Professional Documents
Culture Documents
DRMG #187
DRMG #187
DRMG #187
14
Deadlier Dinosaurs David Howery
Associate editor Whats Dilophosaurus got that Tyrannosaurus
Dale A. Donovan
doesnt? You dont want to find out in person!
20
Fiction editor Bazaar of the Bizarre Matt Posner
Barbara G. Young
Druids need a boost - and here are the magical
Editorial assistant devices to do it.
Wolfgang H. Baur
Art director
Larry W. Smith
24 The Ecology of the Dakon Nick Parenti
The shabby apes of the FIEND FOLIO® tome get a
facelift for the AD&D® 2nd Edition game.
Production staff
Gaye O’Keefe Tracey Zamagne
Dawn K. Murin
FICTION
Subscriptions
Janet L. Winters
52 Dragon Scales fiction by Eric Tanafon
What hero did they call for when a dozen knights had
failed? A wandering bard, of course.
U.S. advertising
Cindy Rick
REVIEWS
59
U.K. correspondent
and U.K. advertising
The Role of Computers Hartley, Kirk, and Patricia
Wendy Mottaz Lesser
Ultima goes to the underworld, and more gaming delights.
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2 NOVEMBER 1992
The Role of Books John C. Bunnell
98 A look at the things you didnt learn about Columbus Day.
FEATURES
Arcane Lore Richard A. Hunt
32 Earth, air, fire, and wateran elementalists playground for
new spells.
The Voyage of the Princess Ark Bruce A. Heard
41 How much food can create food create? Questions and
answers for the D&D® game.
DEPARTMENTS
4 Letters 67 Convention Calendar
6 Editorial 102 Dragonmirth
29 Sage Advice 104 Twilight Empire
45 Forum 108 Gamers Guide
47 TSR Previews
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DRAGON 3
What did you think of this issue? Do you have
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Magazine, TSR Ltd., 120 Church End, Cherry
Hinton, Cambridge CB1 3LB, United Kingdom,
Cartoon kids!
Dear Dragon,
I have not been a very active gamer in the last
few years, although I still enjoy TSRs books and
this magazine. I recently found myself discus-
sing cancelled cartoon shows with a friend and
discovered that I am one of many individuals
who miss the old Saturday morning DUNGEONS
& DRAGONS® cartoon show. Are there any
plans to revive this series or at least release it
for home video?
Omar Vega
Tallahassee FL
Jack Nicholson
NOT! Wild dice, part III
Dear Dragon, Dear Dragon,
I am writing to offer some criticism for your While reading The Wild, Wild World of Dice
magazine. The cover on issue #184 was appall- (issue #182), I found that a problem I thought
ing. Its not bad enough that the B&W painting only my groups ever had was actually a seem-
was ugly, but it is blatantly an elfin characteriza- ingly common problem. I also discovered that
tion of Jack Nicholson. There is no way the art the author missed some dice problems that
editors could have mistaken this, and I wont be poor, abused DMs often have with their players,
surprised if some lawsuit were to be filed For instance, both groups I have played with
against DRAGON Magazine and the artist. love to make irritating crystal pyramids and
Scott Fuller
temples with their dice. My players especially
Lodi CA
like stacking the dice as high as they can go, and
higher. Eventually, someone will breathe in the
Everyone else who wrote or commented on wrong direction, then the group is under the
that cover actually liked it, but you were not the table searching for fallen dice. My best advice
only one to think the elf shown losing his money for this problem is to stop the towers before
pouch was actually a famous actor. Another
they start. As for the pyramids, they are rela-
writer (Rob Cooke, of Media, Pa.) asked if the tively harmless as long as the builder doesnt get
characters were modelled on people from the too attached to them and wont let you have
TV show Cheers, with the elf being Frazier your dice back!
Crane, the barmaid Rebecca Howe, and the I can live with these quirks, since every group
hooded figure probably Sam, Norm, or Cliff. has some strangeness in it, but I cant stand the
Alas! Alack! The models for the cover a way one of my players enjoys sucking on the
were actually TSR employees! We present a REALMS® novel, Wyverns Spur, and Diesel dice! He prefers the red crystal d20s (he must
sample photo of barmaid Gaye OKeefe, from appears as Finder Wyvernspur on the cover of think they taste better than the others), al-
Typesetting, and elf David Diesel LaForce, Song of the Saurials, another FORGOTTEN though he also likes the orange d12s. He puts
the graphics artist and cartographer who does REALMS novel (he was mistaken there for Sean one in his mouth, and when I need the particu-
most of the maps for DUNGEON ® Adventures; Connery). Other employees have lent their lar die he is sucking on, he spits it up and puts it
they are shown in poses that were not used in images or names to TSR products of all kinds in my hand! It takes all of the fun out of the
the final painting by TSR artist Robh Ruppel (because of a short haircut I once had, Jeff game when you have to roll slobber-soaked dice
This isnt the first time that TSR employees Grubb inserted Roger Moores Barber Shop on that leave trails of saliva as they roll. He even
have doubled as artists models. Gaye, for in- the city map for a MARVEL SUPER HEROES accidentally swallowed one of my dice once! (I
stance, portrayed the halfling bard Olive game). These in-jokes are everywhere, but they
Ruskettle on the cover of a FORGOTTEN are hard to catch. Good luck finding more! Continued on page 7
4 NOVEMBER 1992
A nation of heroes
The following letter was received at the with my parents. All of my role-playing games wouldnt believe. Nothing can replace them or
DRAGON® Magazine offices at the begin- are gone (TSR, Steve Jackson Games, Games the characters I lost (Including a 22nd-level
ning of September: Workshop, etc.), with my comics, my clothes, paladin I played for seven years!).
and everything I have been playing since I was I ask that you please put an ad in DRAGON
Dear sirs: 13 back in 83. I kid you not when I say I had a Magazine asking gamers to contribute to the
couple thousand dollars worth of games, supple- Red Cross and any other hurricane relief chari-
As you may already know, Florida has been ®
ments, and comics. D&D materials were the ties they might hear about. Miami is in bad
hit by one of the most destructive hurricanes bulk of my huge collection. Since I was intro- shape, and we need all the help we can get.
ever. Over 200,000 people are homeless. I am duced to role-playing through the D&D game, Thanks for reading this letter I know that
now also homeless; I lived in a trailer that was the books I lost had a sentimental value you
devastated, so for the time being I am staying gamers are thoughtful individuals, a cut above
the rest. Any help will be greatly appreciated.
Thanks again
Martin Fernandez
5505 NW 7th St, Apt. 411 W
Miami FL 33126
6 NOVEMBER 1992
Letters products, but it is described in the D&D® games
Continued from page 4 AC9 Creature Catalogue (page 74) and in the
D&D module M2 Vengeance of Alphaks (page
Holy buckshot
didnt ask him to retrieve it for me, and I dont
think he would have, anyway.) All the same, Ive 30). I hope this helps. sprinkler
learned to just let him eat the dice, as long as Linda Young
there are plenty of spares. Eugene OR Dear Dragon,
John Drescher In issue #184, in Sage Advice, there seems to be
Mechanicsburg PA Brandy Uhl, of Cheswick, Pa., and Adam M. a great deal of confusion as to what defines a
Weisbaum, of West Hills, Calif., also suggested morning star or a flail. I, too, have seen these
Thank you for sharing your letter with us, card #722 as the source of the “pegasaur” men- two incorrectly identified in print. What I am
which I happened to be inputting into the tioned by John, as did Jon Pickens and Tim writing about, however, is the holy water sprin-
computer about the time I was ready to go to Beach of TSR, Inc. (Travis Mattera, of Richmond, kler, which is unlike either of these weapons.
lunch. I’m not hungry at all now. R.I., found a pegataur picture in an RPGA™ The holy water sprinkler was a duo-purpose
For a similar tale of woe, see “Letters” in issue Network ad in issue #179.) The pegataur of the weapon. It resembled a shortened mace, al-
#184, page 30 (“Wild dice revisited”). D&D game seems to have made a crossover into though the bludgeoning end had five or seven
the AD&D system during the creation of the holes drilled into it lengthwise. (The drilled
1991 cards. My suggestion that “pegasaurs” holes actually made it look like a sprinkler.) The
were pegasus-saurians was taken for a run by holes would be filled with powder and shot,
Gaming Godzilla Brandy, who suggested crossbreeding the pega-
sus with many sorts of dinosaurs (Pegatyranno-
basically making the weapon a kind of medieval
sawed-off shotgun. Once the shot was fired, the
Dear Dragon, saurus rex was mentioned specifically) to make weapon could be used as a mace.
I just woke up Saturday afternoon and heard a complete line of pegasaurs, so the original Kelley Gillespie
the sounds of a Japanese monster movie ema- typo would be expanded. This wouldn’t be the Gautier MS
nating from my roommates room. I wandered first time it has been done; I heard from inside
in to check it out. Lo and behold, there was sources at TSR that the thoul, the infamous Making up the AD&D game statistics for this
Gamara, spinning across the sky with flame crossbreed of ghoul, hobgoblin, and troll from weapon would not be difficult. Imagine a small
jetting out of his shell. Then it struck me: Lets the D&D game, was originally a typo that was army armed with them, firing behind shields
have the Godzilla monsters in the AD&D® game! quickly seized upon and expanded by game before charging with their “maces.” I hope that
So, here I am, furiously penning this to you in designers in this company’s early days. lots of DUNGEON MASTERS™ use them!
hopes that Ill see them in your next issue. How
about it? These movies are cult classics, and it
seems to me that a majority of players would
get a humongous kick (no pun intended) out of
running into one of these Oriental monstrosi- Abdominal error
ties. Imagine your PCs witnessing or being
involved in a virtual Clash of the Radioactive Dear Dragon,
TitansGodzilla, Godzuki, King Kong, Gamara, I have found a mistake in one article in issue
Mothra, even Inframan! How about it? #185, and I have a question about another.
Scott Starkey Under Jalathgak (in Mastered, Yet Untamed),
Phoenix AZ Timothy Brown says that the three sections of
an insects body are head, body, and thorax.
Look up “Gargantua” in the AD&D 1st Edition This should read head, thorax, and abdomen
Oriental Adventures volume (page 120) or in the (or the equivalent names). The wings and legs of
Kara-Tur appendix to the Monstrous Compendi- an insect are connect to the thorax, the middle
um, and see if these mega-monsters answer section. The abdomen stores food. In the wa-
your prayers. (Personally, I’d make them a lot troach, the hive chamber corresponds to the
tougher, like giving the reptilian guys AC –10 thorax. The legs are connected there, as the
with maximum hit points and immunity to picture (but not the text) clearly shows. As with
electrical attacks, and I’d further detail their the jalathgak, food is stored in the abdomen.
castle-stomping, city-smashing, and gargantua- My other comment concerns Ed Greenwoods
wrestling abilities, but that’s a matter of taste. Magic in the Evening. I can see the aspects of
The reptilian gargantua could also be given a the two spelldream spells that involve invoca- LOOKING FOR
fiery breath double the size of a red dragon’s, tion and illusion/phantasm, but dont these two
and the humanoid gargantua should be able to spells primarily use abjuration magic for dispel- MORE GAMERS?
climb any structure to fight off hoards of flying ling? This looks like someone repeated the
carpets, etc.). You can, of course, use the tarras- schools for the dream spell rather than thinking
que, the roc, the kraken, and other “normal” about what school(s) spelldream should be. You may think you’d have to tra-
monsters to terrify characters. The meeting of the real Game Wizards in vel to another planet to find a
My only other suggestion regarding these Magic in the Evening was an intriguing idea. game convention. Finding friends
monsters is to use the statistics for sprites Will Ed Greenwood do more articles like this who are also gamers can be a
(minus flying and all magical abilities but one) to one? Elminster seems to expect him to do so.
generate the two miniature girls required to Tim Emrick
problem, too. Put your scoutsuit
sing the summon insectoid gargantua spell. Normal IL away and turn to the Convention
Calendar in this magazine. There
Your editor was very embarrassed to have the may be a game convention closer
Pegasaurs
“thorax-abdomen” error see print, since he once
made straight As in high-school biology class,
to your home than you’d think —
particularly in identifying animal and plant and conventions are a great place
found! parts.
Simply add “abjuration” to the schools for the
to find friends who share your in-
terests. Whether you like board-
Dear Dragon, spelldream spells. games, role-playing games,
We received your issue #185 today. On page 4 Finally, yes, you might very well see more
is a letter from John Cannon about a pegasaur. meetings between the mages in the future, but miniature wargames, or just
I believe he is actually referring to a pegataur, we’ll keep the secrets of those to ourselves for browsing around, a game conven-
the pegasus-centaur creature on card 722 in now. tion can be all you’ve hoped for.
TSRs 1991 AD&D trading-cards set. There is Plan to attend one soon.
also a full-page picture of a pegataur as a page
divider in the Monstrous Compendium, volume
2. I do not believe it appears in other AD&D
DRAGON 7
10 NOVEMBER 1992
by David Howery
Artwork by Lissanne Lake
®
The AD&D game includes statistics for source of information. For many predators surprise bonuses of the Underdark races
many mundane animals: lions, elephants, and prey, the sense of smell is supreme; (drow, duergar, svirfneblin, etc.) should
etc. While a few of these creatures have deer and canines have a sense of smell so not apply against animals, since the latter
special attacks, most are assumed to sim- keen as to be unimaginable to humans. In rely on more than just vision. Cut off from
ply wade into combat with claws and teeth addition to knowing what kind of animal their sense of sight, humans and demi-
bared, fighting to the death. This is far left a scent trail, an animal can often de- humans are extremely vulnerable in the
from realistic and denies the beasts their termine the first animals sex and size, and dark; animals, which rely on several sens-
best tactics. This article presents some of even know how long ago it passed by. The es, would be less so.
the tactical combat methods used by ani- hearing of many animals, canines in par- Critical hits: This is similar to the called
mals in the real world, expressed in ticular, extends into ranges far greater shot from the Complete Fighters Hand-
AD&D 2nd Edition rules. than humans. Human vision is actually book, which allows a strike against a spe-
Before going into details about tactics, good compared to that of animals, but cific body part. However, this is an
three general features of real-world ani- some creatures surpass us here, too. Ea- instinctive attack for animals, not a
mals must be discussed: gles and other birds of prey have very learned one. A critical hit is any successful
Strength: Not only are many real animals keen sight, while cats are famed for their attack that occurs on an attack roll that is
larger than humans, nearly all are strong- night vision. Mammals often have two or four or more higher than the number
er, pound for pound. For a number of more of these keen senses; combined with needed to hit, or on a natural 19-20 in any
biological reasons, humans have juvenile their instincts, these mammals receive a case. Critical hits have specific functions,
muscle characteristics, even in adulthood; great deal of information from their sur- as noted in the tactics section.
animals do not. Thus, a lion that weighs roundings every second.
around twice a mans weight has 10 times Because of these senses, I recommend Tactics
an average mans strength. The strength that the surprise rules be adjusted. Wild These nine tactics are used only by
packed into a tiger, bull, or bear is im- animals should be surprised less often animals with certain innate weaponry. As
mense. In terms of what they can carry, than humans and all their kin. In the usual, the DM must determine if a partic-
some animals are stronger than fantasy- AD&D 2nd Edition game, penalize charac- ular animal can use a special attack, as
game ogres and even some giants. This ters approaching a beast with superior circumstances dictate.
principle can even be seen in small ani- eyesight, hearing, or smell by 2 in their Biting bonus: Many animals have a claw/
mals like the house cat, which can leap chances to surprise their prey for each claw/bite attack routine. Roll the claw
comparatively great distances; in relative uprated sense the prey possesses, to a attacks first. If both are successful, the
terms, humans cannot match the cats maximum penalty of 4. In the AD&D 1st bite attack gains a +2 to hit. In real life,
strength. Edition game, animals and animal-like claw attacks serve to give a secure grip for
Senses: While the sharpness of senses monsters (e.g., pegasi, unicorns, and blink the bite.
varies among species, many animals have dogs) are surprised on a roll of 1 on 1d10; Bite and retreat: Two very different
one or more senses that far surpass those those with two or more powerful senses animals use this tactic: poisonous snakes
of men. Sight is not always their main are surprised on a 1 on 1d20. The special and sabre-tooth tigers (Smilodons). Even
DRAGON 11
the giant versions of the poisonous snakes done on the run, slowing briefly to make rhinoceroses
are too small to swallow humans whole, so the attack, and the animal continues to Trampling: MC1-3: herd animals (all),
there is no reason for them to fight to the run after the attack, successful or not. A dinosaurs (all of size L or larger), ele-
death. A poisonous snakes usual tactic is critical hit (the animal may use only its phants (all), horses (all), Pleistocene ani-
to deliver one bite, then retreat to a dark bite attack) means that the animal has mals (Baluchitherium, titanothere, wooly
hole or brush, where they wait to see if gotten a solid hold on its prey and inflicts rhino); MC4: stags (all); MM: bulls, giant
the venom works. automatic bite damage every round as the goats, hippopotami, Irish deer, giant rams,
Sabre-tooth tigers have been featured in animal runs off with the victim in its rhinoceroses (all)
fantasy novels for years, and the AD&D mouth.
game version is given hefty damage rang- Strangling: Many predatory mammals do Conclusion
es. The reality is less exciting. Sabre-tooth not kill by mauling their prey to death. The use of these tactics can turn an
cats probably ignored small, fast prey, Instead, they instinctively try to get a ordinary animal into a much more danger-
concentrating on large, slow creatures. choking hold on the victims neck, shutting ous opponent. For example, a lion can leap
These cats did not leap on these animals down the air, blood, and nerve pathways. onto a player character (possibly stunning
and maul them to death. Instead, each In game terms, a critical hit on a bite at- him), use its claws to gain a possible bonus
used its swordlike fangs to inflict a single tack means that the animal has gotten a on the bite, use its bite to possibly gain a
pair of deep wounds in an unreachable choke hold on the victims neck, inflicting strangling hold, and still use its normal
area, such as the rump. The cat then automatic maximum bite damage each raking rear-claws attack. A buffalo can
moved away and let the animal bleed to round the choke hold is maintained. This charge, gore, toss, and trample. Hyenas
death. For game purposes, assume that a tactic cannot be used against characters are deadly to low-level halflings, thanks to
critical hit inflicts a bite attack too deep to with full helms, plate mail, plate armor; or the formers snatch-and-run tactic.
heal on its own; the wound then bleeds similar protections, as the neck is too well At the DMs option, animal-like monsters
for 1d6 hp damage every round until protected. may use some of these tactics. For exam-
bound or magically healed. Tossing: Large animals with horns often ple, a hell hound is so much like a dog that
Charge: Several large animals are capa- have a charge attack. Some of these ani- it could use the strangling hold. The DM
ble of charging and ramming an opponent, mals are capable of tossing characters into will have to judge each case. Even mun-
as noted in their descriptions. This is the air. If these animals make a critical hit dane animals cannot use these tactics all
devastating when used against humans, on the charge, use these tossing rules the time, depending on the circumstances
but it is rarely treated as more than a instead of the charge rules given above. (e.g., a halfling tied to a log cannot be
range of damage. On a successful charge The victim is thrown 1d6 +4 feet into the taken on a snatch-and-run attack). How-
attack, the victim will be thrown 1d6 +4 air and must save vs. paralyzation at a 2 ever, these tactics make mundane animals
feet, requiring a save vs. paralyzation to or be stunned for 2-5 rounds. a much greater hazard. These most com-
avoid being stunned for 1-3 rounds. Some Trampling: Many creatures are capable mon of monsters have spent eons learning
animals are capable of tossing an oppo- of trampling humans, as noted in their instinctive attacks, and should be allowed
nent on the charge (see following), but this descriptions. While this is a damaging full use of them.
occurs only on a critical hit on the charge. attack, it is also a potentially immobilizing
Drowning: This is a tactic used by croco- one, due to blows to the kidneys or lungs.
diles. These reptiles seize prey from am- In game terms, there is a 2% chance per Bibliography
bush, attempting to get a firm hold with hit die of the animal that the victim is There are hundreds of books available
its jaws. On a critical hit, the crocodiles stunned for 1-3 rounds with each success- on the lives of wild animals. The list below
jaws are firmly clamped on the victim. The ful trampling attack. gives those books that are useful in de-
croc then drags the victim underwater. scribing how animals attack, and their
Once there, the victim lasts only a few Who does what interactions with man.
rounds before drowning (see the Players The following gives the animals that are
Handbook, page 122; the character is capable of using the tactics given herein. Burton, Dr. Maurice, and Robert Burton
assumed to be exerting himself). Others The AD&D game source for each animal is (ed.); The International Wildlife Ency-
may attempt to pull the victim free, but given: MC = volume of the Monstrous clopedia (20 volumes). Marshall Cavend-
this requires at least 10 points of strength Compendium; MM = AD&D 1st Edition ish Corp.: New York, 1969.
