doing eyes’ player is to assign movement penalties, not for the STAR WARS system (from issue #170) is when you do research, using your old knowl- necessarily with normal actions but with speed- a great idea, but it would be a large undertaking edge to gain new knowledge. related actions and evasions, regardless of the for a GM, as different races move at different Obviously, with the low number of libraries dexterity enhancements. Raising the difficulty rates, not necessarily the regular five-meters- existing in fantasy worlds, one must already for movement should tell Red-eyes’ player that per-round rate or humans. Also, gravity (be it have access to a library to use it. Not many even though the armor is protecting his charac- higher or lower than normal) would affect people in that world would feel enough at home ter, it can be harmful due to the hindrances it movement and the ability to carry certain in any library to put it to good use, except for a causes as far as movement is concerned. Also, a amounts of equipment and armor, and that character who is a wise wizard or an intelligent few squads of Stormtroopers led in group fire would further complicate the system. Mr. priest. against Red-eyes by a very competent com- Ehret's idea about using sonics against armor is James Lawrence Kight mander, such as Mar Barezz (see the hardcover also a “sound theory,” but one that must be used Winston-Salem NC STAR WARS: The RPG rule book, Chapter with discretion as some races, such as the Three, Adventure Section, for further details on Xi'Dec (see Galaxy Guide 4: Alien Races for There was an article in DRAGON issue #169, this ISB agent) could give the player a picture of details), who have very sensitive nervous sys- entitled “New Weapons for Old,” written by what kind of trouble the armor can cause. You tems and are especially susceptible to sonic Jordan Clarke Hayes. In this article, Mr. Hayes can allow Imperial troops or bounty hunters to attacks. A standard sonic rifle would probably has made a mistake. The basilard that he de- have a personal ion cannon or EMP carbine (as have the range of a blaster rifle and would scribes is in no way a basilard except in its per the stats in The Imperial Sourcebook, modi- produce stun damage anywhere from 2d to 4d. length. The weapon to which he is referring is fied for extra stopping power if you’re really Increasing the effects of such a weapon would the katar. The katar was a Hindu thrusting nasty) to use against Red-eyes’ armor. The be detrimental to the user if he is not taking the dagger with the H-shaped handle that Mr. Hayes damage caused by such weapons may not stop proper safety precautions and possibly even to credits to the basilard. The katar had a straight, Red-eyes, but it should effectively lower the the structure of the weapon itself. short, broad, 12” (rarely 27”) double-edged protection it gives him for a short time, allowing Dale Meier blade that was either ribbed or fullered the Stormtroopers or bounty hunters time to Holstein IA (grooved). The point of this blade was slightly take further action against Red-eyes and his thick and very sharp, so as to pierce chain mail. friends. Since the publication of the AD&D 2nd Edi- This blade was made in India in the 18th and Placing Red-eyes in a life-or-death situation tion game, I have been overjoyed at the revision 19th centuries and was never found in Europe.

DRAGON 99 As a result, characters in D&D and AD&D “contact” a nonpsionicist may do so by using the closest a wizard can come to such power would games should find this weapon very hard to get contact ability (TCPH, page 80) with a virtually be a fifth-level feeblemind spell (10th-level and slightly on the expensive side at 100 gp. unlimited range. No touch or line of sight is wizard required) that only affects intelligence The basilard, on the other hand, was quite required. The psionicist doesn’t even have to be compared to the psionicist’s ability to affect not common in Europe and should be easy to find on the same planet. All he needs is a name or an only intelligence but wisdom and constitution, and buy at 50 gp each; it was made throughout image, possibly gained through ESP or some as well as requiring a save vs. death. The sixth- the Middle Ages from the 13th to 15th centu- knowledge of the person or creature he is level death spell is a better comparison, but it ries. It had an I-shaped handle that varied from trying to contact. Once contact is established, requires a wizard of 12th level to cast. country to country. In Italy, the pommel and the target is at the mercy of the psionicist. I have only covered a few of the game- guard were both made the same length and There are several abilities with an unlimited unbalancing effects psionics can have. A single straight across; in other European countries, the range that the psionicist may use: mindlink, use of psionic blast can keep the oldest of drag- guard and pommel were different, the guard daydream, empathy, ESP, false sensory input, ons from flying. Automatic saving throws being markedly more curved and longer than identity penetration, incarnation awareness, and against phantasms (TCPH, page 110) and a +2 the pommel. The basilard was first made in the others. Worst of all, the target does not usually bonus against enchantment/charm spells (better town of Basel. Its length was between that of a have any way to detect or know that anything is than a specialist mage) are just a few other such short sword and a dagger. even being done to him! effects for psionicists. I recommend The Complete Encyclopedia of Unlike wizards and priests, the psionicist’s Rather than remove psionics from my cam- Arms and Weapons, published by Bonanza powers are not automatic. There is a chance paign, I have devised a means of toning down Books and distributed by Crown Publishers Inc. that the power might not work because of a and balancing out the psionicist. Despite the (copyright 1979). Thank you for listening. failed power check. However, also unlike the claims (TCPH, page 109) of psionics and magic Marcus Wagner wizard and priest classes, the ability to use the being completely different, I have discovered Long Valley NJ power is not wiped from the mind of the psioni- that in some cases they need to be treated the cist. He can try again and again until he gets it same. Creatures with magic resistance should I will start this by saying that I have had right. It works something like the old “power have an equal chance to resist psionic abilities. several mage PCs who reached high levels, but point” systems that gamers once used for wiz- This would prevent low-level psionicists (who they mostly survived on their wits and not some ards to give more freedom to their spell-casting. can have 100% cover) from defeating dragons high-powered magic staff, rod, or wand. They The limitation of having to roll a power check is and mind flayers, while high-level wizards (who had rings of protection, but not too many as not so great a hindrance when that is taken into must be somewhat exposed to the dangerous only so many rings can work at the same time. consideration. So what if he failed his power beasts) have their powers reduced by magic They managed to avoid the trap of relying on check for contact several times before he was resistance. magical items. able to link up with someone’s mind? The victim Of all the psionic abilities, the one that causes On my world, the wand of wonder is a one- never knows that the psionicist failed, much less the most problem is contact. By allowing non- only item and an NPC owns it. He uses it in the how many attempts were made. Few if any psionicists a chance to fight off contact, the arena between fights to amuse the crowd (they wizards or priests can boast of influencing other powers in the telepathic discipline are also laugh when seeing butterflies attacking the enemies from such a distance. limited. My suggestion is this for nonpsionicists man). A flame-tongue sword +3 is created only Psionicists also have an advantage when only: Take the average of intelligence, wisdom, for the creature it is meant to be used upon, encountering creatures that have magic resist- and constitution of the target (or the average of and it will either destroy itself as it kills its fated ance. While wizard and priest spells have a intelligence and hit dice for monsters) and victim or it will compel its owner to hunt down percentage chance of not taking effect (and still subtract five, using the resulting number for a that type of creature and attempt to kill it, being wiped from the caster’s mind, eliminating type of psionic combat. The psionicist rolls his thereby destroying itself. If a PC insists on further attempts to use them), the psionicist’s power score to try to establish contact, using bringing into my world some magical item given abilities are not so restricted. As noted on page wisdom or less modified by distance. The target to her by some other DM, she will find that it 110 of TCPH, anti-magic shell, globe of invulner- rolls his “power score” or “psionic savings will not help as much as it did on the other DM’s ability, and several other magic-hampering throw” (the average of intelligence, wisdom, and world. Magical items are few and far between spells have no effect against the vast powers of constitution minus five) or less, modified by because they require so much time and effort to a psionicist. Even a psionicist who has been held magical bonuses for protection, high wisdom, make that few mages would be willing to make immobile by a hold person spell may still use his etc. Another modifier could be a bonus or them for others. Any items that mages make for mind. His powers do not require the use of penalty due to the difference in level between themselves would be guarded so well that no verbal or somatic gestures. These powers even the target and the psionicist, much the same thief could get to them and live to tell the tale. work underwater without restriction! way that the dispel magic spell works for wiz- Artifacts should be as hard to find as they are Psionicists can harbor great power even at ards and priests. The highest number that did in our own world. The finder should have to lower levels. By choosing his powers wisely, a not exceed his power score wins the combat. expend as much time and energy, if not money, psionicist at 3rd level can use the domination Only one contact needs to be made against as any archaeologist. Granted, some people have ability that takes a wizard at least nine levels to nonpsionicists. Contact could not be used stumbled across artifacts in this world, but that attempt its use, and the wizard is not guaran- against other psionicists (standard attack modes is a very rare happening and the finder rarely teed to obtain the spell then. By sixth level, the must be used, as per TCPH, pages 22-26). knows what she has found (some even use their psionicist can use the ability of psychic drain With these few suggestions in effect, it should finds as doorstops). (TCPH, page 101). This ability can be deadly if give the rest of the world a fair chance. I per- The point of this letter is that magical items used offensively. Imagine a psionicist of only 6th sonally like psionics and believe they have the should be very hard to get, and they should cost level planning to attack an entire party of l0th- potential to add a whole new dimension into the as much as a small castle to buy. Rings would be level characters. He waits in a barroom and AD&D game. But when a 3rd-level character the exception, along with some amulets of watches the party, familiarizing himself with has the potential to defeat dragons, something protection and some of the lesser protective them before they go to their rooms at the inn. should be done to balance it all out. I invite jewelry, such as might have been made by a The psionicist patiently waits until he believes helpful comments or suggestions about psioni- magic-user for family and friends. they are asleep, maybe even using ESP or some cists and their abilities. J. B. Coburn other ability to make sure. Once the party is Geof Gilmore Sacramento CA asleep, the psionicist contacts each party mem- Arlington TX ber one at a time and uses psychic drain on Psionics—the third mystical power (along with them. Even if the party member makes his arcane and divine magic), as it has been named saving throw, he still will have his intelligence, by gamers in my area—has a few unbalancing wisdom, and constitution reduced to three if results when played to its full potential. The over 90% of the victim’s psionic potential is lost. psionicist, as described in the PHBR5 The Com- The psionicist is at complete liberty to drain as * indicates a product produced by a company other plete , clearly has several many points as he desires, then to convert the than TSR, Inc. Most product names are trademarks advantages over the other character classes. drained points into PSPs, for use with psychic owned by the companies publishing those products. One of the advantages of the psionicist is drain against other party members! He never The use of the name of any product without mention distance. While the vast majority of wizard and even had to leave the barroom downstairs. of its trademark status should not be construed as a challenge to such status. priest spells require line of sight to a target (if When the dirty work is done, he simply goes not touch), the psionicist has more freedom upstairs and relieves the dead or weakened with his range. A psionicist who wishes to party of any gold or items that he desires. The