for every hit die of the crocodile. If the Monster Manual. Caras, Roger A. Dangerous to Man. Chilton
croc feels the prey being dragged away, it Biting bonus: MC1-3: bears (all); great Books: Philadelphia, 1964.
shakes the victim vigorously, requiring cats (all), eagles (all), hawks (all), owls (all); Hellman, Hal. Defense Mechanisms. Holt,
each puller to make a dexterity check or MM: apes (gorillas) Rinehart, and Winston: New York,
lose his grip; the shaking inflicts double Bite and retreat: MC1-3: sabre-tooth 1969.
bite damage to the victim in that round. If tigers (see Cats, GreatSmilodon), snakes Jenkinson, Michael. Beasts Beyond the
the victim is successfully pulled for two (all poisonous), centipedes (all), spiders (all) Fire. E.P. Dutton: New York, 1980.
consecutive rounds, the crocodile gives up Charge: MC1-3: herd animals (all horned: Milne, Lorus J. and Margery. The Senses
and releases its prey. antelope, buffalo, cattle, sheep), dinosaurs of Animals and Men. Atheneum: New
Leaping/Dropping: Many predators (all horned: Monoclonius, Styracosaurus, York, 1948.
attack their prey from ambush, closing the Triceratops), Pleistocene animals (wooly Ricciuti, Edward R. Killer Animals. Walker
distance by dropping on the prey from rhino, titanothere); MM: bulls, giant goats, and Co.: New York, 1976.
above or leaping. What the rules ignore is Irish deer, rhinoceroses Street, Phillip. Animal Weapons. Taplinger
the impact of a heavy animal on an up- Drowning: crocodiles (all) Publishing Co.: New York, 1971.
right human frame. If the animal hits with Leaping/Dropping: MC1-3: great cats
both claws or makes a critical hit, the (all), dinosaurs (Deinonychus), dogs (all), In addition, Gregory Detwilers article
victim is knocked prone and must save vs. hyenas (all), wolves (all) By Tooth and Claw, from DRAGON® issue
paralyzation or be stunned for 1-3 rounds. Snatch and run: MC1-3: dogs (all), hye- #116, gives a good discussion of the dan-
Snatch and run: This tactic is used by nas (all), wolves (all) gers of mundane animals and a history of
fast, stout predators. It can only be used Strangling: MC1-3: bears (all), great cats famous real-world man-eaters. The article
against small and light prey, including (all but Smilodon), dogs (all), hyenas (all), gives no real game rules, but it shows
gnomes and halflings. The maximum prey wolves (all) what mundane animals are capable of
weight allowed for this attack is 25 lbs. Tossing: MC1-3: herd animals (buffalo, doing.
per hit die of the predator. This attack is cattle), dinosaurs (all horned); MM: bulls,
12 NOVEMBER 1992
Deadlier
Dinosaurs by David Howery
Artwork by Bob Walters
DRAGON 15
osaurs may have had feathers; these latter high intelligence. While none are likely to small, light dinosaurs. Of course, as in the
dinosaurs were probably the ancestors of be as smart as humans, they could ap- case of the cheetah, such speeds can be
the birds. proach the levels of the higher mammals. maintained for only 2-3 rounds. Deinony-
As a final note, it should be pointed out In Jurassic Park, a vicious carnivore called chus is much larger than Velociraptor and
that some animals commonly thought to Velociraptor has the intelligence of a chim- can sprint at MV 35 for only two rounds.
be dinosaurs were actually reptiles. Ple- panzee. This, combined with its long and Even larger carnosaurs such as Allosaurus
siosaurs and ichthyosaurs were sea- dexterous claws, gave it the capacity to and Megalosaurus can manage a one-
dwelling reptiles, and pterodactyls were open doors and devise cunning ambushes round sprint at MV 25-30. Of course, the
flying reptiles. (Velociraptors were the main villains in the largest dinosaurs are too bulky to move at
novel). very high speeds, but it is likely that all
Intelligence This is close to what scientists believe could outrun humans for a short distance.
It is unclear as to why some creatures was true for dinosaurs. Velociraptor was a Rhinos and elephants can do this, but only
develop higher intelligence than others, member of the dromaeosaur family, a for a minute or two. Even squat and bulky
and what features give this intelligence to group of carnosaurs that included Dein- crocodiles can move blindingly fast for a
these creatures. In general, the most intel- onychus from MC3. This and closely re- short time.
ligent creatures have a high ratio of brain lated groups had the largest brain-to-body One note on movement: Dinosaurs did
weight in relation to total body weight, ratio of the dinosaurs, and so are likely to not waddle like crocodiles, but moved
This is not a complete test, since some have been the most intelligent. Most dro- upright like birds or elephants. Many were
whales have a higher ratio than humans, maeosaurs could have been at least as probably graceful in movement. Their tails
even though humans are far more intelli- intelligent as lions or leopards, making did not drag on the ground, but were held
gent. It is also unknown why such dissimi- canny hunters. Other dinosaurs may have out level in the air behind them.
lar creatures as primates and dolphins had complex social behaviors similar to
develop high intelligence. Parrots are far those of mammals; in particular, herd Coloring
more intelligent than other birds, for no dinosaurs may have behaved like modern Modern animals have a wide range of
obvious reason, Even the lowly octopus is cattle or deer, colors, from iridescent snakes to striped
fairly intelligent, compared to other inver- cats; it is likely that dinosaurs had a simi-
tebrates, but it has no obvious features Speed lar range. The very largest of dinosaurs
that account for its brain power. The modern cheetah is the fastest land were probably dull gray and brown, like
The DM can make his dinosaurs smarter animal, reaching speeds of up to 60 MPH. modern pachyderms and crocodiles. The
than their brain size warrants, since no In Jurassic Park, Velociraptor was similar- smaller ones could have had any range of
one knows exactly what it is that allows ly speedy. This is not unreasonable for coloring. Some of the dinosaurs in Jurassic
Park were spotted like cheetahs and
striped like tigers, perfectly reasonable
patterns for small carnivores. These color
patterns are not for show; they help the
animal blend into its surroundings. Her-
bivores that lived in herds may have been
striped like zebras or spotted like giraffes.
Other dinosaurs may have had the bright
colors of modern lizards and snakes,
While coloring is not a game statistic, it
can be used by a DM to sow confusion
among the PCs. Imagine a group of PCs
who see a flash of orange hide with black
stripes. They may think it is a tiger moving
in the trees, when it is actually a Deinony-
chus closing in, with several of its pack
nearby.
Poison
One of the ingenious characteristics of
the dinosaurs in Jurassic Park was the
poisonous bite of two species. Poisonous
dinosaurs are not farfetched; dinosaurs
are related to both reptiles and mammals.
There are a number of poisonous reptiles,
and a primitive mammal, the solendon,
also has a mildly poisonous bite. Large
dinosaurs with powerful jaws are not
likely to be poisonous; the most likely
candidates are those with weak jaws or
small size. Small coelurosaurs and weak-
jawed dilophosaurs are the poisonous
dinosaurs in Jurassic Park. The DM can
include others with similar characteristics,
Senses
While reptiles generally have poor sens-
es, there is no reason that dinosaurs must
be the same. For all that is known, some
may have had very keen senses. Carni-
are likely to have had good senses of
vision and smell in order to track prey. Dilophosaurus larger than that of Tyrannosaurus rex.
Large herbivores may have poor vision (This is an addition to the information The total length of Kronosaurus was 42’,
but an excellent sense of smell, like mod- given on this dinosaur in the Monstrous but the body was massive and thick, not
ern rhinos. Compendium). This carnivore was a carno- elongated as in Plesiosaurus. This beast
A unique sense among some poisonous saur with a pair of semicircular bony looked much like a crocodile with flippers.
snakes is that of sensing heat. Through crests on the top of its skull. Armed with It fed on large fish and squid. Creatures
special “pits” near their eyes, a variety of tiny claws and weak jaws, Dilophosaurus up to man-size will be swallowed whole on
snakes called pit vipers are able to judge seems to be a poor predator. However, this a roll of four or more over what it needs
how close a warm-blooded animal is to it. carnosaur has poison glands in its jaws; a to hit.
Since they are closely related to reptiles, bitten victim must save vs. poison or take
some small carnivorous dinosaurs may 10 hp/round damage for 2-8 rounds (a Shonisaurus
have had similar abilities. successful save results in the loss of only 5 This was the giant of the ichthyosaur
hp/round for 1-4 rounds). Dilophosaurus family, a group of marine reptiles that
New monsters can also spit this poison up to 20’, but this resembled long-snouted dolphins with
Several new dinosaurs and their rela- lessens its effectiveness. Failure to save vertical tail fins like a fish’s Shonisaurus
tives are presented here in AD&D game against this spitting attack causes 5 hp/ had a huge guppy-shaped body with pow-
statistics. Included is Velociraptor, the round damage for 2-8 rounds to the victim erful elongated jaws; overall, Shonisaurus
main villain in Jurassic Park, and an up- (2 hp/round for 1-4 rounds if the save is was 49’ long. Oddly, the front and rear
date on Dilophosaurus. made) and blindness if a second save vs. pairs of paddles were of equal length—an
breath weapons is failed. If the poison is unusual feature in aquatic vertebrates.
Deinosuchus washed off, the damage stops at once, but The jaws of Shonisaurus are too narrow to
This is a huge crocodile, nearly 50’ long, this must occur within two rounds. In any swallow man-sized prey whole, although
that was a contemporary of the last dino- event, the blindness lasts for 2-5 hours. smaller-than-man-size creatures will be
saurs. The skull of this beast was 6’ long. Dilophosaurus prefers to attack by first swallowed whole on a roll of two or more
Like modern species, Deinosuchus lived spitting poison, then mauling the blinded over the number needed to hit. The bite
along lakes and rivers. It fed on small victim. It hunts in small groups of 1d6 +3 does great damage.
dinosaurs, possibly of up to duckbill size, adults.
attacking from ambush. It could make a
tail swipe against up to four man-sized Kronosaurus
opponents to its rear for 3d10 hp damage. This was the largest of the plesiosaur
Deinosuchus can move at a sprint of 20, family, but it looked little like its relatives.
but for only one round; it does this out of Kronosaurus had a short, thick neck and a
ambush, giving it a –1 bonus on surprise huge flat skull similar to that of a croco-
rolls. dile. At 9’ long, Kronosaurus’s skull was
DRAGON 17
Velociraptor MV 45 for three rounds, then must rest at at +2 to hit. This dinosaur is as intelligent
This vicious carnivore is deadly. A a maximum speed of 20. Velociraptor as an ape, and it uses this cunning in hunt-
smaller relative of Deinonychus, Velocirap- holds nothing back when it attacks. It uses ing to set up feints, lures, and surrounding
tor also lives in packs and hunts with great its bite, both front paws, and a ripping tactics (it excels at ambushes, giving it a
cunning. They move with blinding speed; sickle claw on each back leg. If both front 2 modifier to surprise prey).
like a cheetah, Velociraptor can travel at paws hit the victim, the rear claws strike
18 NOVEMBER 1992
Magic of earth and wood:
equipping the AD&D® 2nd Edition game druid
by Matt Posner
Artwork by Karen L. Wann
20 NOVEMBER 1992
The AD&D® 2nd Edition DUNGEON friendship and mammal control as druidic these items can be manufactured by
MASTER Guide contains only two magi- items. My reason comes from the Players druids of sufficient level using procedures
cal items specifically intended for druids. Handbook, page 37. Speaking of druids, it like those detailed in the DMG.
The staff of slinging and the staff of the says, Their greatest concern is for the
woodlands function properly only in the continuation of the orderly and proper Amulets of transformation
hands of what one Dungeon Master I cycles of naturebirth, growth, death, These amulets are carved from oak bark
knew called a dirt priest. Being the play- and rebirth. . . . Only when the cycle and and are hung around the neck by cords of
er of a druid myself, I eventually got a balance are disrupted does the druid woven mistletoe. Each amulet enables the
staff of the woodlands when my druid was becomes concerned. druid to transform into a specific animal,
9th level, but I found myself dissatisfied. Suppose a druid uses one of these rings which might be a mammal, bird, reptile,
Everything it could do, my character could to acquire animal friends or servitors to amphibian, fish, or insect. This transfor-
do himself, with the exception of animat- follow and protect him. These animals are mation is like the transformation ability
ing a tree and making it fight to the death removed from their ordinary activities, druids acquire at 7th level, except that it
for him. Thats not something my druid often from their very habitats, and bent to does not heal hit-point damage and the
wants to do all the time, since he respects the druids purpose. Their place in the druid using such an amulet radiates faint
the natural sanctity of the woods. Why cycle of nature has been left unfilled, and alteration magic when transformed. To
arent there more magical items to en- the cycle has been disrupted. This is not activate an amulet, a druid must be wear-
hance the power of druid characters? what a druid wants to do. The druids ing it and must speak a command word.
There are, of course, plenty of magical powers enable him to function in a natural Only one amulet may be worn at a time,
items a druid can use. Besides magical setting and empower nature to defend and the druid must change back to human
spears and scimitars, magical leather ar- itself more so that to wield nature as a form before using the 7th-level transfor-
mor, and the generic items anyone can use weapon for his own ends. Remember that mation ability. A druid may use each amu-
(like rings of protection), some magical the druids own animal friendship spell let he possesses once per day.
items are particularly suited to the powers (PHB, page 198) functions only if the Amulets of transformation are generally
and character of the druid subclass. Rings caster actually wishes to be the animals found in group of two to five. Mammal
of elemental command, which give a low- friend. If the caster has ulterior motives, and bird forms are common; the other
level druid a taste of hierophantic powers, the animal always senses them and resists forms are rare, as are the forms of ani-
are a prime example, but there are also the spell. Animal friendship gains the mals larger than a black bear or smaller
lesser rings, such as those of water breath- companionship of animals, not their slav- than a toad. Note that two druids who use
ing and water walking; staves of swarming ish obedience. the same amulet on different occasions
insects and thunder and lightning and Described here are some magical tools will look identical once transformed. The
wands of earth and stone and flame extin- and objects that suit and enhance druidic amulet allows transformation into a partic-
guishing. These are natural items for a powers without disturbing the cycle of ular creature recognizable by druids,
druid to possess, but they arent the same nature at all. All of these items are effec- rangers, and members of the same crea-
as magical plate mail and swords are to a tive only in a druids hands, except as ture species. When the transformation
fighter, a staff of the magi to a wizard, or noted. If they require command words, occurs, the animal form is visibly as
gauntlets of dexterity to a thief. the words are in the secret language of healthy as the druids form was before the
Id like to discount the rings of animal the druids. Except where noted otherwise, transformation. If the druid is killed in
DRAGON 21
animal form, he reverts to his original at any time. The druid radiates strong within one-half mile of here), or specific
shape and the amulet crumbles into dust. alteration magic while in elemental form. (Cut only ripe blackberries the size of the
XP Value: 350 each Finally, each of these rings gives the ball of my thumb or larger, and always
wearer the power to cast a certain spell leave half the blackberries on every
Claws of the bear once per day. The ring of the earth hiero- bush).
This minor magical item consists of a set phant enables the wearer to cast stone This item is usually created by high-level
of supple gauntlets which, upon mental shape at the 17th level of ability; the ring druids to reward beneficial services per-
command, extrude sharp, enchanted bear of the fire hierophant enables the wearer formed by lesser members of the circle. To
claws (the gauntlets save vs. attacks as soft to cast flame walk at 18th level; the ring of possess one is a symbol of status among
metal). The druid wearing these gauntlets the water hierophant enables the wearer other druids.
has two attacks per round in melee com- to cast water walk at 19th level; and the XP Value: 1,300
bat. The gloves are +1 weapons, and each ring of the air hierophant enables the
inflicts 1d3 +2 hp damage per strike. wearer to cast air walk at the 20th level. Square-meal seeds
Additionally, a druid using these claws XP Value: 4,000 each These magical seeds usually come in a
may climb trees with no chance of falling packet of 10d10 seeds. When planted in at
and may climb irregular stone surfaces Ring of the little people least 1 of dirt and commanded in the
such as mountains and mortared walls as This ring is usually made to seal a bond druids language to grow, a seed grows in
a thief with a base 75% success rate, modi- of friendship between a druidic circle and one turn into a 3-tall tree with 1d4 +5
fied by race and dexterity. the faerie folk of the forest it protects. Its mango-sized fruits. Each fruit is sufficient
XP Value: 500 manufacture requires the cooperation of to nourish one human, demihuman, or
six representatives from at least two kinds humanoid for one day. The stalk and
Mistletoe wand of faerie creatures. The wearer is immune leaves of the plant are sufficient to nour-
This wand is created by druids who to the spells and innate powers of all syl- ish as many horses or mules as there were
expect to spend extended periods of time van and faerie creatures, including ato- fruits. There is a 5% chance that each
away from their native grove. When man- mies, bookas, brownies, buckawn, dryads, fruit grown will cure either 6d4 hp dam-
ufactured, such a wand has exactly 80 korred, leprechauns, nixies, nymphs, age or one magical or nonmagical disease
charges (if found, it has 80 2d20 pixies, pseudodragons, quicklings, satyrs, (50% chance of either, if curative ability is
charges). The wand transforms into a sprites, sylphs, and will-o-wisps. The wear- indicated). The druid who grew the plant
shillelagh (as the first-level spell) at no er can also speak and understand two to is able to recognize such fruits.
expenditure of charges. For one charge five additional languages (to be determined Square-meal seeds grow in any weather
per round, the druid may use it to cast by the DM) of the creatures listed above. conditions. They must be planted one at a
any one of these spells: invisibility to ani- Once a day, the druid may cast on himself, time, a process requiring one round,
mals, locate animals or plants, detect in the same round, the spells reduce and though a number can be invoked at once if
snares and pits, and pass without trace improved invisibility. Reduction is to a simultaneously buried. If a plant growth
(wielder only). The most important power height of 6 -24, which may be modified spell is cast on one before it is invoked, the
of the wand, however, is its use as a substi- within that range after the spells casting plant grows the maximum number of
tute for greater mistletoe. Any spell that by a round of concentration. The com- fruits, but is not otherwise affected. The
requires mistletoe as a material compo- bined spells last for a maximum of six plant, once grown, is not unusually hardy;
nent may be cast with this wand as the turns; the druid may cancel them at any adverse weather conditions that would kill
component instead (one charge is expend- time. other plants will destroy it. The tree dies
ed if the wand is used this way). To do so, XP Value: 4,000 (and its substance becomes decayed and
the druid grasps the wand and speaks a useless) in 1d4 +2 days. Its fruit cannot be
command word; these actions do not delay Sickle of the harvest stored or preserved for more than one day.
the casting of the spell (there is no initia- This sickle is a +2 weapon and has a Neither the seeds nor the plants radiate
tive penalty to use this wand). The wand limited dancing ability, functioning as a magic, though any druid will recognize
cannot be recharged. If the wand is buried dancing sword in the DMG, except that it them for what they are. A dispel magic cast
in the grove where it was made after its dances for only two rounds and retains its at a packet of seeds will destroy 10d10 of
charges have been depleted, the amount +2 bonus for both. It is a +4 weapon them. Neither the seeds nor the plants are
of mistletoe available for harvest from that against all plant creatures of nonneutral sentient, and they are not affected by dru-
grove during the next full moon will be alignment. idic spells other than plant growth.
twice the normal amount. The real power of this sickle is as a XP Value: 10 per seed
XP Value: 1,500 harvesting tool. When given a command
word, it animates and flies through the air, Wooden armor of the east
Rings of the hierophants harvesting edible plants in the area desig- This armor closely resembles banded
There are only four of these powerful nated by the druids mental command. For mail, except that it is made from strips of
rings known to exist, one of each type. example, it can harvest one-half acre of highly flexible wood treated and enchant-
Their creation requires the efforts of a corn or wheat per turn, continuing to do ed to be no more cumbersome than leath-
hierophant druid capable of entering the so indefinitely unless it is willed to stop, er armor. It offers protection equivalent to
elemental plane that corresponds to the completes its task, moves a mile away chain mail +1 (AC 4). In addition to its
powers of the ring. Each of these rings from the druid who commanded it, or is protective value, this armor is silent and
enable a druid to speak and understand the physically or magically attacked. In any of can be concealed beneath normal clothing.
language of the corresponding elemental these cases, the sickle immediately returns For these reasons, it is highly prized. Un-
plane, and once a week the wearer may to the druids hand, arriving within one like the other items here, this item may be
polymorph himself into the form of an round unless physically obstructed or worn by characters others than druids.
elemental of the associated type. In elemen- destroyed. To obstruct it physically re- Clerics and fighters may wear it to full
tal form, the druid retains his normal hit quires that it be completely enclosed in an effect; thieves may wear it, but may not
points, but in all other senses is a 12-HD object of stone or metal; it slips free of any perform thieving skills in it other than
elemental. This transformation otherwise living grasp and hacks its way through 3 picking locks and listening at doors. The
functions as the druids 7th-level shape of wood in one round. armor does not include a helm, but it is
change ability, including the healing of lost The commands given to the sickle by its sometimes found along with a wooden
hit points. This transformation lasts for a wielder can be general (Cut down every shield +1 of medium size.
maximum of six turns and can be reversed stalk of grain and every piece of ripe fruit XP Value: 750
22 NOVEMBER 1992
24 NOVEMBER 1992
by Nick Parenti
Remember the dakon? An old race made new for the AD&D® game
Many of the creatures cataloged in the A brief synopsis of the creature’s statis- A shabby, intelligent ape with a reason-
AD&D® 1st Edition game’s tomes are no tics follows, fleshed out for both editions able grasp of the common tongue, a dakon
longer utilized, their gaming potential now of the AD&D game, with the two para- never attacks except in self-defense or to
unnoticed. This is disappointing, since graphs that originally described it (edited recover treasure stolen from it. When it
many of them diverge from the basic slightly): attacks, it does so with a +2 bonus to hit
Tolkien-style races and monsters in both Dakon (1st Edition): FRQ uncommon; because of its strength and the sharpness
appearance and characteristics. #APP 6-60; AC 5; MV 6”; HD 1 + 1; %LAIR of its claws, using each clawed hand to
The following expanded description of 50%; TT E; #AT 2; Dmg 1-10/1-10; SA nil; inflict 1-10 hit points of damage.
the FIEND FOLIO® tome’s dakon (a mon- SD nil; MR standard; INT average; SZ M; The dakon is usually a light brown color
ster not found in the FIEND FOLIO appen- PSI nil; LVL/XP I/20 +2 per hp. with green eyes and black hands. It is
dix to the AD&D 2nd Edition Monstrous Dakon (2nd Edition): C/T Tropical/ found in all locations except near large
Compendium) is provided as an example of jungle; FRQ uncommon; ORG tribal; AC- expanses of water. It is normally on good
what can be accomplished with limited TIVE day; DIET omnivore; INT average; terms with lawful humans and demi-
resources (its original description was only TREAS E (community); AL LN; #APP 6-60 humans, though it has learned to distrust
two paragraphs long). By choosing new (village); AC 5; MV 6; HD 1 + 1; THAC0 19; the motives of humanoids and so will not
behavioral, cultural, and regional themes, I #AT 2; Dmg 1-10/1-10; SA missile); SD nil; communicate with them.
constructed a more colorful and useful MR nil; SZ M; ML 11-12; XP 35 (more for
creature. multilevel warriors and spellcasters).
DRAGON 25
The revised dakon than 1,000. Children and young adults level warrior in the community.
In the jungles of tropical continents live make up 40% of any community; adult Competitions for the title of ghana are
the gorilla-like dakons, who are seldom females constitute 35%, and the remaining held in each community about every five
seen elsewhere. These advanced primates 25% are adult males. Mated couples never years, or sooner as the result of an exist-
are powerful and proud, and they guard have more than two children at one time ing ghana’s death, cowardice, or failure to
their culture with the same fierceness and usually remain together for life. Da- carry out his duties. The competition,
with which they guard their young. kons have character classes among their open only to males, includes a ritual show
Highly social beings, dakons can be more powerful members; of the males, of strength and fierceness through a visual
found living in villages, towns, and even one in 10 is a warrior of level 1-6 (1st-level display that always includes bared teeth,
cities. They build their homes in the larg- warriors start with maximum hit points). war cries, chest-pounding, and excessive
est of trees but are equally able to con- Each dakon community has a dominant arm-flailing. In the end, the most impres-
struct their thatched houses on stilts. male leader called the ghana, or war chief. sive and persistent competitor is left stand-
Climbing is no problem, as all dakon can His duties include leading the adult males ing as his former peers skulk nearby,
climb trees and rough surfaces in calm, of his group in the defense of their com- submissively avoiding eye contact with
unhurried circumstances; even in tense, munity and carrying out the policies and their new leader. Occasionally, two individ-
combative situations, they have a 99% commands of the region’s kaya maghan uals prove worthy; in this event, the com-
chance to avoid falling. Unaccustomed to (“king of the gold”). A ghana may choose munity splits. The senior ghana remains in
using stone for building, their communi- his mate and gets first pick of any commu- the old community while the junior ghana
ties are surrounded with wooden pali- nal property, including food. The most leads his followers to settle a new commu-
sades for protection. powerful ghanas compete to become the nity. In the past, such incidents in the
A dakon village has under 100 residents. kaya maghan when the latter position is competition for kaya maghan have lead to
Towns have populations ranging from 100 vacant because of forced retirement or brief periods of civil war.
to 500, and cities rarely are home to more death. The ghana is always the highest- The kaya maghan is named so because
his office gives him ownership of all gold
mines worked by his people. He keeps
whatever amount of gold he wishes and
distributes the rest as gifts to his most
loyal retainers, ghanas, and warriors. The
dakon love gold and spare no expense in
adorning themselves in gold jewelry. The
mines are run by local ghana and worked
by dakon criminals and slaves. Slaves are
taken from the many other races found in
the jungles near the dakon, such as gnolls,
banderlog, kobolds, humans, elves, orcs,
and tasloi.
Although dakons tend to dominate and
look down upon the banderlog (the ba-
boonlike folk from the 1st Edition Monster
Manual II), the banderlog view the dakon
as kin and have been known to fight
alongside them against the brutal, evil, and
often mad yuan-ti, qullan, tasloi, and
gnolls. Part of this may be due to the da-
kons’ possession of a form of beast-
mastery over other primates; they are
known to keep monkeys, gibbons, chimps,
and gorillas as pets and guard animals.
Although harder to train, carnivorous
apes are also maintained in much the same
way that other races keep war dogs. In
fact, any nonhuman primates may be
Table 1
Dakon Ability Scores
26 NOVEMBER 1992
subject to a dakons innate animal friend- among males, while females prefer neck- If he survives, he gains the knowledge to
ship ability, which functions like the cleric laces, nose rings, and earrings. pen spells, which may be written on
spell but without the use of a holy symbol. Possessing little skill as blacksmiths, parchmentlike tree bark with berry inks.
A dakon need only approach a primate their weapons and tools are made of Scrolls may be manufactured only by 7th-
with an intelligence of at least 1 (animal) wood, stone, ivory, and bone. A dakon war level sakirs; they cannot make potions or
and at most 7 (low), then spend one hour club is known as a knobkerrie and may be other magical items.
speaking to and physically touching the elaborately shaped and carved. Wooden Occasionally during these hermitages,
prospective follower. The primate has a shields covered with colorfully painted initiates discover that tempting powers
1% chance per hit point it possesses of leather are common, as are helmets made can be learned from fiends. Those who
resisting the dakons wishes; only full, from the skulls of past opponents (AC 3 to seek this arcane knowledge become zaras
unwounded hit-point totals are considered head at best). Dakons do not use armor, as (witch doctors). Zaras remain hermits, and
here. If the primate resists the dakons they consider it cowardly. They sometimes most maintain their alignments, though
influence, it will leave peacefully. Other- ride trained elephants into battle; each with great difficulty. A few zaras who seek
wise, it follows the dakon and becomes its elephant is ridden by a mahout armed power too quickly or in too great a quanti-
petlike associate, able to learn whatever with a club and a warrior armed with one ty often become the servants of their
tricks it can be taught. Dakon care well for or more missile weapons (including rocks). demonic teachers. Eventually, their align-
their primate followers but, because of the During wartime, a logical ghana leads ments change to chaotic evil; in extreme
problems in caring and feeding for them, most of the adult males of his community cases, they become possessed. Zaras may
usually avoid having many helpers. into battle. A few adult males are left make scrolls at their highest level, too.
Dakon prefer the company of their own behind with the old and adolescent to Dakons are active traders. Dakon mer-
kind. They have good relations with other defend their homes. Females are expected chants travel, often on elephants, in large,
intelligent apes, such as the grommams to protect and care for the children and armed caravans. Merchandise is carried
from MC7, the first SPELLJAMMER® ap- are ferocious if threatened. Females al- by the elephants or on the heads of cara-
pendix to the Monstrous Compendium. ways attempt escape with their young van members. Trained gorillas and carniv-
They tolerate the presence of banderlog before resorting to violence. orous apes are employed as guards and
and other primatelike or monkeylike be- Drum towers in each dakon community assist in foraging for food. These caravans
ings, such as the hadozee from MC7. Hu- are used to pass news, report disasters, bring the fruits of the dakons mines (gold,
mans, demihumans, and needlemen are coordinate relief, and make public an- silver, gems, and diamonds), as well as
regarded neutrally; humanoids and giants nouncements from ghana of the kaya exporting ivory and slaves to other com-
are greeted with antipathy (and threats of maghan. During battles, the signal drums munities in exchange for metallic mining
attack); qullan, tasloi, and yuan-ti are of the dakon can be heard directing the tools, finished jewelry, fabrics, rugs, and
hated and attacked on sight. action and making reports. Dakons also any other richly colorful items considered
Dakon are almost exclusively traders imitate animal noises, howling to commu- exotic by the dakons.
and hunter/gatherers. They practice agri- nicate over long distances. All dakon know Dakon justice is quick and harsh. Al-
culture on a small scale by cultivating plots at least a few drum signals and howl-calls. though there is no death penalty, a ghana
for individual needs. The males hunt on Aside from speaking their own language or sakir who tries a suspected criminal has
foot or elephant-back using spears, jave- (which is based in large part on hoots, several options as he is both judge and
lins, blow guns, or clubs, gaining bonuses grunts, finger and hand gestures, and jury. Punishments include banishment,
in melee for their 18/91 strengths (+2 to body postures), most dakons are capable slavery, public service, mine labor, and
hit, +5 to damage; all other lifting and of limited communication with apes and corporal punishments. All punishments
door-opening abilities apply). These weap- know other racial languages common in are accompanied by the permanent re-
ons are the same ones they use in war; their area. Most dakon are at least able to moval of a hand-wide strip of fur down
they use their sharp claws only when they understand the common tongue if the the individuals back, the mark of a crimi-
have no other weapons handy. (Dakons conversation is kept simple, but very few nal. Due to the great shame this causes,
have never learned wrestling.) One or two are fluent in it. crime is rare among dakons. Marked crim-
carnivorous apes are often used to track, Dakon religion is based on the existence inals often flee, sometimes becoming ban-
flush, and retrieve game. Females and of a spirit world where fiends and their dits to raid and steal for a living. Crimes in
children are organized into foraging par- ancestors spirits live. The spirits, which dakon society include theft, murder, adul-
ties with armed male escorts. The escorts are lawful neutral and equal at most to tery, cowardice in battle, destruction of
check and maintain the communitys traps demigods, influence the material world community property, and failure to obey
while the foragers comb the jungle in through magic and possession. Dakon the kaya maghan. Local ghanas add to this
search of food and natural medicines. shamans are known as sakirs and perform list, often including the failure to obey the
All the food gathered, as with most community service with the powers they ghana or a sakir.
other property except for gold, is commu- receive from their ancestors. Each com-
nity owned. The local ghana chooses what munity has a 25% chance of having a sakir Dakons are offered for use as intriguing
is his; the rest is divided equally among of level 2-7, who will have 1-3 initiates nonplayer characters for game campaigns
the populace. Occasionally an individuals living with him and his family. Before an in tropical areas. The tables with this
bravery in battle or prowess in hunting initiate can acquire the title and power of article offer information on converting
earns him extra rewards, usually in the a sakir, he must survive a year as a hermit them into an NPC race with character
form of gold jewelry. Bracers, arm bands, with no shelter but the jungles trees. His classes; their use as player characters is
anklets, and head pieces predominate task is to commune with the spirit world. left up to the players and DM.
Table 2
Dakon Class Statistics
DRAGON 27
TSR trademarks owned by TSR, Inc All rights reserved.
by Skip Williams
If you have any questions on the games also might allow a character to pick up an psionic powers, except insofar as the
produced by TSR, Inc., Sage Advice will extra devotion either inside or outside the characters experience points are divided
answer them. In the United States and primary discipline, but I dont recommend equally among all the characters classes.
Canada, write to: Sage Advice, DRAGON® that you allow characters to acquire extra A multiclassed character with a wild
Magazine, P.O. Box 111, Lake Geneva WI sciences or disciplines this way. Likewise, talent gets four PSPs for every level gained
53147, U.S.A. In Europe, write to: Sage its probably okay to let characters wish in each class. Multiclassed characters do
Advice, DRAGON Magazine, TSR Ltd., 120 for a wild talent, though stern referees not divide new PSPs between classes as
Church End, Cherry Hinton, Cambridge will make such characters roll to test for they do with hit points.
CB1 3LB, United Kingdom. We are no wild talents when making the wish. DMs
longer able to make personal replies; who do this should feel free to chuckle Can a psionicist using the Deto-
please send no SASEs with your questions evilly if the percentile roll is low enough to nate science choose not to attack
(SASEs are being returned with writers have revealed a wild talent without wish- friendly creatures within 10 of the
guidelines for the magazine). ing and should feel free to apply the nor- detonation so that they dont take
The sage ponders more psychic conun- mal consequences if the roll is 97 or damage? In other words, can a
drums this month. Unless otherwise higher. I do not recommend that you allow psionicist detonate an ogres club,
stated, all page references refer to the characters with wild talents to wish for but choose not to damage a fighter
®
AD&D Complete Psionics Handbook. additional powers, but it should be okay to in melee with the ogre?
let them wish for more PSPs. The Detonate description on page 38
Of course, characters can attempt to certainly seems to imply that the psionicist
Can a wish be used to enhance a exceed these limits, but when they do so can decide which creatures within the 10
characters psionic abilities or to the DM should either declare that the wish detonation radius will be attacked. It is
acquire psionic abilities? Or does does not work, or should impose some possible that the detonation will damage
the fact that a wish is magical and sort of penalty on the character. Okay, nothingexcept the object that is
psionics is not prevent this? Hurd the Magnificent, you can have the detonatedif the user declines to attack
Although the DM has final say on any Mass Domination science. Of course, you creatures that might be in the radius.
wish, there is no game reason that a char- are now a 5th-level human psionicist, not a
acter cannot use one to gain or augment l0th-level elven wizard! Can the Soften devotion be used
psionic abilities. A wish changes reality As always, game-logic and game balance against a character employing the
and can accomplish all manner of things reasons exist for these limitations. From Body Weaponry devotion? Are the
that lesser magics cannot. the standpoint of game logic, the mortal effects of the Soften devotion per-
All this however, begs a whole raft of brain can harbor only so many psychic manent? How large an object can be
other questions, such as how much psi- powers before it turns to mush. High-level Softened? Can a Softened object be
onics can be gained, and what kind. psionicists can command a wide variety of repaired?
The best way to use a wish to increase powers only by virtue of long experience According to the Body Weaponry de-
a characters psionic powers is to improve and training. In terms of game balance, scription on page 57, an arm converted
the characters ability scores (DMG, page wishes should be introduced into a cam- into a weapon actually becomes wood or
11), which in turn can improve some or all paign only to let the players make minor metal or both. The DM has the final say,
the characters power scores. Increasing adjustments to their characters fates. If but I suggest that the arm/weapon be
the characters wisdom score also will the DM allows characters to use wishes to subject to all effects that can alter or de-
increase the characters inherent potential get cheap power, the challenge and fun of stroy the material including the Soften
(CPH, page 13). Generous referees will adventuring quickly wear off. devotion, rust monsters, warp wood
make such an increase retroactive. A wish spells, and so on.
also might allow a character to increase At what level does a multiclassed Since Soften has a maintenance cost,
his total PSPs, from two to 10 points. A character with psionics get his Softening lasts only while the power is
wish certainly could allow a character to powers? maintained. Note that if the DM is willing
forget one discipline, science, devotion, A multiclassed psionicist gains new to spend the time, you could stage a psy-
or defense mode and replace it with a psionic powers and PSPs each time he chic contest between the two characters,
power more to the characters liking. If gains a level as a psionicist. The charac- with the Body Weaponry user striving to
wishes are very rare in your campaign, it ters other class or classes do not affect his maintain the weapon while the attacker
DRAGON 29
tries to Soften it. This is playing fast and here. For example, while a character Meta-
loose with the psychic contest rules (see Can a character using the Meta- morphosed into a werewolf cannot shift
pages 22-24), but it fits with the spirit of morphosis science move at the new shapes (and thus avoid further system
the game. forms movement rate? Does the shock rolls) and is not immune to normal
As the description says, Soften can affect user have any senses when Meta- weapons, a character Metamorphosed into
objects that weigh 10 lbs. or less. The DM morphosed into an inanimate ob- a brick is immune to normal fire simply
might allow characters to Soften small ject? If not, can the user change into because bricks dont burn.
pieces of larger objects, but I dont recom- an object that is equipped with The powers description goes out of its
mend it. sense organs? Can the user physi- way to say that the user can change into
cally turn into a powerful creature anything, so Id be inclined to let PCs go
What are the statistics for the ani- such as a margoyle or hatchling wild when picking forms into which they
mals listed for the Animal Affinity dragon? Can the user turn into can Metamorphose. Nevertheless, some
science? something fanciful such as an ani- limitations are in order, or PCs will abuse
Statistics can be found in the various mated chair? the power. I suggest that you assume that
Monstrous Compendium volumes, as fol- I suggest you treat Metamorphosis as a simple forms, such as bricks, have no
lows, MC1: bull (cattle or buffalo subtypes slightly altered version of the polymorph senses except a faint sense of touch and
in the herd animal entry), boar (any of the self spell (see PHB, page 161); unlike a pain. A character Metamorphosed into a
three subtypes will do, but I suggest the polymorphing spellcaster, the Metamor- brick cannot see, taste, hear, or smell. He
wild boar), elephant (I suggest the African phosis user is limited to forms that have can feel vibrations, howevereven faint
elephant subtype), grizzly bear (brown the same mass as his own body, and he ones from a man-sized creature walking
bear subtype), lion (great cat entry), pan- must make a system shock roll when he nearbyand he knows when somebody
ther (leopard subtype in the great cat changes form. However, the Metamorpho- tries to break him. The DM could allow
entry), rattlesnake (normal poisonous sis user is not limited to the forms of crea- the character to turn into a brick with
snake subtype in the snake entry), giant tures, and can maintain an assumed form eyes, ears, and nose so the character could
scorpion (scorpion entry), tiger (great cat so long as he has PSPs to maintain the get more sensory input, but enemies will
entry), percheron (draft horse subtype in power. The Metamorphosis user gets the more easily spot the character. That char-
the horse entry), and wolf. MC2: ape, assumed forms movement rate and armor acter also will have some vulnerabilities a
barracuda, crocodile (common crocodile class, along with its physical attacks. He normal brick might not, such as suscepti-
subtype), giant eagle (eagle entry) falcon does not get special abilities such as gaze bility to stinking cloud spells and harpy
(small hawk subtype in the hawk entry), weapons, breath weapons, weapon immu- songs. Likewise, a character Metamor-
griffon, peregrine falcon (large hawk nities, and so on. On the other hand, the phosed into a walking chair would have
subtype in the hawk entry), and shark character does gain certain vulnerabilities visible joints and muscles.
(any version of the common shark sub- and immunities that are intrinsic to the
type). MC4: stag (wild stag subtype). assumed form. Common sense must rule
30 NOVEMBER 1992
DRAGON 31
by Richard A. Hunt
Artwork by Tom Baxa
The Tome of Magic introduced the con- The above wing types all impart addi-
cept of a new specialist mage, the elemen- tional advantages other than flying move-
talist, to the AD&D® 2nd Edition game. ment and advanced maneuverability. The
However, there are only one to three rules for these abilities are as follows:
elemental spells of each level in each of
the four elemental spell lists in Appendix 1 Dart: The creature may, after spending
of the Tome of Magic, with fewer at the one round hovering, completely change
higher levels (seventh and above). The direction and move at one-and-a-half times
spells described here are meant to make its normal flying speed for the next round
the prospect of playing an elemental wiz- (round fractions up). This ability may not
ard more attractive. Such wizards are be used more frequently than every three
more versatile, both as PCs and as NPCs rounds and may be used only from a
hovering position. Obviously, the Hover
ability is needed for this ability to work.