100 FEBRUARY 1992

Just Who Are These Folks? A recap of “The Twilight Empire: Robinson’s War” story line

©1992 by Stephen Sullivan

When, in the course of comic events, it becomes necessary to bring new readers up to date on our current graphic feature, The good guys you can count on the designer and editors to do so. If you have just started reading “The Twilight Empire,” or if you have misplaced the last two years of DRAGON Magazines in your collection, we present you with a quick catch-up on the current situation. Enjoy!

Robinson S. Edgar—Our hero Quillian Ciri—Fin’s brother Rob is a man from Earth—New Hamp- There are a number of mysteries sur- shire, to be precise. He woke up one after- rounding Quill. Foremost among these is noon in a fantastic new world. How he got whether he had any part in the plot to there is a mystery, as Rob has partial am- assassinate Laird Randall Cameron. An- nesia. He’s currently on a quest to regain Bill, a.k.a. Maximillanus Xantho III— other is why he was posing as a minstrel the rest of his memory and get home. We A griffon named Reynard. Quillian is a deadly shot know Rob is a novelist, is divorced, has a Bill is a talking griffon who claims to be with a bow and has shown some aptitude ten year-old daughter, and is a good an enchanted prince, though there is some with magic. swordsman. He was carrying a number of question as to whether he’s telling the items from our world when he awoke truth. Bill has an eye for human ladies, a Jimmy Fitzpatrick—Quill’s squire (including a driver’s license, a cigarette sharp wit, and a general dislike for things Jimmy is Quillian’s young companion. lighter, and a gun) but these were tossed most griffons love—like horse flesh. He’s a normal kid who has demonstrated off a cliff in Robs first encounter with no special abilities whatsoever—so far. Kleg. The lighter and license have since turned up in the hands of Rob’s enemies.

Finella Ciri—Elfin warrior Finella (Fin) rescued Rob from some Laird Randall Cameron—Hiland muggers, then promptly landed him in jail chief Brenna DuDevan—Forest healer by starting a fight in a bar in Midlan. She Randall is the chief of the hill country Brenna is the first friendly person Rob took an immediate liking to our hero and known as the Hilands. He’s been smitten met in the new world, and she has taken it has been helping him in his quest. Fin is with Finella since he first saw her, though upon herself to help Rob and be his guide. extraordinarily skilled as a fighter and a she seems ambivalent about him. Someone She has an owl companion named Galen. deadly shot with a bow. It was recently tried to shoot Randy with a magical cross- Brenna is skilled in healing and some revealed that Finella is a princess (though bow bolt, though there is still some debate minor forms of magic. she’s 27th in line for the throne). about who this actually was.

102 FEBRUARY 1992 his plans of conquest on hold as he fought away at the gates. Inside the town, Finella a losing war on the western front, until his helped Rob defend himself from some alliance with the Witch Queen. Ugo hates muggers, but Fin then led Rob straight Finella Ciri for some past offense and into a barroom brawl (accidentally, of wants the pleasure of killing her with his course). Rob and Fin won the fight but own hands. landed in jail. They escaped with the help of Osgood (one of Brenna’s friends) and Horton—Master of Midlan left the city with Brenna. Horton is the mayor of the small city of Lord Redhand, who has a grudge against Midlan. He’s been aiding Lord Redhand Fin, was delighted to learn of her capture, and is something of a sycophant. but his delight vanished when he discov- ered that Midlan’s mayor, Horton, had allowed Fin to slip away. Enraged, Lord Aalandria—Elfin advisor to Laird Redhand sent some men to capture our Cameron heroes. When Ugo’s men found our Aalandria is worried about war spread- friends, a terrible fight ensued. Rob, Fin, ing into Laird Randall’s Hilands. She is and Brenna were saved by the timely very single-minded about this concern and reappearance of Bill. All but one of Ugo’s is otherwise regarded as a ditz. men were killed. Meanwhile, the Witch Queen, Shandara, sent Kalil to get Ugo to surrender. Lord The bad guys Redhand refused, but Kalil spotted Rob’s driver’s license (which Rob had lost in his first fight with Kleg, but which was recov- Shandara—The Witch Queen ered by Ugo’s forces). Lord Redhand no- Shandara is the Witch Queen of Ferron ticed the enemy generals interest. Upon and a princess of the mysterious Twilight learning that Rob was traveling with Finel- Empire. She recently proposed an alliance la, Ugo sent Kleg to recapture Rob and his of her forces with those of Lord Redhand, friends. in exchange for some of the items that Rob Our heroes discovered that the wizard lost to Kleg. Why she would want these is Malik Magnus might be able to help Rob. unknown. On their way to the city of Weston, where the wizard lives, they stopped at Hiland Kleg—Half-ogre Castle. There, they met Aalandria, Laird Kleg is a thug working for Lord Ugo Randall Cameron, and Finella’s brother Redhand. Unfortunately for Rob, Kleg was Quillian (who was posing as a minstrel the first person Rob met upon awakening. named Reynard). Kleg stripped Rob of many of his posses- Randall fell for Fin, which was fortunate sions and dropped our hero off a cliff. as she then saved him from an assassina- Their relationship hasn’t gotten any better tion attempt. Rob, Fin, Bren, and Bill left since. Kleg leads a large band of Jenrat the castle shortly afterward, soon hooking mercenaries. up with Quillian, now minus his Reynard disguise. The group was overtaken and Jenrats—Scum warriors ambushed by Kleg and his band of Jenrats; Many of Kleg’s best friends are Jenrats, after a ferocious battle, the Jenrats lay which tells you as much about them as Kalil—Shandara’s general dead and Kleg had escaped. about him. Jenrats are short, greenish Kalil is one of the Witch Queen’s top Arriving in Weston, Quill and Jimmy left relatives of goblins (though less nasty). military men, most recently her envoy to the group while the rest sought Malik They hail originally from the mythical city Lord Redhand. His powers and skills are Magnus’ sanctum. Meanwhile, Kalil had of Jenn. Lord Redhand uses them to bol- unknown at this time, but he seems to be carried word of Rob’s driver’s license back ster his army and press gangs. universally feared. He rides a black, bat- to Shandara. She ordered the elf to return winged stallion. to Lord Redhand and offer him an alliance if he would turn over Rob’s items to her. Lord Redhand agreed. At Magnus’ sanctum, it was revealed that Rob was from our Earth and that a dragon, Worlik, knew the secrets of di- mensional travel. Magnus suggested that The story so far the group gain possession of a magical Rob awoke one afternoon in a strange, crystal, the Eye of Estal, which could compel Worlik’s cooperation. As the party new world, with a headache, a dry mouth, journeyed to the Sunken City of Valdor, and almost total amnesia. Before he could recover his wits, he was seized by Kleg the resting place of the Eye, Quillian was and dropped off a cliff for fun. Brenna captured by agents of Laird Cameron. Jimmy escaped and followed the others to Lord Ugo Redhand—Ambitious rescued Rob and decided to help him warlord regain his memory. She turned Rob over Valdor. And here our story continues. . . Ugo, the leader of a small country, was to Bill while she drove Kleg out of her bent on conquering lands to the east (per- forest. Rob lost some personal items in the THE TWILIGHT EMPIRE is ™ and ©1991 by Steve Sullivan. haps including the Hilands and the Free encounter with Kleg. Art ©1991 J. Hebert. All Rights Reserved. Plains) when he himself was attacked by Bill and Rob went to the town of Midlan the forces of the Witch Queen. This put to find help for Rob, but Bill was turned