Elemental air spells Dive: If the winged creature dives for
more than 100’, its speed is double its
Wings (Alteration) normal flying speed. At the end of the
Level: 7 Components: V, S dive, the creature may use its natural
Range: 30 yds. +10 CT: 3 abilities (claws, bite, sting, etc.) or weapon
yds./lvl. attacks at a +2 attack bonus and at double
Duration: 3 trns./lvl. Save: Neg. normal damage. Common sense should
Area of Effect: One creature prevail in all cases where natural abilities
This spell allows the caster to gift a may not be effective. The DM™ may also
creature otherwise unable to fly with a wish to modify the chances to hit further
pair of usable wings. The wings always for different situations (cover, conceal-
sprout from the creature’s back, and the ment, size, etc.).
spell imparts the creature with the natural Flutter: This ability is always active for
ability and know-how to use them. The this wing type. The creature moves in
target creature must have a clearly defin- such an erratic fashion that opponents
able back for the spell to take effect. The trying to strike receive a –2 penalty on
wings are always comparable to the size of attack rolls. Fortunately, the winged crea-
the creature. The creature cannot have ture knows exactly what it’s doing and is
wings already; only one casting of this able to move and attack normally.
spell is effective on a creature at any time, Hover: The creature may hover in place
although wings from a spell previously for one round and change direction com-
cast may be replaced by a new wing type. pletely in the next round. This also allows
The caster must choose the desired wing the creature some versatility in perform-
type from the following: ing tasks such as retrieving or placing
stationary objects, attacking slow-moving
Butterfly: MV 24 (MC: C); flutter aerial targets, or surveying the ground
Dragon: MV 30 (MC: C); wing buffet below. The creature may attack normally
Dragonfly: MV 36 (MC: B); hover, dart while hovering as well.
Eagle: MV 48 (MC: D); dive Wing buffet: The creature may use its
Hummingbird: MV 36 (MC: A); hover wings to buffet opponents with a short
burst of air. No damage is ever done, al-
Once the spell has been cast, the subject though opponents within 5’ are knocked
creature must pass a system-shock roll. prone upon failing a dexterity check with
Failure indicates that its body has rejected a +2 on the 1d20 roll. This ability has no
the wings, which fail to appear. However, effect on creatures of a size larger than
the creature is otherwise unharmed. Un- that of the winged creature. The creature
willing creatures also receive a saving using this ability must be on the ground
throw vs. spell as well as a system-shock and cannot be flying, and it cannot other-
roll. This spell has no effect on poly- wise attack.
morphed creatures. Finally, those affected
by a wings spell are subject to all the appli- The wings vanish at the end of the spell’s
cable rules of aerial combat (DMG, pages duration. However, airborne creatures are
77-78). affected for 1d2 rounds by a feather fall
32 NOVEMBER 1992
Elementary, of courseadditional spells for elemental wizards
spell. This is a small safeguard built into Winds continually buffet and whip all
the spell that allows, in such cases where targets in the area of effect, tossing them
the caster is affected, for time to cast a through the air in various random
new spell in order to maintain flight, select directions. In order to simulate the
the best place for a landing, or make other swirling of wind in the area of effect, roll
preparations for the fall. Once the feather 1d8 for the compass direction (1 = N,
fall wears off, a nonflying creature then 2 = NE, 3 = E, etc.) and 1d6 x 10 for the
plummets to the ground, taking normal distance in yards that each target is flung
falling damage (DMG, page 72). through the air. However, the effects of
the winds on all aerial targets are variable
Airball (Evocation) according to the victims sizes.
Level: 8 Components: V,S,M Small targets of 2 HD or less take 2-16
Range: 0 CT: 3 hp damage per round and are hurled
Duration: Instant. Save: None twice the usual distance; attacking,
Area of Effect: 10-diam. sphere defending, and normal movement are
When this spell is cast, a boulder-sized impossible. Man-sized targets are buffeted
sphere of air under incredible pressure is as per normal rules, taking l-8 hp damage
created within a 100 radius of the caster. per round, but otherwise move at
If cast in the air, the ball (which weighs half-speed and attack at 4 to hit.
about 5 lbs.) immediately falls toward the Larger-than-man-sized creatures have
ground. If it has fallen 20 or more, the their movement reduced by one-third, but
ball breaks into eight separate blasts of they arent buffeted about and take no
wind upon striking the ground, each equal damage; larger beasts are unaffected.
to a gust of wind spell in all respects Creatures composed of air (air elementals,
(winds of 30 MPH) and each blowing in one aerial servants, etc.) are also completely
of eight compass directions from the point unaffected by the winds created by the
of impact (N, NE, E, etc.). In addition, the spell. The DM may deem that other
winds stir up all local dust and dirt for 1d4 creatures with considerable power over
rounds, limiting all vision to 10 in their the air are likewise totally unaffected.
areas of effect (if the airball lands on Spells that generate gaseous effects, such
water, the spray blast has the same effect). as cloudkill, are immediately disrupted by
The ball is a stormy blue in color and casting windwar.
cannot be moved, if it fails to burst, once it Lightning also strikes out at selected
touches the ground. The ball is stationary living targets in the area of effect: 1d4
and permanent until broken. The sphere single lightning bolts affect randomly
is AC 6; any damage will penetrate its selected targets every 1d6 rounds as per
sensitive surface and set it off, although the spell lightning bolt. The bolts do 3d6
touching or pushing on it wont do so. hp damage to one target each, and a
The material component for this spell is saving throw for half damage is applicable.
an open area of air from which to draw Targets should be selected randomly by
the compressed air for the sphere. The the DM.
minimum area of air necessary is one In addition, thunderclaps sound every
million cubic feet (an area 100 x 100 x time the lightning bolts strike. All targets
100). Note that a vacuum is not created by in the air must save vs. paralyzation or be
the casting of this spell. stunned for one round by the deafening
thunder. Those affected are stunned and
Windwar (Invocation/Evocation) unable to act for the round. Flying
Level: 9 Components: V,S creatures with less than 8 HD also must
Range: 0 CT: 9 make a second save vs. paralyzation to
Duration: 1 trn. +3 Save: Special remain aloft, otherwise plummeting to
rnds./lvl. earth.
Area of Effect: l-mile-radius sphere The heavy, swirling rains in the area also
This spell brings forth a powerful reduce visibility to one-half but cause no
tempest of thunder, lightning, wind, and damage, except to those creatures affected
rain that may damage multiple targets in by water. (As a general rule, such
aerial combat with the caster. The primary creatures take 1d6 hp damage per round
effect of the spell is its turbulent winds. in the area of effect.)
DRAGON 33
The caster must be airborne for the Elemental earth spells spells or hired help are needed to clean up
spell to work, and it will cease to function the debris). The chance for a collapse also
if its area of effect ever contacts the Stone sleep (Enchantment/Charm) increases to 10% per 5 section unless the
ground. The caster himself is never Level: 2 Components: V,S,M area is supported or braced.
affected by the spell, save for the Range: 30 yds. CT: 2 If used in combat, the spell is slightly
reduction in visibility, and any mount he Duration: 2d4 +1 Save: Neg. more effective against creatures of earth
may be riding is likewise unaffected. The rnds. and rock than dig, causing 5d6 hp damage.
spell follows the caster wherever he flies Area of Effect: One creature A successful save vs. spells also reduces
and continues to affect all other targets in When this spell is cast, the mage forces the damage to half. The caster is required
the area regardless of his wishes. one creature made of earth and stone, as to attack with the spell for two
well as any from the elemental plane of consecutive rounds before any damage is
Earth, into a state of dormancy. The caster done, due to the slow speed of the spells
uses a tuning fork to create a deep, drilling effect.
resonating tone over which he speaks the The material components of this spell
verbal components. Once the spell has are a twisted bar of iron or steel and 500
taken effect, the creature simply stops in gp worth of diamond chips. These are
its tracks, moving and attacking no expended in the casting.
further. The creature is still aware of
everything around it, but has been
momentarily soothed by the tone of the Elemental fire spells
tuning fork. The caster may only move at
half normal movement while Searing serpent
concentrating and must keep the tuning (Conjuration/Summoning)
fork pointed toward the affected creature. Level: 3 Components: V,S
Attacks made against the creature break Range: 30 yds. CT: 2
the spell, and it may then resume moving Duration: 2 rnds. +1
and attacking as normal if this happens. rd./lvl. Save: Special
This spell may affect such creatures as Area of Effect: Special
earth elementals, clay and stone golems, Use of this spell conjures a serpent
galeb duhr, mud men, sandlings, and xorn. composed of writhing flame from the
The DM may rule that other creatures elemental plane of Fire. The serpent
related to the earth or having power over appears anywhere within the spells range
it (such as basilisks, stone giants, medusae, and may be moved at a rate of 15 if
and rust monsters) are affected as well. concentration is maintained and as long as
The material components required for the serpent remains in the spells range.
the spell are a platinum tuning fork of at The serpent may also strike targets using
least 500 gp value and of the finest the casters THAC0, causing 1d8 hp fire
craftsmanship, and a smooth stone on damage per successful strike. The serpent
which to strike it. The tuning fork may be also sets fire to flammable items that its
reused. body contacts (wooden floor, bed, carpets,
etc.), requiring a save vs. normal fire for
Stone drill (Invocation/Evocation) every round of contact. For every
Level: 5 Components: V,S,M additional round after the first that an
Range: 30 yds. CT: 4 item is fully exposed to the serpents
Duration: 1 rd./lvl. Save: Special flame, a 1 penalty is applied to the save,
Area of Effect: 5-diam. cylindrical tunnel to a maximum of 3. Items on a target,
The stone drill spell is a directed form of such as clothing, are also required to make
the dig spell. This spell allows the caster to an item saving throw. This spell may not
bore tunnels through both hard and soft be cast underwater and is easily
rock, although it may not be used to move extinguished by as little as a quart of
earth, sand, mud, or softer materials, water (a successful attack must be made
which will collapse. The spell drills against the serpent, using the mages
through stone at a rate of only 1 per armor class, for the water to extinguish
round and removes about 20 cubic feet of the serpent).
material per round. The removed material
is crushed into fine gravel as well. Tunnels Flame chase (Evocation)
may be drilled horizontally or vertically, Level: 7 Components: V,S,M
but a pit, similar to one made by the dig Range: 30 yds. +10 CT: 3
spell, still has a 5% chance per 5 section yds./lvl.
of collapsing in on itself. Duration: 2 rnds. +1 Save: ½
The spell does not drill fast enough to rd./lvl.
allow pits to be dug in front of creatures Area of Effect: Special
moving toward the caster. However, Upon casting this spell, the wizard
creatures within 10 of the drilling area causes several paths of flame to form on
will be pelted by gravel and stones cast the ground. The flame paths begin to
out by the magical drill, causing 2d4 hp pursue all opponents in the area in order
damage. A save vs. spells for half damage to engulf each of them in a column of
is applicable, however, and creatures of flames. The spell creates one 3-wide path
earth and rock are unaffected. As with of flame for every two levels of experience
dig, tunneling is possible with stone drill attained by the caster, to a maximum of six
as long as there is enough space available paths. The paths begin 3 from the caster
for the removed material to pile up (other and travel straight toward any opponents
34 NOVEMBER 1992
on the ground that the mage is aware of flames that causes 3d6 hp fire damage maintains its spherical shape until released
and who are in range of the spell. The immediately and 1d6 hp damage per by the caster or until the end of the spells
flame paths travel at a movement rate of round for the remaining duration of the duration.
24 and can travel across any horizontal spell. The flame path and column The temperature of the sphere is always
surfaces except water, snow, ice, and continues to follow burning victims until that of the surrounding air (temperatures
other wet surfaces. The fire does not the spell ends, is dispelled, or until victims must be above freezing and below boiling)
require combustible material such as cross any of the surfaces mentioned and may not be altered except through
wood, grass, or weeds; it may travel over above. Items engulfed in the column as normal means. The sphere may be
bare outdoor or indoor surfaces. well as in the flames path must also save thrown, but its accuracy is very poor (30
When the path catches its target, the vs. magical fire each round or be range, 2 to hit) and it does no damage to
victim will be engulfed in a column of destroyed. Flame paths are able to climb non-fiery creatures. The sphere may be
vertical surfaces of less than 45 degrees, used to put out fires covering up to four
as long as the surface is wide enough to square feet per pint. The orb also does
accommodate the flame paths width (a 1d4 hp damage per gallon (eight pints) to
rope, for example, is not wide enough.) any fire-based creatures (fire elementals,
Flame paths never pursue inanimate salamanders, etc.). The caster may not
objects, but they can pursue nonliving or make a called shot (DMG, page 58) with
undead ones. the sphere, and liquids may not be used to
Victims able to outdistance the pursuing blind opponents.
flames or who manage to move across wet This spell may be used to supply the
surfaces without being affected by a caster with small amounts of fresh
column of flames are in for a big surprise. drinking water, ink (nonmagical), clothing
If a victim is within 10 of the end-point of dye, fruit juice, cider, soup, or any other
the path after the flames have moved for known nonflammable liquid that causes no
the round, and if the flames are unable to damage to normal creatures (thus
close the distance due to the victims excluding acids and poisons); the DM and
superior speed or an obstruction, the player may be fairly creative here. The
flames that normally form the column will spell has an absolute limit of four
leap to the victim instead. This flame blast gallonsa sphere the size of a small beach
causes double-normal flame-column ball. A liquid orb of one gallon or more
damage (6d6 hp) in a single round. The must be thrown with both hands.
path is considered to have expended all of
its power and ceases to exist. Items and Shark bolt (Invocation/Evocation)
victims alike caught by the flame blast Level: 2 Components: V,S,M
save vs. spells at a 2 penalty. Range: 50 yds. +10 CT: 5
A player using this spell may roll yds./lvl.
separate initiatives for each flame path to Duration: 2 rnds./lvl. Save: ½
determine when it will move during the Area of Effect: One target/bolt
round. The flame blast mentioned above Use of this spell creates one or more
(but not the paths movement) always bolts of water, each the size and shape of a
occurs last in the round after all attacks small shark (size S). Once the spell is cast,
and movements have been made. As noted each shark bolt swims directly from the
above, the flame paths move straight casters hand through the air or water to
toward victims. Unintended victims caught bite the indicated target. The bolt moves at
in flames way are burned for 1d6 hp a rate of 24 and strikes targets as a 6 HD
damage (save applicable) and only for as monster, doing 2d4 hp bite damage per
long as they remain in the path. Finally, bolt. Each bolt continues to pursue its
any incidental fires caused by the spell are designated target until striking or until
considered nonmagical for the purpose of traveling beyond the range of the spell.
saving throws and may not be dispelled. Concentration is unnecessary; the bolts
Croplands, dry forest, grasslands, and pursue targets as long as the targets were
similar areas may burn uncontrollably. visible to the caster at the spells casting
The material components for this spell and do not go invisible, teleport, or
are a small pouch filled equally with similarly escape by mundane or magical
sulphur and coal dust, a live caterpillar, means.
and a live firefly. Material components are The bolt may be attacked and reduced in
expended. strength. The bolt is AC 4; if successfully
struck by a physical weapon of any sort, it
loses some of its volume, causing it to
Elemental water spells attack as a smaller shark. The bolt still
pursues its target, but it strikes only as a
Liquid orb (Conjuration/Summoning) 3-HD shark doing 1d4 hp damage if struck
Level: 1 Components: V,S once. Each bolt dissipates if struck a
Range: 0 CT: 2 second time. Normal initiative is checked,
Duration: 1 trn. +1 Save: None with a different initiative for each bolt.
rd./lvl. The spell creates a number of bolts
Area of Effect: One pint/level equal to half the level of the caster
When the spell is cast, an orb of (rounded down), to a maximum of 10. The
nonflammable liquid comes into existence necessary material components for the
in the casters palm and is held by the spell are a pinch of salt, three whole
mage through a magical increase in the sharks teeth, and a dram of water. The
spheres surface tension. The liquid ink of a squid or octopus is also used to
36 NOVEMBER 1992
DRAGON 37
add coloration to each of the bolts. The underwater are improved for all in the Power word, liquefy
ink component may be omitted for area of effect. The spell first creates the Level: 9 Components: V
underwater casting, making each bolt same conditions provided by a water Range: 5 yds./2 lvls. CT: 1
effectively invisible (AC 0). breathing spell, except that everyone in Duration: Perm. Save: Neg.
the spell's area is affected individually for Area of Effect: 10’-radius
Steam blast (Evocation) the spell's duration. Additionally, Upon casting this powerful spell, one or
Level: 3 Components: V,S,M underwater movement, vision, and combat more creatures in the affected area are
Range: 0 CT: 3 abilities are all better than normal (see instantly turned to water if they fail saves
Duration: 1 rd./2 lvls. Save: ½ below). vs. spells. The spell affects creatures of
Area of Effect: Special The spell further empowers the caster any type as per power word, kill, and it
The steam blast spell creates a billowing to propel the sphere through the water at liquefies one creature with up to 60 hp, or
cloud of scalding water vapor. The blast a movement rate of 24. Characters may two or more with 10 or fewer hp, up to a
forms a cone 40’ long that is 10’ wide at its continue to move within the sphere, but maximum of 120 hp. The option to liquefy
terminus. The scalding vapors immediately may not leave its confines while it is one or more creatures, the spell range,
cause 1d6 hp damage per level of the moving or they may risk being left behind and area of effect must all be stated before
caster (to a maximum of 10d6). Besides to drown (see below). The sphere’s casting. The current hit points of all
this damage, the steam also causes heat movement never causes turbulence of any creatures are also used in calculations.
and water damage to exposed items, kind or any significant displacement of If the spell is cast underwater, the
requiring a saving throw vs. normal fire to water outside the sphere. It otherwise volume of all creatures liquefied causes no
determine if they are harmed. Items in the leaves all free-floating creatures and displacement and the liquid disperses in
possession of those victims making a objects undisturbed. The power to move following rounds. The estimated volume of
successful saving throw for half damage the sphere may never be used to harm all creatures acts as normal fluid, possibly
are unaffected. other creatures, and its area cannot filling dungeon areas, soaking into the
All air-breathing creatures are blinded contact any part of the ocean floor ground, running downhill, or filling empty
for as long as they remain in the vapor (including coral reefs or ship wrecks), or it containers nearby (fountains or pools).
and for 1d2+1 rounds after leaving its will cease to move entirely until the caster Creatures affected are forever slain and,
area. Those inside the vapor area must levitates the sphere above such surfaces. unlike the power word, kill spell, cannot
save vs. breath weapon or pass out for The full concentration of the caster is be restored except by a wish or an act of
3d4 rounds from choking. Those who pass required to move the sphere, but it will the gods.
out continue to take 1 hp drowning float if concentration is broken.
damage every round until revived or Concentration for the purpose of
removed from the area of the vapor. movement may be broken and resumed as
The vapor surges forward from the often as desired during the duration of the
open arms of the caster and fills the entire spell.
area of effect immediately. The spell Vision inside the sphere is also improved
causes half damage to elemental creatures according to available light and depth. The
composed of water or air such as water spell enhances available natural light and
elementals, water weirds, air elementals, doubles normal visual range, as outlined in
and aerial servants. A successful save from the rules for underwater vision (DMG,
such creatures reduces the damage to only page 79). For instance, vision at a depth of
one-quarter. No damage is caused against 30’ in a freshwater lake is normally
creatures composed of mists or fog, such reduced to only 30’; deep delve increases
as crystalmists, crimson deaths, and visual range to 60’ in this case. Of course,
vampiric mists. Creatures not otherwise the spell is ineffective at depths dominated
resistant or immune to heat or water take by total darkness. The spell does, however,
full damage. make the lighting of torches, lanterns,
Characters protected by spells and candles, and other standard light sources
magical items that give some resistance to possible underwater. The normal effective
heat (resist fire, ring of fire resistance, range and burning time for fiery light
etc.) receive a +2 bonus to any saving sources are reduced by half. Each torch or
throw and reduce damage as detailed in lantern lit reduces the duration of
each item or spell description. Spells that available air in the sphere by 5% per light
give protection from nonmagical weather source (round down).
conditions (such as endure heat) impart no Lastly, the spell reduces the
added protection from this spell. disadvantages of standard underwater It's a small world
This spell functions in underwater combat by one-half (+2 to initiative, - 2 after all
conditions, although the steam dissipates attack penalties). Spells are still restricted What are the latest releases in minia-
immediately after the spell is cast. The by the normal rules of underwater ture figures and scenery? What rules
material components of this spell are two combat. are best for tabletop war games? Turn
tea leaves and a pinch of wet, powdered Leaving the spells’ area of effect to “Through the Looking Glass” in this
sulfur or a drop of mist dragon spittle. immediately ends all benefits the spell issue and see!
provided.