DRAGON 103 104 FEBRUARY 1992 DRAGON 105 106 FEBRUARY 1992

108 FEBRUARY 1992 DRAGON 109 110 FEBRUARY 1992 DRAGON 111 112 FEBRUARY 1992

The air war continues Last month, we covered the beginning of the 1991 air war in Operation Desert Storm and how we gained superiority in the sky. In the first days of the campaign, huge numbers of sorties were flown by aircraft from many different countries and branches of service. The Free Kuwait ©1992 by Robert Bigelow Army flew Mirages and A-4 Skyhawks, some of which were rebuilt and on their Photography by Mike Bethke third lives (the original model was 30 years old). These pilots were fearless, as their goal was to retake their country. The Saudi Air Force fought with distinction, using F-15s of all models (one pilot was a double ace), but also F5Es, Tornados, and early-warning E-3 aircraft. Other Persian Gulf nations provided F-16s, Mirages, Alpha Jets, and Jaguars to assist in the assault. British forces flew Tornados (their pri- mary plane) and Jaguars. Buccaneers acted as laser designators for high-tech weaponry. French pilots flew Jaguars and Mirage 2000s. Italians flew Tornados in the theater and had 104s in Turkey. Canada supplied fighter escorts for strikes and gulf protection using CF-18s. All of these aircraft contributed to the cause, but the British suffered almost 10% of their Tor- nados as casualties in their raids to de- stroy Iraqi bridges and airfields. The U.S. provided F-14s (for intercep- tors), A-6E Intruders, A-7E Corsair II Prowlers, and FA-18s. The U.S. Air Force provided F-111s, B-52s, F-15Es, and F-16s for its frequent heavy bombing raids, F- 117A Stealth bombers for special missions, and EF-111s and F-4G Wild Weasels, which provided electronic countermeasures to jam ground units. The bombers flew many strikes against the Iraqi army and heavily shielded ground targets. Fighter cover was Warlords and warriors galore provided by F-16s and F-15Cs. These aircraft insured that the Coalition had complete air superiority and allowed Welcome to February. This issue’s theme pilot lights. Kitchens are not exempt, ei- the ground-attack aircraft to fly with is on warriors and combat, so I’ve picked ther, as many people have gas stoves. almost no resistance. The A-10s ranged all out some interesting military figures and Primers or sealers also give off fumes that over Iraq, using their cannon and huge combat units to review. can give you a headache or worse in ammo, missile, and bomb loads to chew up I also want to remind everyone that closed-in areas, and they might explode if ground targets even though they were winter is a good time to catch up on minia- open flames are nearby. Always have never meant to be used as deep penetra- tures painting, but this kind of work re- proper ventilation or use a spray booth tion aircraft. C-130 gunships prowled quires special care. The most common with new, clean filters; this will improve freely, and even the OV-10 Bronco, intend- area in which people paint figures is in a both your health and your finished ed as a forward-observation plane and basement or other confined indoor area product. light-strike craft, got in its licks. Gun-film without the benefit of ventilation. This is a footage provided graphic proof that almost dangerous practice, whether you use Miniatures’ product ratings no target was safe from today’s precision water- or oil-based paint. Oil-based paint Poor munitions, even if the target was heavily gives off fumes that are hazardous to Below average armored and protected, if you had air breathe and can ignite when open flames Average superiority. are present. Open flames can come from Above average A number of rule sets are available for such ordinary things as furnaces and Excellent those wishing to engage in either air-to-air water heaters that are gas-fed and have or air-to-ground miniatures combat based

114 FEBRUARY 1992 on the Persian Gulf war. The FLIGHT LEADER* game, by The Avalon Hill Game Company, is easily converted for use as a miniatures rules set even though this requires some room for play. The AIR SUPERIORITY* and AIR STRIKE* games from GDW are good board games, and the JET EAGLES* game from Nova Games puts you into the pilot’s seat as well. Now, on with the reviews.