Deep delve (Alteration) The material components for this spell
Level: 8 Components: V,S,M are a reed or piece of straw, a conch shell,
Range: 0 CT: 2 rnds. a sliver of wood from a sunken ship, and
Duration: 4d6 Save: None two eyes from any sea creature. The
hrs. +1 hr./lvl. components are mixed in the shell, and
Area of Effect: 15’-radius sphere only it may be reused.
Use of this spell causes major changes in
the underwater environment around the
caster and his companions. Through these
changes, traveling and fighting conditions
38 NOVEMBER 1992
up with a rules supplement with all these
neat “optional” rules, many of our cus-
tomers would begin to incorporate them
into their games as a matter of principle—
without always knowing the circum-
stances of their creation. We meant these
optional rules to remain optional.
DRAGON 41
The Savage Coast, from Slagovich to the pages in the Wrath of the Immortals boxed And they believed it, the fools.”
tip of the Orc’s Head Peninsula, would set). Fortunately, the larger the game I’m sorry, there are no Imperial gnomes
have to be covered in another product. supplement, the better bang for the buck. yet, but someday somewhere, we’ll have a
There is too much information there to fit Sales and cost demographics vary for true gnomish kingdom.
in the Princess Ark set. We also would different product types.
need at least three poster-sized mapsheets Can shadow-elf shamans wear armor, or
to cover that region, including a big chunk Where do the mystics fit in? I was in- are they restricted to wearing white
of Hule, at the rate of 8 miles per hex. trigued to find their inclusion in the Rules robes?
Also remember that the Princess Ark Cyclopedia. As far as I can tell, there has Acolytes can wear only white clothes
material was written for the AC 1000 era. been no mention of them in any of the and nothing else. Beyond that, we could
New material will have to stretch up to AC Gazetteers. Perhaps you could include assume armor to be acceptable as long as
1010 after Wrath of the Immortal’s great some more information about them in a it does not prevent the shaman from wear-
war. Many things can happen between future column or product. ing robes over it. That would imply leath-
now and then, none of which was ever These are rather arcane fellows who er, scale, or chain mail armor to be
detailed in Wrath or in the Poor Wizard’s never did fit quite right in a medieval acceptable. Other types of armor are just
Almanac (which should hit the shelves setting. This probably explains why most too bulky to qualify.
sometime this month). Rules or back- authors “omitted” them in their settings. It
ground material originally presented in would not be too difficult to create a se- The D&D Rules Cyclopedia states that
DRAGON Magazine also could benefit cret order of mystics spreading through continual light spells may be cast at a
from further development or redesign. the Known World. There could be several creatures eyes to blind them. What if the
Conveniently, that extra 10-year span gives spots where they would originate— creature has several eyes, some with spe-
us a lot of freedom to “fix problems.” All Ochalea would be my first guess. I remem- cial abilities like the beholders?
that depends upon your suggestions and ber a certain Tibetan-style setting in Ooh—sneaky! In general, a light spell
criticism about the material that I wrote Glantri’s Colossus Mounts, in the village of will blind a victim upon failing its saving
originally. Don’t be shy—if you feel strong- Lhamsa. Also, don’t forget the infamous throw vs. spells. Follow that rule to keep
ly about something, now’s the time to let mystic tortles in the Free City of Dunwick. the game fast and simple—in theory.
us know! Critical letters don’t end up in a See The Voyage of the Princess Ark The trick is to cast the spell at the eyes
dungeon. They do get our attention. Like- episode #26 in DRAGON issue #179. to be blinded. If the caster cannot see
wise, if you liked something in particular, some of the eyes, then those eyes aren’t
please tell us so we don’t drop it from the What happened to the gnomes? There is blinded by the spell (roll at random to see
boxed set! a pocketful of them in Karameikos and how many of the beholders eyes were
few more on floating islands. Many have turned toward the caster at the time the
I do have a small complaintthe amount disappeared in the depths of the Soderf- spell is cast). Fortunately, one saving throw
of text contained in the supplements jord Jarldoms. They must be somewhere. is sufficient for all the eyestalks facing the
seems to be decreasing dramatically. In Do they have a kingdom like the dwarves? caster. Blinded eyes talks are inoperative.
GAZ14, HWR1, and HWR2, the margins, The reason gnomes aren’t as important Unfortunately, the beholder has that
headers, and footers have been huge, in the D&D game as they are in the AD&D annoying, antimagical central eye. It usu-
effectively cutting about 15 lines off each game is that they never were offered as ally faces the first opponent to begin spell-
page. Also, I find it hard to understand player characters in the standard rules. casting. Tough luck there, since the caster
how a tiny 32-page module costs $5.95 Otherwise, there is no reason they could has to see the eye to blind it. This implies
while DRAGON Magazine, which has 120 not have a kingdom of their own (after all, he must be standing before the beholder
pages, only costs $3.50. I realize DRAGON we’ve seen kingdoms of lupins, rakastas, and thus, is within its antimagical ray!
Magazine has a significantly larger circula- araneas, lizard-gator-chameleon-cay-men, It’s possible to blind a number of eye-
tion, but I would be willing to sacrifice the and finally phanatons—so far). Rad knows stalks pointed in a different direction than
flimsy cardboard cover and better quality what else will follow! I do remember, the beholder’s antimagical eye. That eye
paper of the supplements for more infor- however, a certain Kingdom of Dorfin IV simply cannot be blinded. Frankly, if the
mation. I hope the forthcoming D&D Episode #1 of this column, in issue #153, best you have to throw at a beholder is a
novel will provide a solution to this prob- had something to do with this topic. Here’s mere light spell, perhaps your wisest
lem, as it could present an entire module a reminder, straight from Haldemar’s course of action would be to run!
as an appendix to the overall story. mouth:
The decision to reduce the amount of “About this Dorfin Empire: It was a joke What if an invisible creature were to
text in our game products originally came from a certain gnomish king, the inventor eat or drink? Is the spell broken, does
from our upper management as a measure of wondrous but totally useless contrap- the meal remain visible, or does it turn
to help keep production costs at a reason- tions who went by the name of King Dor- invisible?
able level. Sorry—if you feel this is unac- fin IV! His kingdom is nothing but the Assume that any ingested or carried
ceptable, perhaps the best thing to do is to workshop of a few hundred gnomes in the matter also becomes invisible. Eating or
send a note to our VP of Marketing. Also, hills of Karameikos. One of his favorite picking up objects does not break the
please bear in mind that products occa- pastimes was to send loyal followers past spell. The moment a held object is let go
sionally undergo unfortunate development the Sind Desert. There, they would pose as (tossed, dropped, or laid down) it becomes
problems affecting their final contents. plenipotentiaries of the imaginary “Empire visible again.
DRAGON Magazine is a different story of Dorfin IV.” They would then hire local
Besides wonderful distribution, it also people to return some sealed message How are dominion holders supposed to
benefits from lucrative advertising and back to the real King Dorfin. These stay out of debt? The cost of advisors,
convenient subscriptions ensuring a full strange messengers, obviously from a officials, tithes, and taxes far outweigh the
year of sales. There’s also one large print distant place, seemed to make quite an income of dominions, as presented in
run for a magazine with few returns. That impression on local Karameikan Barons Chapter 12.
makes a big difference! Game products do when bringing the gnomish king the pho- You’re absolutely correct. When domin-
not benefit from any of this. You also ny but nevertheless pompous greetings ion rules were originally written some
should realize the minimum cost to pro- from his “imperial cousin in the west.” The seven years ago, the intent was that
duce a supplement can be stiff (compare messages hinted at the outrageous size of rulers—PC rulers, that is—must continue
$5.95 for a 32-page module to $10.95 for a the bogus empire. Imagine something to go adventuring in order to stay solvent.
96-page accessory, and $20.00 for 224+ twice the size of Alphatia. What nonsense! It’s not historical, it’s not realistic, but it’s
42 NOVEMBER 1992
meant to keep the campaign going and magistrates, a reeve and his provosts, Wizard (INT x 5) per level
encourage PCs to seek a high-stakes life of wardens and spies, and a stronghold that Elf*** (INT x 6) per level
dangers and mysteries. There are some befits your rank. This is realistic and his-
ways to modify the system to match the torical. As the land grows more civilized, * Includes goblin types and lizardkin.
cost of necessary retainers. law and order become easier to enforce, ** Includes dwarves, halflings, lupins,
Have a seat, this will take a while. so there will be a lesser need for military rakastas, tortles.
First, realize this: No peasant could force. *** Includes araneas.
possibly generate income for his ruler in Obviously, the salaries of other special-
monthly fistfuls of gold (not counting his ists would have to remain in line with that The salaries listed for stronghold retain-
own food and upkeep). At that rate, he monetary system. A 500-gp-per-month ers are those of a petty baron. To be thor-
wouldn’t remain a peasant for very long! If animal trainer is impractical. In a minor ough, remember that civilian salaries and
you wanted to put together a system al- dominion, he’d earn no more than 5 gp a the pay of high-ranking army officers
lowing your dominion to become financial- month. All these figures should be adapted might have to go up as the dominion ruler
ly independent, you’d have to examine to local realities. Remember these num- gains in rank, land, and wealth. Use the
what is a realistic monetary base for com- bers were used in the rules to handle PC following formula: Viscount +10%, Count
moners: the population could generate rulers coming back from their epic adven- +20%, Marquis +40%, Duke +60%,
monthly taxes at the rate of a few silver tures with gold and jewels by the cartful. Archduke x 2, minor King (or up to
coins per “statistical” inhabitant. Here’s a Here’s a sample chart of “lesser salaries” 500,000 subjects) x 4, greater King (or up
chart that could help you estimate how (see the original chart in the Rules Cyclo- to 3 million subjects) x 6, Emperor (or
much taxes inhabitants can generate: pedia, page 133). It assumes your native over 3 million subjects) x 10, etc.
footman is paid 1 gp a month: Now the trick is to have enough popula-
Average tax tion per hex in order to pay those hateful
Territory type income Cheapened retainer costs taxes. So your next job is to find out a
Cities 5 sp a month per Alchemist 50 gp per month (+ realistic level of population based upon the
inhabitant cost of potion work) terrain, vegetation, climate, and whether
Large towns 4 sp a month per Armorer* 5 gp +1 gp per skill the land is suburban (near a town), rural,
inhabitant level above 9 borderland, or wilderness. Check your local
Towns/Suburban 3 sp a month per Engineer** 25 gp +5 gp per atlas for comparable population densities
inhabitant skill level above 9 per square mile. For simplicity’s sake, as-
Villages/Rural 1 sp a month per Mage & magist (INT x 5) per level sume medieval population to be a tenth of
inhabitant Sage & seneschal (INT + WIS + CHA) modern- day populations (and I am being
Borderlands 5 cp a month per x 10 gp optimistic there!) Knowing that your stand-
inhabitant Seaman: ard 8-mile hex covers approximately 56 sq.
Wilderness 0 cp a month per Rower 1 sp (or nil if convict) miles, and a basic family includes about five
inhabitant Sailor 1 gp (if native; 2 gp if people, you can now figure how many
mercenary) families there are to a hex.
These are abstract statistics, implying Navigator 25 gp + 5 gp per Another important factor should be kept
that a typical borderland family of five skill level above 9 in mind when planning for urban develop-
generates as an average 25 cp in taxes Captain (INT + WIS + CHA) ment: Always try to keep a balance be-
each month. That’s okay since, essentially, x 10 gp tween urban and rural population. You
we’re dealing only with demographics. SPY INT per level & per need a minimum 80% rural population to
Based upon that, let’s assume it takes mission support urban centers and other popula-
about 10 people to support one average, * Includes animal trainer, artillerist, tions that do not produce food (like armies).
1st-level light foot soldier. Further, assume bailiff chamberlain, equerry, herald, Should you end up with more than 20%
that equivalent mercenaries are paid twice lesser magistrate, marshal, provost, sher- nonrural population, food prices will cata-
that amount. So, should you decide your iff, and warden. pult sky-high, people will starve in your
typical peasant can get you 1 sp a month ** Includes castellan, chaplain, guard towns, riots and revolts might occur, and
in taxes, then a native, human light foot- captain, magistrate, reeve, and chief finally those people who are still around
man would be paid 1 gp a month, and an steward. will eventually leave for better lands. So, if
equivalent mercenary would earn 2 gp per urban populations mushroom in your
month. The salaries listed above are for Level-0 kingdom, you may need more fertile land
Note that you have to provide native stronghold retainers. The military are a very soon. That’s probably a good sign that
soldiers with all their equipment and train different story (refer to the Mercenary the time for conquests has come!
them. Mercenaries are already equipped Table on page 133). Mercenaries are 1st- Finally, find out what other resources
and most are seasoned warriors. With the level troops. At 2nd level and higher, a not linked to peasants and feudal service
above, you should now realize two impor- mercenary’s pay becomes: Base Pay x might produce cash (like bridge and gate
tant facts: level x 5. For example, a 2nd-level elven tolls, merchant taxes on imports, port
1. Dominions in rich, settled areas are mercenary archer would cost 10 x 2 x 5 duties, salt taxes, taxes on money-lenders,
infinitely more attractive than those in inhos- = 100 gp (half that for a non-mercenary fines charged by dutiful magistrates, re-
pitable borderlands or in the wilderness. native). Level-0 military should get one- turns on mineral and precious stone
With the latter don’t bother with taxes—go quarter the mercenary rates, and peasant mines, war booty, taxes on adventurers
after the local dragon instead. It’s quick, levies no more than 2-3 sp a month (cheap booty, etc.). To keep that simple, assume
lucrative, and more entertaining! maybe, but, look at the bright side—troops this adds another 30% to your total domin-
2. As population increases, so does your do not pay taxes!) Should stronghold re- ion income.
overhead! Now that you have all those tainers also have a character class with This is, of course, not a comprehensive
nice people to rule, you need many more specific levels, use instead the following system, but it should put you on the track
retainers to help you run the nation and rates, whichever is more expensive: to establishing mechanics that you find
maintain a lifestyle that is appropriate to more suitable to your style of gaming.
your status. Both are expensive. This has Humanoid*: INT per level (or HD)
the effect of diverting a growing amount Thief (INT x 2) per level
of tax income that you used to spend on Fighter** (INT x 3) per level
troops, to be spent instead on a sheriff and Cleric (INT x 4) per level
DRAGON 43
“Forum” welcomes your comments and opinions After reading Jim Shamlins article, Keeping promote the worship of their gods in the proc-
on role-playing games. In the United States and the Party Going, in DRAGON issue #177, I feel ess, so much the better.
Canada, write to: Forum, DRAGON® Magazine, compelled to respond. Although the way the Given that, individual motivations for the
P.O. Box 111, Lake Geneva WI 53147, U.S.A. In article dealt with giving PC parties a reason to characters are not hard to find. Seagin and
Europe, write to: Forum, DRAGON Magazine, adventure together was very interesting, it was Halfjammir might want to demonstrate by their
TSR Ltd, 120 Church End, Cherry Hinton, ultimately misguided. The various rationales he bravery the superiority of their beliefs, while
Cambridge CB1 3LB, United Kingdom. We ask gives are perhaps plausible in theory. However, Hewitt might find it prudent to get out of town
that material submitted to “Forum” be either in practice they would become too much of a for a while before pulling that bank job (espe-
neatly written by hand or typed with a fresh straightjacket, interfering with a partys free- cially if hes been so successful at his profession
ribbon and clean keys so we can read and dom of choice and channeling its activities into a that everyone is taking exceptional precautions).
understand your comments. predetermined path. The wizard Demlar might want to try out some
Part of the problem seems to be a lack of new spells or experiment with new uses for old
I currently participate in a large AD&D® game understanding of the dynamics of interpersonal spells; besides, even if they dont keep spell
group. Lately, a new topic of discussion has relationships. Any group that works together books, the bugbears might have collected a
arisen among the players. There are those closely for a significant length of time will form scroll or two. Thrack probably just wants to kill
players who believe that a good role-player is certain bonds. This may be as simple as familiar- something. By going beyond the stereotypes,
one who gives no regard to the rules, only the ity, becoming used to each other, so that when you not only create well-rounded and believable
role-playing aspects of the game. These players one of the group is absent he is missednot characters and open a world of new options for
believe that their characters have no knowledge because the person is well-liked, but because both the PCs and the DM, you also can create
of anything that pertains to the rules; in other the group is accustomed to his presence. Re- parties for the long term.
words, just because a creature is large, their gardless of what draws a party together in the An example from my own campaign might be
characters would not pull out their long swords, first place, and how the PCs might initially feel helpful here. Back in my campaigns early days,
but rather they would continue to fight with about each other, continued close contact often 10-11 years ago, the party included an elf and
daggers. allows them to get along better than might be several dwarves. Now, just because elves dislike
On the other side at the battle map are the expected, if only because they develop a toler- dwarves as a race does not mean that all elves
players who believe that the rules should be ance for each other. hate all dwarves. Each character is an individual
evenly interspersed with the role-playing. These A good analogy for an adventuring party can and must be played as such. So it came about
people feel that the rules are the facts of life be found in the world of professional sports. that Rain Mist (a lawful-neutral elven fighter/
to their characters. These laws govern the way Consider the typical sports team (the sport mage/thief), although he never got along with
things are in the campaign; therefore, the doesnt matter), which consists of people from a two of the dwarven party members, grew to be
players try to create role-playing explanations wide variety of backgrounds, often with little in great friends with Grumman (a chaotic-neutral
for the rules. common other than their sport. Yet they can dwarven fighter). It all happened during the
I would like some input on what the rest of and do learn to work as a team, for each knows game, not because the players were great
the readers think. Are you a conservative (rules- that the teams success is his success. The play- friends (they werent) but because of the actions
oriented) or a liberal (role-playing oriented) ers may not like all their teammates, and they of the characters as they were role-played. So
gamer? might not socialize together away from their strong was the bond of friendship between
Dorian Loeffler sport, but once the game begins they all work these two very disparate characters that Rain
Longwood FL for the same goal. A successful adventuring Mist risked the wrath of his father (a powerful
party emulates this kind of behavior. elven noble) by having Grumman as the best
After several years of GMing, I have come to The key to binding a party together in a game man at his wedding. Many of the elves were
the conclusion that the most difficult part of the is role-playing. I am not referring to what all too shocked and scandalized that a dwarf would be
GMs job comes before the players even start the often passes for role-playing, which is the blind given such an honor. For Rain Mist, however, it
game, and that is party background. adoption of stereotypes as illustrated by the was worth the ridicule to have his friend beside
For example, in Iron Crown Enterprisess introduction to Mr. Shamlins article. Each him at such an important moment in his life.
MERP* system are so many races that it is character there is portrayed as bland and Because of this, elves and dwarves in my world
almost impossible to have a group of players locked into an archetypal pattern of thought. were a little friendlier than usual for some time.
choose races that will make up a logical party. Granted, this is done for illustrative purposes, The point of this letter is not to denigrate Jim
How, for example, is the GM supposed to ex- but the application of even a modicum of Shamlin or his article, which was thought-
plain how a Sindar elf, a dwarf, a Dunedain, a thought can unearth reasons for each of the provoking and well-written. What I am trying to
half-orc, and a corsair managed to start adven- hypothetical party to save the village from the say is that he took the wrong approach to
turing together? bugbears. The most important reason can be explaining a part of a game system that has left
Limiting the races available to players is found in the articles first line, in which the some people puzzled. (I have seen more than
unfair and leads to poor campaigns, with some party is described as adventure-seeking. As one articlein other magazines, of course
players annoyed with player characters incom- adventurers, their first thought should be for heaping scorn upon the games because the
patible to their personalities and their interests. the danger and excitement of facing the un- writers find the typical party hard to swallow;
Have you ever tried making an elf fanatic play a known. They are not primarily in it for the as I hope I have demonstrated above, this is
dwarf? money; if so, Hewitt the thief should indeed stay spurious criticism.) Rather than trying to force a
In all the GM guides I have read (admittedly in town and rob the bank, not risk his life party into one of the niches he has described,
not more than about five), I have not seen a fighting monsters in the wild. They also are not which limits the players options and is too
single solution to this problem. If anyone has a in it primarily to further the cause of any deity, restrictive for the long term, it is better to let
good idea, I would be very glad to hear it, as for if that were the case, the priest Merlor the actions of the PCs form the rationale for
poor party background planning can get a should be creating converts to the worship of party unity. If the players are role-playing well,
campaign off to a very bad start. Athena, Halfjammir should be seeking enemies portraying their characters as individuals and
Laurence Davison of Thor to smite, and so on. Remember, they are not stereotypes, the reasons for them to stick
Twickenham, Middlesex, U.K. adventurers. If they can amass huge profits and together will develop in the course of play. The
DRAGON 45
PCs may not hang out together between adven- DM. This option was something unavailable to
tures, and they may not even like each other all the fighter/cleric, so it would help balance
that much, but when the unknown beckons and things out. Again, the AD&D 2nd Edition game
adventure is in the offing, they will seek each struck in the name of fairness and equality!
other out and go forth together. Knowing that the book on dwarves was coming
Michael A. Lavoie out soon, we waited-much to my unforeseen
Nashua NH dismay.
When we got the book, we found out that not
I am writing in response to recent letters only did our fighter/cleric get a kit as well, but
concerning crossbow damage. Like Mr. Vernon the obvious choice of the Champion kit would
in DRAGON issue #179, I too would like to see allow him to gain a specialization. Ouch! The
an upgrade in the damage caused by missile clerics player wasnt happy. This made me take
weapons. Sir Ralph Payne-Gallweys book, The a good look at single- vs. multiclassed options.
Crossbow, states the pull of a heavy crossbow is The results took me by surprise: It is nearly
said to have been 1,200 lbs., compared to the pointless to play a single-classed character. The
50-100 lbs. pull of a longbow. It seems to me only thing lost is one level and level limits. How,
that the crossbow must have been a weapon of might you ask? Take my own campaigns dwar-
awesome power. Excavated burial pits of sol- ven cleric and dwarven fighter/cleric. Assuming
diers killed in the Battle of Wisby in 1361 show they are both single-classed clerics out of the
46 NOVEMBER 1992
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naess. PCs can also explore the rest of Oerths TSR Product No.: 9373 1992 TSR, Inc. All Rights Reserved.
DRAGON 47
Mintiper Moonsilver
Male half-elf
12th-level bard
S: 17 D: 18 C: 18
I: 15 W: 17 CH: 15
AGE: 47 SIZE: M
HT: 6’2” WT: 182 lbs.
HAIR: Black EYES: Blue
DRAGON 49
Mintiper Moonsilver is a famous travel- stowed on others, but very rarely; its from the Khytors campthree of his
ler in the FORGOTTEN REALMS lands of creation may require the death of the daughters, taken by Tassoram as hostages.
the Sword Coast North. He is the only man spellsinger. Mintiper is not aware that he Their journey through the wastes and
to have stormed the ghoul-hold of Hellgate bears this magic, and he cannot confer it ruins of the Fallen Lands along the Des-
Keep and lived to tell the tale. His band, (even temporarily) upon another. erts Edge was long and hard; two of the
the Moonlight Men, once plundered the After he had laid Alyniria to rest in a girls and Tassoram died, one by one. One
treasure vaults of Luskan, and their de- secret place, Mintiper came to the cities of day Mintiper found himself staggering
fense of Turnstone Pass against an orcish the Sword Coast. An embittered and de- through the Far Forests trailing blood,
horde has become part of the legends of spairing man, he took to thievery. His having just wrestled with and slain an
the North. exploits soon won him fame; his fearless owlbear with his dagger, the last of the
Little is known of Mintipers heritage or recklessness carried him on to feats others Khytors daughters on his back.
early life. Mirt the Moneylender of dared not try. While plundering the tower They both survived somehow, and lived
Waterdeep believes that Mintipers father of Iniarv the Manyhanded, he was con- together for a time under the care and
was a Waterdhavian, and that his mother fronted by the great mageand slew him. teachings of the druids of the Tall Trees.
was a moon elf of Ardeepforest, but readi- The cities of Amn and Tethyr came to Mintiper sang to Noura, the last of the
ly admits that this is unconfirmed and know Mintiper well, and he rose rapidly in Khytors daughters, the ballads the druids
could well be wrong. It is known that wealth and reputation. Briefly becoming taught him, and made up songs describing
Mintiper was on his own at an early age, the companion of the evil sorcerer Mor- his own adventures.
making a living in the North by his wits laug, he was forced to flee from increasing After a handful of years (in the North,
and the skill of his sword and his songs. pressure (both fell magic and hired killers) this term means five seasons), Noura went
Successful in treasure-hunting among sent by some of his victims, the wealthy insane, and no one Mintiper could find
the ruins of the North and astute in taking satraps of Calimshan. Seizing a Calishite knew why or how to stop it. After her
companions, Mintiper assembled one of merchant ship in Port Kir, Mintiper sailed slow, quivering death, a heartbroken
the finest adventuring bands seen in the to the pirate isle of Skaug. There he took Mintiper took his lute and harp and went
North since the days when Mirt of Water- ship with the Coast Wolf, Kesmer Red- wandering again. Having lost all fear of
deep was the Merciless. Mintipers Moon- Eyed. A storm soon wrecked Kesmers death, Mintiper was often seen strolling
light Men roamed the North for eight ship, which broke up on the rocks. One casually through the depths of dungeons,
splendid seasons before heroically defend- pirate survived the wreck, thrown far or sitting and harping while blithely ignor-
ing Silverymoon and Everlund at Run- from the rigging and clear of the rocks. He ing nearby ghosts or banshees.
stone Pass. Only six of Mintipers band swears that a great flame rose on the deck It was Mintiper who destroyed the Ghost
survived that bloody victory, but in about Mintiper, flaring up and consuming of Beruns Hill and gave a Calishite mer-
Everlund they say that the patrols counted Kesmer and his crewand when it died chant six rubies the size of grapes in ex-
well over four hundred orc heads when away, Mintiper was gone. change for a slave girl. The slave girl,
they were building pyres to burn the Questioned about this, Mintiper once Asilther, is a sometime companion of his;
fallen. said that he had escaped the wreck by he bought her, nursed her back to health,
Mintiper plunged south into the High means of a green gem given to him long and freed her, but they became lovers and
Forest and traversed its length (one of the ago by his mother, Maralen. It teleported friends, and often travel together.
few living men to do so). It is not known him to the headlands of the Purple Hills, Mintiper has blue eyes that grow very
whether his fellow survivors perished consuming itself and the pirates in doing dark when he is angry, or shine luminous-
during the journey or turned aside to so. The origin of the gem, if it did indeed ly when he is excited or delighted. An old
leave the wood, but it is certain that Minti- exist, is unknown. burn scar runs diagonally across the back
per was alone when he met with and Mintiper moved south to Myratma, of his right hand. In the Sword Coast
joined the Wood-Riders of Turlang. The where he made a living for a time as a North, Mintiper is known as a seasoned
Wood-Riders were a band of human ad- guide taking adventurers through the adventurer whos been around
venturers who took only the name of the ruins and subterranean cities of the long- survived a surprisingly long time walking
age-old treant leader and his woods, raid- vanished Mourativi Teshu Mir, the first in danger, finding his way almost every-
ing merchant-caravans and other brigands kingdom. Growing weary of the trade, he where, and surviving tragedy after trag-
in the rolling grasslands near Secomber, later wandered north and east towards edy. Hes known as The Lonely Harpist,
and using the fringes of the Forest to hide the High Forest. Joining a mercenary band and accorded respect. Few elves, humans,
from pursuers. along the way, Mintiper was swept into or half-elves in the North would knowing-
On one occasion, the Wood-Riders en- skirmishes between Amn-sponsored mer- ly attack him; most fear that he has some
countered a small adventuring band. Its cenaries and dervish tribes raiding cara- sort of unrevealed magic that has saved
leader, a woman of unusual height and van trade that passed near Anauroch. him so far, and may use to strike down
strange magic, tried to fight them all even Along the edge of the Great Desert, the those who attack him.
after wounded by three sword blows. Her Company of the Striking Hawk (Mintipers
bravery and beauty caught Mintipers eye, new-found comrades) and the Company of Asilther Graelor
and he rescued her, deserting the Wood- the Blue Broadaxe battled the nomads, Female half -elf
Riders to do so. until they found the camp of the desert 6th-level thief
So it was that Mintiper met the dying chieftain Khytor Moramu near the Battle
spellsinger, Alyniria. From her he learned of Bones, fell upon it, and were attacked ARMOR CLASS: 2 (dexterity bonus and
the ancient Runetongue. From Alyniria he from all sides by desperate tribesmen. The bracers of defense AC 2; no armor
gained the mark by which he can now be battle was long and fast-moving, on horse- rarely worn, but owns leather armor)
identified: the silver mark of her lips, and pony-back among the hills; it was MOVE: 12
burned indelibly into his left shoulder, almost a season before three wounded HIT POINTS: 36
when she died in his arms. In doing this, veterans brought word back to Amn that NO. OF ATTACKS: 1
she spent her fading life-force in a special Moramu had been slain and his riders ATTACK BONUSES: +2 with hurled mis-
bless magic, laid upon Mintiper. This spe- destroyed, but only they had survived to siles (dexterity bonus)
cial dweomer is permanent (perhaps even bring back the tale. DAMAGE/ATTACK: By weapon type
beyond Mintipers death): Once every 99 Mintiper and his sword-partner in the SPECIAL ABILITIES: 60 infravision,
turns, if Mintiper fails a saving throw, a Company, Tassoram, escaped northward chances of locating secret & concealed
second saving throw is instantly allowed. from the battle, both wounded, but with doors, pick pockets 66%; open locks
This spellsingers luck has been be- the only loot brought back by any man 51%; find/remove traps 39%; move
50 NOVEMBER 1992
silently 56%; hide in shadows 51%; hair, boots, belt, and so on. On the trail, one of the islands offshore, somewhere off
hear noise 41%; climb walls 95%; read her pack usually contains a crowbar, peas- the Sword Coast (exactly which one, sur-
languages 26% ant garb, 200 of black silken cord, and viving inquirers have not seen fit to re-
MAGIC RESISTANCE: 30% resistant to first-aid supplies. Her belt weapons are a veal). Shammagar has vowed revenge on
sleep and charm, but see possessions long sword and four darts. Asilther, but since one of the Lords of
for immunities Asilther is said to have contacts with the Waterdeep (Mirt the Moneylender)
ALIGNMENT: Chaotic neutral (good ten- Lords of Waterdeep and to work with the learned Shammagars truename from the
dencies) Harpers (or at least Alustriel, the High pre-eminent sage Elminster and gave it to
PSIONIC ABILITY: Nil Lady of Silverymoon). She rarely retains Asilther, she has been able to defy the
PROFICIENCIES: weapon: long sword, what she steals, either giving it away or great dragon at their one direct confronta-
dart, dagger; using it for some cause (in truth, she tion since her theft. It is said in the taverns
nonweapon: Blind-fighting, disguise, swim- caches small amounts here and there of the North that she made peace with the
ming temple rooftops in Waterdeep and Silvery- dragon by promising to restore its hoard,
LANGUAGES KNOWN: Common, elven, moon, for instance, or beneath certain twofold, bit by bit, over the years.
dwarven, gnomish, halfling, goblin, trees in the forests of the Northfor This is the reason some say, why
orcish emergency use, and gives the rest to the Asilther recently seized a Luskan ship,
Harpers). running home heavily-laden with treasure
S: 14 D: 18 C: 17 Asilther is also known to undertake looted from Ruathym, forcing its crew into
I: 16 W: 16 CH: 17 quiet missions for the Harpers, such as row-boats or early graves. She piloted the
guiding or protecting certain persons, ship alone, or so the tale goes, to the drag-
AGE: 22 SIZE: M shadowing or kidnapping others, and ons isle, and ran it onto a beach there,
HT: 56 WT. 100 lbs. slaying slaves or agents of Luskan or the alerting the dragon by singing to it after
HAIR: Silver-blonde EYES: Green Zhentarim. She delights in setting slaves dark on the night of her landfall and then
free by raiding slave-caravans, and is escaping on her carpet of flying.
POSSESSIONS: One pouch dust of disap- known to have a taste for good wine and Asilther and Mintiper have been known
pearance, two potions of invisibility, 1-4 gaudy apparel, often making off with to turn up unexpectedly to aid each other
potions of healing, one potion of flying, Calishite slave-silks for later wear at par- if either is alone and in peril. They may
greenstone amulet (confers Mind Blank ties in Waterdeep. possess some magical or other (telepathic?)
protection plus immunity to geas, hold, Asilther is famous for her theft of almost means of communication, able to pass on
charm, etc., detailed in FB4 The Magis- the entire hoard of the black dragon urgent need and present location. Certain-
ter), gauntlets of ogre power, carpet of Shammagar, who used to lair in the moun- ly, those who work against one of this pair
flying. tains north of Waterdeepand has since of companions can soon expect to face the
TREASURE: 1-6 cp, 1-20 sp, 1-10 ep, 10-100 moved every last coin of its treasure to other.
gp, 1-20 pp, 1-20 gems (DMs choice of
types and sizes), black pearl necklace
(19 100-gp pearls)
Dragon
again, and the village of Hurdelburg
put on its bravest colors. The people
dressed in their Sunday best. A few
actually bathed for the occasion,
Scales
though the elders clucked and shook
their heads. The villagers and their
visitors (many arrived each spring, to make a pilgrimage
or place a wager) lined the crooked streets, craning their
necks impatiently, as vendors of wine and sweetmeats
went to and fro.
At last the procession of knights came into view. Their
armor shone like the sun, and scrubbed faces beamed
from beneath lifted visors as they waved to the villagers.
Kings sons, every one of them, and none a day over
twenty.
The crowd cheered as the knights rode past. A beautiful
maiden offered a bouquet to the last in line, a seventh son
of a seventh son. He lifted the flowers on the tip of his
lance, ostentatiously inhaling their fragrance, and called
back to her, Ill see you tonight!
by Eric Tanafon
The onlookers raised a last, ragged cheer as the proces-
sion vanished in a cloud of dust. Then they dispersed to
their homes, leaving only the maiden, Amalinda, gazing
longingly after the knights.
Later that afternoon, the dragons hissing roar filled the
whole valley. Soon after, it stilled. People exchanged hope-
ful glances. They gathered again in the main square. But
soon, one of the knights horses returned, riderless, smell-
ing of singed hair. Then another.
Thirteen knights had set out. Thirteen horses came
back.
Night fell. The villagers gathered at Hurdelburgs best
tavern, the Tin Ear. They discussed the latest failure with
a resigned air. The innkeeper, Johann, a fat man with a
handlebar moustache, showed better cheer than his cus-
tomers. He had insisted that the knights pay in advance.
DRAGON 53
themselves far and wideone to a mountain, at most. you really had any faith in the knights, youre worse off
A belch rose to her throat, interrupting her reverie. She than I thought. In seven years, have they ever managed
had made a heavy meal that day. She crawled hastily to even to dent the dragons scales?
the entrance of the cavern and opened her mouth, igniting No . . .
the sky. Well, there you are. Good riddance to em. If you ask
me, it was the wrong approach. When you want a dragon
Weve got to do something about this! Rudolf Ton- to cooperate, you dont wave a sword at it. That gets their
ner, Hurdelburgs mayor, banged his stein down like a temper up, every time. What we need is someone who can
gavel. charm the dragon.
Four men, the pillars of village society, were gathered The men looked up hopefully. What are you suggest-
around the hearth at the Tin Ear, a fire more cheerful ing? Tonner asked.
than the dragons to warm them. Spieler, chief of the con- Not my own services, to be sure! Hilda batted her
stabulary, scowled. Its a breakdown of law and order! eyelashes. My mother knew a spell or two; my only secret
Hurdelburgs become a laughingstock, agreed Vergil potion is the one youre drinking. But remember that
Kampf, schoolmaster of the villages only school, which at story that came out of Hamlin, in my grandmothers
present boasted seven pupils. timethe one about a piper who rid the town of rats?
Worst of all, gentlemen, pronounced the merchant Of course! Kampf exclaimed, smacking his forehead.
Geltfager, its bad for business! He emptied his tan- Music hath charms to soothe the savage beast, or some-
kard, wiped foam from his lips, and signalled for another. thing like that. And in the old myths, Orpheus made even
Its gotten so I cant go to guild meetings any more, trees dance to his lute.
he continued. You should hear them. Hurdelburgoh, Gentlemen, it could work, pronounced Geltfager
yes. Very quaint. Charming medieval atmosphere. But solemnly.
really, a dragon? Thats carrying period restoration a shade I think I know a man who would do. A minstrel from
too far. No, no, I will put my money in Welstade, where the capital. I met him at a court function last spring,
they have just built a new clock tower. Tonner said briskly. He raised his stein to Hilda. Hur-
And we may be losing one of the only things that does delburg is in your debt. How can we repay you?
attract business, observed Kampf. To wit, our St. Hilda stroked her chin thoughtfully. Why dont we
Georges Day celebration. wait and see what you have to pay me back with.
I knew wed run out of kings sons at some point,
Mayor Tonner remarked gloomily. As an artist, Alain the minstrel was always willing to try
The knights are beginning to balk. No one ever com- new things, to experiment. It didnt particularly matter
ing back, and that sort of thing. The schoolmaster that he didnt believe in dragons. He didnt believe in
blinked apologetically behind his thick spectacles. noble kings or enchanted maidens, either, but he sang
Theyre saying that true knighthood may have more to about them. They were his stock in trade. And for the
do with clean living than flashy deeds of derring-do. Com- payment that Hurdelburg had offered, he would have
munity service, carrying food baskets to elderly widows. been willing to sing a duet with a mermaid or play a one-
They also point out that the dragon hasnt eaten any night stand in a fairy hill. Ropes woven of gold are strong
maidens yetat least, as far as we can tell. enough to suspend almost any amount of disbelief.
Wasnt the disappearance of Kristina, the bakers Still, as he awakened in his room upstairs at the Tin
daughter, linked to the dragon? Spieler asked, furrowing Ear, he felt a twinge of unease. There were, after all, those
his brow. knights who had never returned. They rose up in his
Dragon! More likely a dragoon, Tonner snorted. minds eye, awkward, clanking ghosts haloed with drag-
So the knights are off the hook, Kampf concluded ons fire, their foretaste of Hell. But the morning was
glumly. They say they wont be back next year. sunny, and warm, leaf-scented air drifted in through his
Ill be the first to go broke, predicted Tonner. The window. He soon forgot his fears. His mind was busy with
rest of you will follow, soon enough. Well all have to professional considerations.
move to the capital, where there are no dragonsunless What to play for the dragon-hunt? Something like
you count the Empress. Greensleeves, to put the beast in a nostalgic and pre-
And Hurdelburg will become a ghost town, Geltfager sumably gentle mood? A funeral dirge for the hundreds of
said mournfully. knights that had vanished down the dragons maw? Or a
A new voice interrupted the melancholy conversation. lively, cheerful marchAlain striding before, the beast
Some of us arent ghosts yet. What are the lot of you following, until he led it into some mountain lake to
doing with such long faces? I wont have it, not in my quench its fire?
tavern. God gave us drink to make us glad. Alain grinned, shaking his head. Hed just have to
Hilda Broomfast, chief barmaid at the Tin Earand decide on the spur of the moment. Luckily, hed always
the fifth, most indispensable, pillar of Hurdelburg been good at improvising.
societystood over them with arms akimbo. She was He got up, stretching luxuriously. Frederick! he
comfortably rounded and comfortably middle-aged. shouted.
Though her hair was streaked with gray, her shrewd, hon- His apprentice scrambled to his feet with a grunt, rub-
est face showed few lines. bing his eyes.
She glanced from one man to the next. Come, now. If The sun is up, the minstrel told him. No time to
54 NOVEMBER 1992
waste! Im told dragons are sluggish in the early morning. knights swear eternal love, and is a maiden still.
Cold blood, you know.
Master . . . Fredericks face was anguished. What Shes a carrion crow, I tell you! said Frederick hotly,
about breakfast? as they kicked up dust on the path winding up the moun-
Alain shook his head firmly. Dragons, my lad, have tains lower slopes.
this in common with lifes other distasteful tasks: They are Id trade her for any caged parakeet in the capital,
best faced on an empty stomach. his master said dreamily.