Reviews

Folio Works 7 Hazel Grove, Duffield Derbyshire DE6 4GP UNITED KINGDOM (In the U.S., contact the Berkeley, Chessex or Greenfield game and hobby distributors for dealers)

Warlords FW 8/1 Dwarf crossbows * * * * 1/2 The rules and figures for the FANTASY WARLORD* game have become more readily available in the U.S., and the latter seem to be quality figures with a few extras. This line offers separate weapons encased in a close-fitting wrap; these should be removed carefully from the wrap as they can break and bend easily. These lead figures are more 25-mm scale than 28-30 mm, standing 20 mm base-to- eyes at a total height of just under 25 mm. Their bases are not wide and conform to each figure’s stance, but the bases are too thick, which adds to the illusion of each figure being much larger than it really is. Figure one wears boots with fold-over tops, and chain mail that covers him from shoulders to boots, with a disk on his right elbow. The figure is weaponless but posed as if firing a crossbow, which would be grasped by the leather gauntlets he wears on both hands. His surcoat is open but held together by a belt with pouch and knife. A very well-done beard frames his face. His head is covered by a stocking cap complete with tassels and a fringe on the bottom. The crossbow must have its stock cut off to fit correctly (this is true of all three figures). Figure two is much like figure one but lacks the disk on the elbow and the pouch and knife. His beard is short and clipped straight; facial detail is very good (as it is detail but not for price. If you want them game but seem to be geared toward larger on all three figures). This dwarf wears a to fit better with your 25 mm troops, scales than true 25 mm. This pack of fig- helmet on his head with a raised visor. simply file the bases down. ures contains five lead figures ranging in Figure three seems to be a composite of height (base to eyes) from 26 to 30 mm. All the other two figures. The pose and dress of the figures have thin, slightly oval bases are identical to figure two, except for a Alternative Armies that require some trimming and cleaning pouch and shoulder strap attached to the 6 Parkway Court up, and all show slight detailing but with belt. The most noticeable difference is the Glaisdale Parkway, Nottingham mold lines. Each figure is a different un- hair plume rising from his helmet. UNITED KINGDOM NG8 4GN dead creature. These figures compare favorably with (Available in the U.S. through Armory Figure one looks like a bald elven vam- dwarves from Ral Partha. This three- Distributors) pire that wears long robes bound by a figure set lists for $6.99, however, and at braided rope. Over this is draped a long that price it will be a long time before it VNT4 The Risen Dead **** cape with a simple hoop clasp at the neck. offers any true competition to figures Alternative Armies’ figures are licensed The figure appears to be wringing his elsewhere. These are recommended for for use with the FANTASY WARLORD* hands, glaring from slightly slanted eyes

DRAGON 115 unfortunately not as a fighter-mage. There is no flash on the figure.

8112 White Knight **** This heavily armored figure is dressed completely in jointed plate with underly- ing chain mail from head to toe; over those two layers of armor is a surcoat. Two wide belts with simple buckles cinch the surcoat and support a sheathed long sword and a small pouch. Both hands grip a two-handed sword. The face is covered by a full helmet that closely resembles the helmet worn by European fire fighters. A short double-feather plume rises from the helmet. This figure is excellent as a knight, but he doesn’t quite match the legendary appearance of a “white knight.“ There was some flash between the legs and along the sword, but it was easily removed. This figure is recommended.