Alain dressed in leisurely fashion, having sent Frederick She smelled our death. Thats why she came, with
downstairs to inquire as to their way. When the youth flowers to lay on our graves!
returned, he bade him take up the great harp. Alain him- No more, Frederick. The subject is closed. Alain
self would carry the lute, having no wish to appear hunch- smelled the flowers once more, then handed them to his
backed, especially before the crowds of townspeople that apprentice. He glanced around.
would be seeing him off. The sun had climbed halfway up the sky, but the forest
They clambered down the stairs, finding that the inn around them was strangely silent. The minstrel frowned.
was waking up. Cheerful smells drifted in from the When had the sounds of birdsong, the chatter of squirrels,
kitchen, and a few early drinkers were already deep into ceased? The dragon no longer seemed so mythical. We
their morning mugs. Frederick halted, with a plaintive must be getting close, he murmured.
look at Alain, but the minstrel motioned him on. Frederick, too, fell silent, ceasing his curses as they en-
Master! Even a condemned man is not refused a last tered the circle of stillness that surrounded the dragons
breakfast! cavern. There was not so much a sense of desolation here,
Ah, but you are not condemned, Frederick, Alain thought Alain, as one of hushed respect. Most of the trees
said lightly. You are about to become famous, and rich as remained intact, although some showed scorch marks on
well. Wave to the crowds, now, and look cheerful! their trunks, or had a branch or two burned away. Even
But no crowds awaited them. Alain looked up and there, one didnt get the feeling of wanton destruction. This
down the street in disbelief. Sunlight against stained walls, might be simply the way the dragon marked its territory.
a fly buzzing here and there, a dog nosing around the So, Alain said to himself, this increasingly probable
cobblestones. That was all, until Hilda appeared at the dragon is perhaps not wholly a ravening beast. It might,
side door of the inn, waving a handkerchief. Alain waved after all, respond to music. Though it cant be used to
back. hearing much in that line, with all the songbirds staying
So much for fame, he muttered. Ah, well, Fre- away.
derick, off we go like thieves in the morning. As if in answer to his thought, a flight of ravens settled
At the outskirts of town, one person waited for them. down on a tree beside the path and began to croak. Fre-
Amalinda, eyes modestly downcast, stood there smiling derick made the sign of the cross with a shaking hand.
shyly and offering a bunch of forget-me-nots. She wore a Death birds, sir!
flowing white dress, looking like a bride who had been left Give me back that lute! snapped the minstrel. Ill
behind by the rest of the wedding party. need it soon. Steady yourself, man!
Alain swaggered up to her. For me, my pretty maid- A few hundred yards further on, and up, they emerged
en? he asked. into a large clearing, and the cavern of the dragon was
She nodded. For luck, my lord. For your safe return. before them. Nothing grew near the entrance. Packed dirt
He accepted the bouquet, handing the lute to Frederick. showed the faint prints of monstrous claws. The rocks
They smell so sweet, my fair one, that almost they rival around the caverns mouth had been worn smooth by the
your own perfume. How came you to know when we would passage of the dragons body. Alain gazed for a long time,
set out? The rest of the town seems . . . uninformed. trying to memorize every detail. This would make a ballad
I always know when someone is going to the dragon, that would live long beyond his own time. If he survived.
she answered. Her voice was breathy as the lower notes of He walked forward a few paces while Frederick hung
a flute. I have the second sight. It runs in my family. back, casting desperate glances the sky and the forest
Sir! Frederick began to hop from one foot to another. behind. Alain cleared his throat, adjusted the tuning pegs,
Silence, lout! Alain turned a withering glance on his and began to play a song hed learned in Spain. He sang
servant. What, in such a hurry now to be gone? Stand in a sweet tenor about the sadness of the last of the Moors,
still so you dont put my harp out of tune with your St. leaving behind the beautiful Spanish countryside and the
Vitus dance. palaces they had built there.
He turned back to Amalinda. Your pardon, fairest. I To Frederick it seemed that the sun stood still, in rapt
will carry your favor with me, come what may. Here and attention, as Alain played. A few songbirds flew into the
now I swear eternal fealty to you, my love, my Muse. clearing and perched, twittering, in nearby trees, wonder-
He dropped to one knee, kissing her outstretched hand. ing either at the song itself or the effrontery of the man
Then he rose, dusting his breeches carefully, and took his who played it.
leave of Amalinda with a last melting glance. Frederick The dragon answered. A loud snort came from inside
followed in his wake, cursing softly and with a total lack of the cavern, as if the beast had been rudely awakened.
imagination. Then came the grinding, clashing noise of a body covered
Amalinda smiled as she walked back to town, the sort of with brazen scales dragging itself toward the entrance.
smile possible only for a maiden who has heard scores of Alain played on, dispatching a last hasty prayer, which
DRAGON 55
fluttered away into the sky with the departing songbirds. Then he played and, once again, the world held its
The dragons head appeared at the caverns mouth, for breath to hear. The retuned lute sounded like a cat and a
all the world like a fair maiden showing herself on the bullfrog fighting to the death. Alains instrument sobbed,
balcony in response to a serenade. It blinked in the bright wrangled, croaked painfully, screamed in discordance like
sunlight. Then it saw Alain, and its eyesbig as dinner a choir of the damned.
platessnapped wide open. It edged forward until its And the dragon cocked her head to listen. Then the
forelegs emerged, and lay resting its head on them, look- beast lay down, looked closely at the minstrel and, politely
ing thoughtful. keeping her flames in check, answered.
The dragon was not particularly hungry, and she didnt Cracked bells, small animals being tortured, a grand
think that the man looked very threatening. He was some piano being pushed down a flight of stairs. Alain listened
sort of novel, de-shelled variety too. But what was that carefully. He made some minor adjustments to the tuning
awful noise he was making? pegs. Then he played again, a similar phrase, sounding
Alain could not help but feel this was the finest hour of like a small, nasal echo of the dragons voice.
his career. Here he stood, flawlessly managing the com- They stayed there throughout the whole afternoon. The
plex chord changes Montellos had taught him in Granada, ravens flew over them croaking gleefully in celebration of
while a live dragon, wisps of smoke curling from its nos- dissonance, while the songbirds huddled together, far
trils, lay enchanted before him. away in a different part of the forest.
A sound behind him made him turn his head, though
his fingers didnt cease to weave their tapestry of sound. There was, in fact, a crowd waiting when Alain walked
He was just in time to see the harp bobbing up and down back into town, singed but victorious. Amalinda had seen
on Fredericks back as the youth took to his heels. Alain to that; she had known of his return even before Frederick
shrugged inwardly. Better to die alone than in such com- reappeared at the inn, babbling about dragon fire.
pany as that, if die he must. Amalindas image drifted That night the village feasted. Tanner and Geltfager,
gently through his mind. who had kept the news of Alains arrival quiet (not want-
He finished the song with a flourish. The dragon gazed ing to bear the blame for another failure), spared no ex-
at him with an unfathomable expression in its yellow eyes. pense now. The roasts, cakes, and wine were of the finest
Alain, greatly daring, doffed his hat and bowed. quality, and there was barrel after barrel of dark Hur-
The dragon coughed. Flame filled the clearing. He had delburg beer.
to jump backwards, feeling his face blister with heat. He Vergil Kampf and an unusually jovial Spieler propped
beat at his smoldering doublet. each other up in a corner, shouting bawdy songs. Hilda
All right, Master Dragon! You didnt like that, well Broomfast was more quietly elated. Tanner was feeling
try another! he cried. Surprisingly, he felt no impulse to expansive, and her reward had been enough gold marks to
follow Frederick. Alain had always known himself to be a set her up in business for herself. She sat smiling, thinking
vain person, but it seemed that in certain circumstances, of putting her feet up while someone else fetched mugs out
vanity might appear as, or even magically become, cour- to the customers.
age. He would re-enchant the dragon, or die trying and Frederick sulked upstairs. He had counted on cadging
let someone else write the ballad. free drinks with tales of his narrow escape, but Alains
He began a lively folk tune from the Black Forest. After success had ruined his story.
a few bars, the dragon growled. A hot wind slammed into The minstrel kept Amalinda close by his side. At one
the minstrels face. He stopped short in confusion. The point he had Tonner call for silence, and stood up with her
dragon hauled its full length from the cavern, revealing a to announce their wedding. All congratulated him and the
whiplike tail, thick as a mans thigh, sweeping restlessly blushing Amalinda, and fell to even more furious merry-
back and forth. making. Having at the same time lost a dragon and
The earth shook under Alains feet. He considered gained a bard, a new age had dawned for the village.
flightbravery had its limitsbut knew it was useless. But how did you know how to talk to the monster?
The dragon could incinerate him before hed gone ten Tonner asked, much later. The fire had sunk to glowing
paces. coals, and most of the villagers, unused to celebrations,
The ravens had followed him up, he saw now, and had long since gone to bed.
watched from the surrounding trees like a dark jury. Wait- Alain shrugged modestly. It was easy, really. I noticed
ing to finish whats left of my carcass, he thought. The air that the dragon tolerated ravens near her home, while the
filled with their croaking calls, wiping any memory of sweet singers fled from her. This led me to think that
song from his mind. dragons have an aesthetic different from our own, which I
The dragon raised its head momentarily, listening. strove to satisfy. He paused to pluck a few notes on his
Alain gasped as a wild idea came to him. ruined lute, and the listeners winced.
The dragon began to circle him, head lowered, gnash- But I was surprised to find, the minstrel went on,
ing its rows of knifelike teeth. Alain worked quickly, re- that dragons actually speak a language of pure tones,
tuning the lutes strings. Some of them, loosened, flapped discordant as it might be to our ears. Incidentally, this
and buzzed in tones almost too low to hear. He tightened supports those legends about their having come from out
others until they emitted a continual high hum without of the East. The language of Cathay, Im told, uses tones
even being touched. One string broke with a forlorn in this fashion. Im still working on the fine points,
twang, stinging his cheek. though the dragon and I have reached a basic understand-
56 NOVEMBER 1992
ing. But then, there will be plenty of time to get to know The mayor opened his mouth, but made no sound.
dragon speech better. Alain nodded. Exactly. Every merchant in town will
Plenty of . . . ? Tonner started. What do you mean? profit. Well have visitors from all over the Empire. And it
Our agreement was that you would charm the dragon will be good for the dragon, as well. Theyre solitary crea-
away from Hurdelburg forever! tures, but shes grown lonely over the centuries. She
Hilda gave the mayor a scandalized look. And why wants to learn more about usnow that she knows were
would the beast leave her home? Shes lived here longer not dumb beasts.
than any of us! Why dont you give us that ballad youve been com-
True, Alain nodded. And Ive only learned how to posing? suggested Amalinda, innocently. The one with
speak with the dragon, not how to command her. But we the refrain in the dragons tongue?
did strike a bargain. The mayor, a good politician, knew when to cut his
What bargain? asked Tonner, helplessly. losses. Dont touch the lute! he cried. I decree that it
She has agreed to waive the yearly tribute of will hang on the wall of the inn from now on, as a re-
knights A choking sound escaped Spieler. Alain smiled minder of this historic day. And now raise your glasses
graciously. Yes, it took some diplomacy. I can see why once more, my friends. To the dragonand to our good
you wanted someone from the capital for this undertak- fortune!
ing. She has agreed, as I say, to accept other sustenance, Away deep in the night, the dragon heard their merry-
which the villagers will supplya matter of two or three making and roared in answer, flame streaking the sky like
cows a month, no more. To make things easier on every- a falling star. Then, content, she went back to the task of
one, she will take up residence in the town square. gathering her hundred eggs for the move into town.
Forum AD&D game for the past six years: alignment. realize the impracticality of this. To convert
Continued from page 46 The alignments are all easily understood except someone would be hard enough, but those that
This leaves two arguments against for lawful good. we fought in the temple were assassins and evil
multiclassed characters: splitting up the Recently, my gaming group started a new priests. Conversion is impossible, pure and
experience points (XPs) between two classes, AD&D 2nd Edition campaign. I rolled up a simple. Justice must be carried out to be
and level limits. The XPs issue appears to be an paladin. Everything was fine and dandy until we effective. When one breaks a law, one must pay
equalizer to the untrained eye, but a little did some adventuring in an evil temple. The the price. My characters actions were good
scrutiny shows us that, in AD&D 2nd Edition trouble began when we were fighting some evil because he was eradicating evil and making the
games, XP ranges double from level to level acolytes and assassins. My DM uses the Death's world a better place.
Therefore, a character with half the XP of Door rule for NPCs and monsters. After From everything that I have been able to read
another will be only one level lower-a small combat, while the evil humans moaned as they on the subject, lawful good has been defined as
price to pay for nearly double the power! Levels bled to death, my DM asked, What do you do? the greatest good for the greatest number, while
fall behind only when there is a constant rate My response was the one I thought most minimizing harm. This is taken from John
given for XP, around name level in the old game. appropriate. With sword held high, I had my Stuart Mill. I see this philosophy more as neutral
By name level, however, very few new abilities paladin recite, Because of the blasphemy and good. If I followed this interpretation of lawful
are gained by any class. It actually helps to evil you have done, in the name of my church good, I would have surely been right.
serve as another equalizer, for about the time a and temple, I send you where you belong! With I will never believe that to play a lawful-good
single-classed character would reach 20th-level these words of justice, he then quickly finished character one must play stupidly. I hope
(recommended for ending a long-running them off. My DM looked at me queerly and said someone who has a good grasp on alignment
campaign), the multiclassed character will have (after my character had done this several times), can help me understand how to play a
reached its level limit. Now I ask, what kind of If you continue to do this, your paladins lawful-good character. By creating some
limit is that? powers will be revoked. What next followed discussion on this topic, one can perhaps
Two other quick points Id like to bring up on was a somewhat heated discussion that led to analyze peoples enjoyment of role-playing and
this topic are that: 1) XP bonuses can be given him saying, Your paladin should have bound provide a greater insight into the AD&D games
for both classes in a multiclassed combination, their wounds and brought them back to a complexities.
therefore effectively doubling the XP bonus for temple to convert them! This I found to be Nicholas Abruzzo
the multiclassed character; and 2) level limits ridiculous. Mind you, the party was in a Glendale Heights IL
are used to equate racial types, not multiclassed dungeon, not part of an army. If an army were
options. with us, we would have easily taken prisoners.
The quick solution to this is to allow kits, on a Not only was what he asked impractical, I found * indicates a product produced by a company other
par with those in the Complete Fighters it to be chaotic. By dragging around prisoners, than TSR, Inc. Most product names are trademarks
Handbook and perhaps a little less powerful for the party would have to worry about feeding owned by the companies publishing those products.
them, be at a disadvantage in combat, and very The use of the name of any product without mention
fighters, to single-class characters only. A brief
of its trademark status should not be construed as a
view of the kits shows that three bonus well risk the prisoners escaping and eventually challenge to such status.
nonweapon proficiencies and one small power attacking the party again. We were 1st-level
should be given strictly as a bonus, and any characters in an evil temple. Had I played the
other powers given would have equated way my DM wanted, my paladin surely would
hindrances to balance them. I hope to hear from have died.
many people on this issue, am I right or wrong? I justified my actions as being both lawful and
Thats for you to decide. good. They were lawful because my paladin was
Andy Shockney carrying out the justice of his church. In the Here it comes!
Ashland OH Middle Ages, when someone was thought of as a
witch, the church and royalty did not try to Wondering what TSR is about to do
I write this letter in the hope that serious convert them-they burned them. When one
next? Turn to “TSR Previews” in this
role-players can shed some light on the thing considers the possibility of conversion, one will
issue and find out!
that has caused me the most trouble in the
DRAGON 57
A-Train (Maxis)
62 NOVEMBER 1992
the patch, place it in the same subdirec- shelves along the southern wall. To solve tered by a crystal green hammer. Search
tory as the game, and run it. From that the bonus: First, remove all items from the the lower room on the map with all the
point on, youll find your game behaves shelves. Second, place the stone medallion illusory walls.
correctly. on the eastern shelf. Third, place the stone 4. Save all the polished shields.
What is truly amazing is the smooth, dagger on the center shelf. Finally, put the 5. Unless they are original members of
constant scrolling afforded you as you stone holy symbol on the western shelf. your party, dont divide the scrolls
move throughout the three-dimensional (Note: The items that need to be placed on amongst the party.
dungeon. Youll run, walk, and turn, all in the shelves activate the portals on the 6. Dont kill yourself at Khelbens
real time. The walls glide by as you run. north wall.) Three scrolls appear, one on request.
Youll fall, learn how to jump, and look for each shelf, and they provide additional 7. To advance a level of any member of
oddities in the normal construction of game clues. your party, dispel the left face twice. Enter
walls. Youll feel as though you are inside Level 9: On the wall of the gem-to- the room that will be revealed.
the Great Stygian Abyss. This adventure jewelled-key exchange room is the inscrip- 8. Use the sticky paper to keep the flying
will leave you wondering how other game tion: It is written, the key lies on the rings stationary.
entertainments can ever stack up against other side. Throw a dagger or key at the 9. The two coins you find must be made
the new standards Abyss sets for single- wall to reveal a secret room. In the room into one. Search the room where you find
character adventure games. This is an are three orbs of power. the shrunken giant.
adventure that PC/MS-DOS gamers have to A general clue: Watch your characters 10. Dispel the two magic triangles.
purchase right away for their systems, as experience points closely. Save the game 11. Before facing Dran, cast all prepara-
long as they have the hardware and mem- just before your characters are ready to tory spells, then give everyone weapons,
ory needed to run the program. This game advance. If they gain only a few hit points even your mages. Magic is useless against
requires a 386 or 486 system with at least for advancing, load the game from the last him.
2MB of RAM plus an expanded memory save game, and try again. 12. The key to defeating Dran is dodg-
manager, a hard drive, and a VGA graphics Captain Alan T. Statham ing, then striking.
card. Music and sound effects require a Fort Benning GA Tim Bryant
combination of Roland, AdLib, Sound Fremont CA
Blaster, or other compatible sound board. Eye of the Beholder II (SSI, all
computers) Frederik Pohls Gateway (Legend,
Clue corner 1. In order to open the door in the room PC/MS-DOS)
with the nine pressure plates, form an X. 1. In order to go on a mission, you must
Eye of the Beholder (SSI, all computers) 2. To please the six greedy mouths, be get a blue badge. To get this badge, make
Here are the solutions for seven of the sure you have: rotten food, a cursed weap- certain you attend a ship-handling class at
special quests: on, a mantis statue, a potion, a red gem, 1500 hours (3:00 P.M.). It is held in Room
Level 1: Place a dagger on the shelf after and five rocks. T20 on Level Tanya. You must wait until
removing the Armor and Bless scrolls. 3. The crystal green door can be shat- 1500 hours. Then, read Hectors lecture
Remove the dagger and notice that it has
changed shape. Your new dagger destroys
any monsters on the first level with a
single hit.
Level 2: There are four dagger inscrip-
tions on the walls in this level. Press a
dagger into each and receive food and a
potion of extra healing.
Level 3: First, place the four blue gems
into the left eye of the face inscriptions in
the alcoves. After the four gems are
placed, the eye color changes and secret
passages are revealed. Removing the left
gem from all the faces completes the
quest. Your party receives potions of giant
strength and extra healing.
Level 4: Enter the level via the north
ladder on level 3. After dealing with
Taghor the wounded dwarf, push the
retreating wall until the dwarven key is
found. Exit the area to the north, then
immediately travel east until you see a
chain set in the wall. Pulling the chain
completes this quest, and your party re-
ceives extra XP.
Level 5: In the dwarven hall, find the
pantry. Place at least six food packages on
the pantry shelf to complete the quest. Use
the smaller food packages, because this
special quest converts them into larger
food packages.
Level 6: Place the kenku eggs in the
nest. There are 10 eggs. Throwing one of
the eggs against the back wall reveals a
secret room. In the room is a +5 halberd!
Level 7: Go to the room where there are
many portal entrances. There are three
DRAGON 63
and you’ll get your badge. The next morn- Fellowship funds. Be wary, as there are Ultima Underworld: The Stygian
ing, this badge gets you past the agent and drakes and dragons in large number, Abyss (Origin, PC/MS- DOS)
the sentry at the hangar entrance. Afterward, return with the chest to Batlin 1. Offer the insane one on level three
2. At the secretary’s desk in the Corpora- and you will be inducted. some food for the Taper of Sacrifice.
tion Offices is a magazine you need. To get 5. In Moonglow, get the orrery from 2. Continuously flatter the green goblin
this publication, you need the rose from Nelson (you’ll need Addom’s crystal). In king, Vernix.
the hydroponics tray at Central Park. Give New Maginica, visit Alagner and talk to 3. Don’t throw out worn weapons, as
the rose to the secretary! Boris and Magenta to retrieve the locket, they can be used to batter down doors for
3. Maintenance robots can be very help- In Empath Abbey, be careful—one of the which you don’t have a key. Either that, or
ful, especially if you want to take a gun monks is a fake. attain fifth level and cast Ex Ylem.
from the armory. Don’t forget, though, 6. To visit Skara Brae, go to the ferry 4. “Click” is no, and “sseth” is yes. Try
that these robots dump found trash two dock and cast Seance (you can’t talk to the “bica” when greeting a lizardman.
hours later. Ferryman without it). Travel to Skara Brae 5. On the fourth level, there is a knight
Courtesy of Accolade and speak with all the ghosts. To save the known as Meredith who can improve your
town, you must first take the music box bowmanship.