8120 Berserker in Wolf Skin * * * * 1/2 This figure is almost a classic two-sword above high cheekbones. There’s a protu- Remember that these figures are for the barbarian figure. He stands slightly off- berance from his mouth, but I’m not sure bigger 28-30 mm scale but might make an balance, as if getting into a fighting stance, if it is a tongue or bad detail work on his interesting diorama. The package of five wearing high boots held on by wrappings. incisors. sells for $6.99. His groin is covered by an elaborate fur, Figure two is a humanoid figure bent and his right thigh supports a knife and forward in a position more like that of a sheath. His face is solemn, with an open monkey than a man. His only clothes con- Grenadier Models, Inc. mouth and a short cropped beard. The sist of a diaperlike garment, and his skin is P.O. Box 305 rest of his body is uncovered, except for rough as if damaged or beginning to rot. Springfield PA 19064 clumps of wiry hair and a long wolf-skin His right hand holds a curved knife high, cape whose head covers the figure’s head. and his left holds what looks like an old Grenadier Models UK Ltd. Flash was between the arms and torso and skull. His hair runs unevenly from high on 19 Babbage Rd in the groin, but muscle tone was excellent the crown to his shoulder blades. This Deeside, Clwyd, Wales on this figure. This figure is highly recom- figure could pass as a zombie. UNITED KINGDOM CH5 2QB mended. Figure three wears a long set of rotting robes pulled tight by a long braided rope. Grenadier seems to be taking a two-level 8121 Dark Paladin **** The figure stands almost 35-mm tall, with approach to fantasy figures. One line of This figure’s evil look is accented by the no feet visible and no face under its hood. figures seems geared to true 25-mm scale, jagged, barbed sword in his right hand The hands appear to be shapeless, with and the other packs are geared to the and a horned helmet with glaring eye the right hand stretching out. I think this larger European scale. We will cover true holes and rivets. He is covered by jointed is the equivalent of a wraith. 25-mm scale figures first. plates over chain mail like the White Figure four looks like it may have been All of these lead figures have slightly Knight noted earlier, but he has a full- female when it lived. The hair is tattered thick, oval-shaped bases with mold lines length cape that falls to the top of his and matted, sticking straight back in running prominently through them. These boots. He clutches a shield in his right clumps, while the face shows the pinched, bases are undetailed and slightly beveled hand and stands with feet apart as if tight skin seen in mummification. The at the edges; some need trimming to stand braced against an attack. mouth is set in a rictus pulled back to flat and level, and some require work to The figure has many molding flaws, expose rotted teeth. Rotted clothes fall remove their mold lines. All single packs There is flash along most of the mold lines away from the body, with visible ribs and cost $1.50 each, and the larger group present and along the front of the shield. strips of flesh. The right hand holds a packs are $5.99 each. The two sides are slightly off, so extra sharpened stick, while the left is almost care must be used to avoid damaging the shapeless. On the figure’s back is a section #8113 Half Elf Warrior Mage * * * * 1/2 figure when flash is removed. I recom- of metal that, with a little work, could be This figure is almost perfect as an elf in mend a small file set for best results. made to resemble a rat at a final feast. the AD&D® game. I say “almost” because The last figure has definitely been in the the figure is clad in chain mail, which is 8108 Fighter with Sword and grave for a long time. With careful model- forbidden to wizards. This figure wears Shield **** ing work, you could show muscles and regular clothes under his chain mail, a This figure is completely covered with holes in the face. The teeth are fully ex- long cape, and knee-high boots. The figure jointed plate mail, as are the other knights, posed, and the clothing is in rags. Large has a long sword in his right hand and but more chain mail shows around the strips of flesh are missing from many gestures with his left as if casting magic; edges of the plate. A simple sword and parts of the body, but the feet don’t match he wears gauntlets. His belt supports a shield are clenched in his hands, obviously the body’s general level of decay. component pouch on his right and a knife set against some opponent. Two belts These are interesting figures that have on his left, under his cape. A headband support a large, sheathed dagger and potential. All the figures had flash on them holds his hair, which drops to his shoul- either a water flask or buckled pouch. A in different places. All had detail, some ders in waves. His mouth is open as if helmet with full visor covers his face. sharp but a lot that was not well defined voicing a spell with a look of anger. This This knight is much closer to 25-mm (but could be brought out by painting). figure is recommended as a fighter but scale than the other knights, as he is just

116 FEBRUARY 1992 over 26-mm tall. The two halves of the work you will put into it. figure are slightly offset and require you Elf number three is dressed and molded to work not only on the figure but on the almost the same as number one, but his base. Flash was heavy between the body cape is smooth and flows out behind him. and shield and under the raised right arm. The sword is simple, and this figure’s face This is a simple figure but will require a is thin and much less angular than chief light touch and a good file-and-knife set, as number one’s. His hair flows out behind the mold line runs right up its middle. him and lacks the first figure’s ridge and braids. This figure also lacks all of the 1422 Elven Lords * * * * 1/2 flash seen on the other two figures. This pack is the first of the larger-scale These figures are recommended in spite troops. It contains three miniatures repre- of the flash and small flaws. This is a nice, senting elven battle chiefs, each measuring simple leader or champion pack. 30 mm from the top of the base to the eyes. Chief number one is heroically posed, 1421 Fighting Men with his sword thrust high into the air while Halberds **** gripped tightly in his right hand. His left This pack of larger-scale figures contains hand holds a small, round shield with five figures representing a section of city decorations on the front. His chest and guards. All figures are armed with swords back are protected by plate armor joined on their left hips and halberds in their by straps and held at the waist by a (possi- hands, differing slightly in armor and bly magical) girdle that also supports a position. All the figures have some flash, pouch. His arms are bare, except for and most have obvious mold lines that gloves and arm rings, and he seems to be must be cleaned up. wearing leggings, as his legs are smooth Figure one is standing and thrusting his and lack muscle detail. The muscle detail forward. He wears hose and low is otherwise good, as is the facial detail, boots, a cloth shirt, and padded armor. His which includes a grim look, high cheeks, face is set in a glare and framed by a chin and visible eyebrows. His hair is long, strap from his bowl-shaped helmet. Hair peaked in front, and braided at the sides, extends beyond the edge of the helmet falling onto his feathered cape. My figure and falls to the top of his padded armor. had flash between its shield, body, and Figure two has padded armor, with legs, with a large amount of flash on the chain mail showing beyond the bottom, cape and under the sword arm. The base and high boots with cuffs. Hose covers his also needed work. legs, and extra armor is on his arms. His The mounted chief, number two, is belt holds a sack. A bassinet helmet with riding a large horse with full tack, includ- studs rests on his head; his face has an ing a blanket, a saddle, a bit, and large almost vacant look to it. reins. The horse has a tall, ruffled mane Figure three wears breast and back and a long, twisting tail that falls to the plates on top of padded and chain armor. ground as the horse rears up. The horse Fully jointed plate protects his legs; gaunt- has large amounts of flash on its legs. lets cover his hands. The face, except for Mold lines appear between its hooves; the chin, is covered by a full helmet that between its head, body, and reins; and on has a ridge up the center. He also has a its tail and rump. My figure needed a lot small pouch on his right rear. of cleaning up, but the horse is impressive Figure four has studded plate and bil- in its simplicity and majesty. It is worth the lowing cloth sleeves ending in bare hands.

DRAGON 117 Novel Ideas Continued from page 80

mystical blade. With it, he may capture a glorious victory for his people—or destroy himself and the world he hopes to save. On sale in August is 1992’s third TSR Books novel, The Nine Gates, by first-time novelist Phillip Brugalette. When Gopal, the carefree prince of Goloka, sees his teacher burst into flames and the many-armed Virabhadra rampage through the sacred Temple of Durga, he is convinced the gods have turned the universe inside out. He must learn to accept responsibility and perform a vidhi, a test beyond imagination. In order to survive, he must secure help from a centuries-old mystic named Vyasa and discover the elusive City of Nine Gates. Half-Light, a mind-bending adventure in space by Denise Vitola, makes its appearance in December. After witnessing the savage killing of her fiance by the batlike Benar, Commander Ariann Centuri contracts a terminal disease. Her only hope is to wed the Viceroy of the Galactic Consortium of Planets, who may be able to save her through his strange priestly skills. Placed deep in a trancelike state as part of her treatment, she must journey to a strange twilight plane called Half-Light in order to rescue her new husband. The future will be here before you know it—and with it will be great reading pleasure from TSR!

Unless otherwise noted: ® and ™ denote trademarks owned by TSR, Inc. ©1991 TSR, Inc. All Rights Reserved.

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LOOKING FOR MORE GAMERS? You may think you’d have to travel to another planet to find a game The figure wears trousers that are slightly plate is held together by clasps. There was convention. Finding friends who bunched at the knees, with low boots. His little flash except in the groin area. are also gamers can be a problem, mouth is open as if screaming or growling. This is an excellent start on a unit, as too. Put your scoutsuit away and The face and head are protected by a these figures have the same arms yet have turn to the Convention Calendar in helmet with cheek guards. A pouch lies enough differences to give the unit an this magazine. There may be a under his right hand. Flash can be found individual flavor. This set is recommended game convention closer to your in all spaces that have tiny breaks and in in spite on the work needed to bring the home than you think—and conven- the groin. Mold lines are unobtrusive on figures to the priming and painting stage. tions are a great place to find this miniature. friends who share your interests. The last figure wears hose, short boots, and studded plate on his chest and back. Whether you like board games, Chain mail sleeves extends from beneath * indicates a product produced by a company other role-playing games, miniature war the chest plate, and a shirt with sleeves than TSR, Inc. Most product names are trademarks games, or just browsing around, a extends from beneath the chain mail. The owned by the companies publishing those products. game convention can be all you’ve The use of the name of any product without mention guards mustachioed face is plainly visible, of its trademark status should not be construed as a hoped for. Plan to attend one soon. set in a mask of concentration. His breast challenge to such status.

118 FEBRUARY 1992