Might and Magic III (New World Com- from the smithy and show it to Rowena. 6. Also on the fourth level, a troll who
puting, PC/MS-DOS) Then her husband can make the Soul guards a small treasure chamber might be
1. Use the Mass Distortion spell to kill a Cage. Get a mandrak potion from Madame interested in one of the red gems you
Dragon Lord—it divides his hit points by Mordra and take it, a red potion, and a found.
two. black potion to Caine the alchemist. He’ll 7. The Talisman on level six is the Book
2. When you give an Ultimate Power give you instructions on how to mix them. of Honesty, located in the northeast sec-
Orb to a king, he awards you with one At midnight, trap Horance the Liche in the tion in a key-shaped room near flowing
million experience points. It doesn’t matter Cage and use the potion on him. He’ll water. Look high for this one.
how many orbs you give him, he gives you revert to ghost form and tell you how to The Lessers
only one million. put the ghosts of the town to rest. Last,
3. When you see the holographic face, you may wish to collect the three magic Battletech: The Crescent Hawks
type in the numbers of your destiny. axes from Skara Brae (two at the Dark Inception (Infocom, PC/MS-DOS)
Sam Carter Tower, one in a house). 1. The correct code to activate the Hy-
Ontara CA 7. To speak with the Time Lord, you perpulse is as follows: Achernar, Kathil,
must take the following steps: Get a smoke Ryerson, Summer, Skye, Benjamin, Pesht.
Ultima VII: The Black Gate (Origin, bomb from Taylor; use it to get honey 2. If you would like a powerful ’Mech
PC/MS-DOS) from Bee Cave; visit the emps at 54N, 7E, that doesn’t have a heat problem, try this.
1. At the start of the game, quickly com- and then go visit Ben the logger (who lives Salvage a Locust from a battle and modify
plete your investigation in Trinsic. Then, just SW of Iolo’s Hut); get a whistle from it twice. This gives you a ’Mech with a
head for Britain. On the way through the emps, and use it at Wisp Castle (46N, movement rate of 7/11, a new engine to
Paws, you’ll learn of a theft. Feridwyn’s 13W); visit Alagner and ask for his note- repair any engine hits, three medium
son Garitt is the culprit, but he will at- book (you’ll need to visit Caine at Skara lasers, and two small lasers. This ’Mech
tempt to frame Tobias. Talk to Morfin a Brae before Alagner gives you the key to has never generated enough heat to cause
second time to find out why. In Britain, be the storeroom where he keeps the note- a problem, even while running and firing
sure to pick up both Shamino (at Amber’s book); stack the crates in the storeroom to all five lasers.
house) and Sentri (at his training hall). access the second floor and pick up the 3. Modify your Commando only once.
Both are good additions to the party. Con- magic bow and arrows while you are This gives you three medium lasers and a
sider joining the Fellowship, then run the there; return to Wisp Castle, speak with missile launcher. If you modify it again,
errands for Miranda and Lord British Xorinia, then teleport to the Time Lord you replace the missiles with small lasers
(both of which take you to Cove). To play using the wisp’s instructions. and start generating enough heat to cause
Chuckles’ “game,” speak one-syllable 8. You may also include Tseramed of a shutdown.
words. Also, “borrow” the Virtue Stones Yew or Katrina of New Maginica in your Wayne Brown
from the Royal Museum. adventuring band. Ambrosia and the cad- Memphis TN
2. In Cove, visit Nastassia and pick up delite are at 74N, 187E; there is also a
Jaana. Lord Heather will happily sign the magical helm, sword, a ring of protection, That’s all for this month. For the next
bill from Miranda and Rudyom can lecture and a ring of invisibility on the island. two or three columns, we’ll publish more
on blackrock. In Minoc, complete Batlin’s North of Cove is a cyclops’ cave with magi- short reviews to cover the huge number
orders by visiting Lady Elynor and ask cal leggings, a magical shield, a ring of of games now available. Don’t forget—
Julia to join the group. You’ll discover two regeneration, and a lightning wand. There those letters helping all the other gamers
more murders while in town, both at is a magical carpet inside the dungeon with their quests are important, so please
William’s mill. You may wish to visit the Despise. Inside a dead cat next to Nastas- mail them to us at: The Clue Corner, c/o
Minoc Mines as well. There are many vials sia’s house in Cove is a dead rat, and inside The Lessers, 521 Czerny Street, Tracy CA
of snake venom there that may be stolen the rat is a ring of regeneration. There is a 95376. When you help others, you help
for several hundred gold pieces. Borrow- talking horse in the Deep Forest, a talking yourself as others will respond when you
ing a scroll from Karl may be useful in mouse in the castle of Lord British, and a are in need of game advice. Until next
deflating Owen’s ego. talking unicorn in Destard. Take the month, game on!
3. Your next journey should be to Jhe- moongates to the Sphere Generator in
lom, in the Valorian Isles. To help save Despise in the following order: red, blue,
Sprellic, offer to be his champion and then blue, red. Lastly, if you are in search of What’s your opinion?
have Kliftin sew a new Honor Flag so as to weapons for your characters, you may
avoid combat with the warriors of the talk to farmer Mack about aliens and learn What is the future direction of role-
Library of Scars. Dupre is in town and will of his hoe of destruction, and search the playing games? What problems do you
join your group. Also, there is a cave that caves south of Serpent’s hold for the key have with your role-playing campaign?
you may wish to investigate southwest to Sir Richter’s army of magic. Turn to this issue’s “Forum” and see
of Jhelom. Don Isakk what others think—then tell us what
4. To join the Fellowship, you need to Seattle WA you think!
journey to Destard and find a chest of
64 NOVEMBER 1992
BATTLECON 92, Nov. 14-15 CA
This convention will be held at the Fabulous
Inn on Hotel Circle in San Diego, Calif. Events
include games and tournaments based on World
War II. Registration: $10/weekend preregistered
or $6/day; $15/weekend or $8/day at the door.
Dealers are welcome. Write to: Dan Huffman, c/o
Trags Distributing, 3023 Hancock St., Suite C, San
Diego CA 92110; or call: (619) 688-1156.
DRAGON 67
SAGA I, Nov. 20-22 LA GOBBLECON 92, Nov. 28 PA CONSTITUTION 93, Jan. 29-31 VA
This convention will be held at the Airport This convention will be held at the Wind Gap This convention will be held at the Quality
Sheraton Inn in Metairie, La. Events include Fire Hall in Wind Gap, Pa. Events include role- Hotel in Arlington, Va. Guests include Jay Tum-
gaming, a scavenger hunt, costume and minia- playing and miniatures games, demos, and melson. Activities include RPGA Network
tures contests, videos, and a dealers room. RPGA Network games. Other activities include events and role-playing games. Registration:
Registration: $15 at the door. Call Wargames & prizes for top players and a dealers area. Food $10/preregistered or $15/at the door. Preregis-
Fantasy at: (504) 734-1953; or Richard Wilson: will be available on-site. Registration: $7 before tration is strongly recommended. Write to:
(504) 835-6505. Nov. 16; $10 thereafter. Event tickets are $1 CONSTITUTION, 1737 Seaton St. NW, Washing
each. Send a long SASE to: GOBBLECON, c/o 118 ton DC 20009; or call James at: (202) 986-7904.
GROUND ZERO, Nov. 21-22 MD S. Broadway, Wind Gap PA 18091; or call Mike:
This convention will be held at the Holiday (215) 863-5178. No collect calls, please. PANDEMONIUM 10, Jan. 30-31
Inn-Chesapeake House in Aberdeen, Md. Events This convention will be held at the Ryerson
include role-playing, board, and miniatures CONCOCTION 92, Dec. 4-6 NJ Hub Cafeteria in Toronto, Ontario. Activities
games, with dealers and a game auction. Regis- This convention will be held at the Quality Inn include over 100 events, two auctions, dealers,
tration: $12 at the door. Write to: GROUND in Atlantic City, N.J. Events include RPGA plus RPGA Network games. Prizes will be
ZERO, c/o The Strategic Castle, 114 N. Toll Gate Network events, with other role-playing, board, awarded to tournament winners. Write to:
Rd., Bel Air MD 21014; or call: (410) 638-2400. and miniatures games; a game auction; and PANDEMONIUM, c/o 17b Wales Ave., Toronto
dealers. Registration: $17/weekend preregis- ON, CANADA M5T 152; or call: (416) 597-1934.
WARPCON 92, Nov. 21-22 MI tered; $20/weekend at the door. Write to: CON-
This convention will be held in Sangren Hall COCTION 92, P.O. Box 222, Oceanville NJ 08231;
on the campus of Western Michigan University or call: (609) 272-1157. Important: To ensure that your convention
in Kalamazoo, Mich. Events include role-playing listing makes it into our files, enclose a
and miniatures games, with a miniatures contest GAMEFEST 92 PART III, Dec. 4-6 IL self-addressed stamped postcard with your
and a movie room. Dealers and GMs are wel- This convention will be held at Friends Hobby first convention notice, which we will return
come. Registration: $5/weekend or $3/day. Write Shop in Waukegan, Ill. Events include minia- to notify you that your notice was received.
to: Western Area Role-players, Fuance 2040, tures, role-playing, and board games. Write to: You might also send a second notice one
Mailbox #47, W. Michigan Univ., Kalamazoo MI Friends Hobby, 1411 Washington, Waukegan IL week after mailing the first. Mail your listing
49008; or call Jeff: (616) 387-9783. 60085; or call: (708) 336-0790. as early as possible, and always keep us
informed of any changes. Please avoid
COCOACON 92, Nov. 27-29 PA PALACON 92, Dec. 28-30 KY sending convention notices by fax, as this
This convention will be held at the Harrisburg This convention will be held at the Laser Chase method has not proved to be reliable.
Marriott in Harrisburg, Pa. Events include in Louisville, Ky. Events include role-playing, board,
RPGA Network events, with role-playing and and miniatures games, with prizes, vendors, and
miniatures games, a miniatures-painting contest, open gaming. Registration: $20. Write to: The
a dealers area, and open gaming. Registration: Paladin Group, 721 N. Hite Ave. #3, Louisville KY
$13/weekend at the door. Single-day rates vary. 40206; or call: (502) 893-8953.
Write to: COCOACON, 210 S. Grant St., Palmyra
PA 17078; or call evenings: (717) 838-9502.
68 NOVEMBER 1992
by Stephen E. Schend
®
HE MARVEL -PHILE
TM
ANTRO
F EX(20) Health: 120
A RM(30)
S IN(40) Karma: 22
E RM(30)
R TY(6) Resources: EX (20)
I TY(6)
P GD(10) Popularity: –10
KNOWN POWERS:
Arachnid Armor: All evidence seems to
suggest that Antro’s powers are derived
from his armor. Though all its abilities
may not have been exhibited, the armor is
equipped with these known abilities:
—Acid jets: With a range of three areas,
Antro can “spit” Remarkable (30) strength
acid from the mandibles on his helmet.
—Body armor: Antro’s armor provides
him with Remarkable (30) protection from
physical and Force attacks and gives Excel-
lent (20) protection from energy attacks.
—Teleportation “Trapdoor effect”: Antro
is able to generate Amazing (50) rank
teleportation fields with his armor that
can cover up to one entire area, teleport-
ing everything within that area to a men-
tally chosen location within 20 areas. He
also can choose to isolate his “trapdoors”
around himself or a single target, teleport-
ing the target to desired locations.
—Wall-crawling: Antro’s armor contains
microsuction pads on the hands and feet,
allowing him to stick to vertical surfaces
with Excellent (20) ability.
—Web-shooting: Antro’s wrist cannons
shoot webbing to a range of three areas;
Color by Stephen Sullivan
DRAGON 71
the webbing has Excellent (20) material durance ranks need a Yellow result; and the initiative, but is content to wait for
strength and sticks to targets and surfaces those with Endurance ranks below Re- orders and directions from his allies and
with an Excellent (20) strength adhesive. markable require a Red result to avoid employers. He has a brutal fighting style,
paralysis and death in 1d4 +2 rounds. more like a barroom brawler than a train-
TALENTS: None revealed. ed fighter.
TALENTS: Martial Arts A and B, As with the others, Therak is employ-
ROLE-PLAYING NOTES: Leadership. able as a part of Deathweb, but he can be
Given the amazing abilities of his armor, altered slightly within game campaigns.
Antro is rather arrogant and overconfi- ROLE-PLAYING NOTES: Given his similarities to Wonder Man’s
dent in combat. However, he loses control Arachne is a woman with an attitude. powers (ionic energy), Therak could be set
of a situation (and his temper) quickly if She is focused on her targets, shows no up as a henchman for Baron Zemo II,
bested and is quick to blame others for his remorse in killing, and enjoys taunting her having been changed along with Vermin to
mistakes. He’s the perfect bully—tough enemies and prolonging their suffering. become one of the newest Masters of Evil
and brave when he has the upper hand, Cool but vicious, she’s the unofficial field or something similar. (There’s no proof,
but quick to lose his nerve when the battle leader of Deathweb. but the Baron could have easily designed
starts to turn. This Chinese-American the rest of Deathweb’s equipment, given
supervillain and the rest of Deathweb THERAK his penchant for technology and mayhem.
seem to operate on a freelance basis, and F EX(20) Health: 176 Besides, both Barons Zemo liked nothing
as such are available for hire by the arch- A TY(6) more than to frustrate the Avengers, no
nemesis of any given MARVEL SUPER S MN(75) Karma: 18 matter what coast they were on!)
HEROES™ (MSH) game heroes. E MN(75)
R TY(6) Resources: EX(20) HISTORY:
ARACHNE I TY(6) Soon after the announcement by New
F RM(30) Health: 80 P TY(6) Popularity: –10 York’s Globe-Recorder newspaper that
A EX(20) they would expose one of the presidential
S GD(10) Karma: 26 KNOWN POWERS: candidates as having ties with organized
E EX(20) Hybrid form: Of all the members of crime, people began to show up dead.
R TY(6) Resources: EX (20) Deathweb, Therak is the most spiderlike. Henry Drummond, the lawyer for the
I GD(10) His body is covered in a chitinous cara- Globe, was murdered in his west coast
P GD(10) Popularity: –10 pace that resembles the shell-like skin of office; his neck was broken, and he was
some spiders; his eight limbs (two legs, six stuck to the wall with what appeared to be
KNOWN POWERS: arms) have also changed to less human a spider’s web. The next day, just as a
None; Arachne’s abilities seem to be proportions, with the arms ending in four- press conference to reveal the candidate’s
equipment-oriented or derived from tal- digit grasping claws and his feet growing name was starting, Walt Weston, the pa-
ents such as martial arts. two toe claws for grip and stability. per’s source of the information, died from
Therak’s head has also become spiderlike, an injection of poisonous spider-venom
EQUIPMENT: and his eyes glow an opaque red that hints into his neck. Peter Parker was present at
Arm spikes: Arachne wears an Excellent at his powers being ionic in nature. the conference, having been flown out to
(20) material-strength arm spike on each Therak’s powerful body provides him with the west coast to follow up on the story.
arm that is connected to supplemental the following powers: The Liberty Party’s presidential nomina-
cartridges to provide the following effects: —Additional limbs (arms): Therak has six tion convention was heavily attended due
Venom injections: Arachne’s spikes can arms capable of attacking opponents, to the furor over the murders, and the
deliver direct injections of poisonous ven- though he cannot attack more than two Avengers West Coast were on hand for
om into a victim’s body. Her venom injec- targets at once. Separate attacks (and added protection for the candidate, one
tions are of Incredible (40) intensity and separate damage) are not rolled, but Michael Galvan. As Galvan took the podi-
can kill anyone in three to six (1d4 +2) Therak’s Fighting score increases by +1CS um, the lights went out. After a minor
rounds who fails an Endurance FEAT roll. for each arm beyond one for an attack on fracas with Spider-Man, the Avengers
Those victims with Amazing or greater a character (to a maximum of Incredible). came into conflict with Deathweb. Despite
Endurance need a green Endurance FEAT Therak’s altered body structure only al- being outnumbered two-to-one, Deathweb
roll; those with Endurance ranks of In- lows a maximum of four arms to be used fought ferociously and managed to injure
credible need a Yellow result; and those against one target. If two targets are at- both the U.S. Agent and Hawkeye seri-
with Endurance ranks below Incredible tacked at once, Therak’s Fighting score has ously. With the impromptu appearance of
need a Red result to take only 10 points of a maximum of Excellent for either attack. Rachel, Spider-Woman’s daughter,
damage. Failure indicates death in the time —Body armor: Therak’s chitinous cover- Deathweb kidnapped her as a hostage and
noted unless other measures are taken ing provides Amazing (50) protection from made good their escape.
(healing powers, antidote, etc.). The ven- physical or Force attacks and Incredible In order to find her daughter, Spider-
om causes severe swelling of the tissues at (40) protection from energy attacks. Woman got in touch with Mike Clemson,
the injection point. her government contact. Clemson work-
Venom webs: Arachne also can shoot TALENTS: None revealed. ing in secret with a mysterious power
venom-coated webbing up to two areas group known as the Conclave, was secret-
away. The web venom is a paralytic agent ROLE-PLAYING NOTES ly in league with the Manipulator and
of Remarkable (30) rank that can kill by Therak only whispers when he speaks: Deathweb. When Spider-Woman found
paralyzing all the victim’s muscles if the due to the radical changes in his body Clemson, she also found Deathweb and
victim fails an Endurance FEAT roll (heart structure, it may be too difficult or too the Manipulator. Spider-Man followed her
and respiratory failure are the causes of painful for him to speak in a normal voice. to this location, but found himself in a
death). Those victims with Endurance What little he has said indicates he is a fight for his life—Spider-Woman was
ranks of Incredible or greater need a very bitter, angry person who takes out forced to attack him to save Rachel as the
Green result; those with Remarkable En- his pain on others. He is not one to take girl was Arachne’s hostage.
72 NOVEMBER 1992
stage and under guard by the Avengers, The MARVEL-Phile’s Marvel characters and the distinctive
Deathweb fled the warehouse where the names and likenesses thereof are trademarks of Marvel
two arachnid-based heroes were fighting he called for an end to the “fear and Entertainment Group. Inc. and are used with permission.
as the place was about to explode. Mike lawless terror we witnessed here tonight: Copyright ©1992 Marvel Entertainment Group, Inc. All
Rights Reserved.
Clemson also escaped, vowing vengeance then called for the immediate execution of
on Spider-Woman before disappearing into Deathweb. Lambert even went so far as to
the night. Spider-Man and Spider-Woman order the Avengers to “be the Avengers
escaped from the rubble of the warehouse you are in name and let swift justice be
and freed Rachel, who was left locked up done to these butchers!” Despite his claim
in a trailer park. They arrived at the Lib- that he wasn’t afraid of Deathweb, Lam-
erty Party’s convention that night in time bert faltered when Arachne told the
to turn Rachel over to her father, Larry crowd that their orders were to kill
Carpenter, and to see Deathweb teleport Galvan and anyone else in the way but
onto the stage and murder Galvan. The they were strictly told not to hurt Lam-
disguised Avengers, not showing them- bert. Lambert’s nervous, cagey response
selves until Rachel was safe, quickly dis- provided all the answers the crowd need-
patched Deathweb. While the Manipulator ed. Despite his denial, Lambert’s appear-
made his getaway, he encountered Rachel ance of guilt buried him politically.
and Carpenter; seeking to prevent the Deathweb’s current status is unknown,
girl’s kidnapping, Larry resisted the Ma- but it is assumed they are currently being
nipulator and was killed by the villain. held for trial on at least three counts of
Spider-Woman stopped the Manipulator murder. Therak should be held in the
from taking Rachel, but he escaped. Vault, and Arachne’s and Antro’s equip- Does your computer
Inside the Hollywood Bowl at the con- ment most likely has been confiscated by ever byte back?
vention, Galvan’s running mate, the unas- the authorities. The Manipulator is cur-
suming and unknown Wilson Lambert, rently at large, as are the Conclave and To learn more about the hottest fantasy
took the podium and began to talk to the Mike Clemson. Whether they will be seen and science-fiction computer games,
crowd of “law and order,” using Galvan’s anytime soon depends on Marvel Comics turn to “The Role of Computers” in this
minutes-old murder to accentuate his or your MSH campaign Judge! issue!
points. With Deathweb still tied up on
74 NOVEMBER 1992
DRAGON 75
Artwork by Tom Baxa
76
Kruel
CLIMATE/TERRAIN: Temperate/Forests, hills, rural
FREQUENCY: Rare
ORGANIZATION: Group
ACTIVITY CYCLE: Any
DIET: Omnivore
INTELLIGENCE: Very
TREASURE: Wx½
ALIGNMENT: Chaotic evil (neutral)
NO. APPEARING: 2-5
ARMOR CLASS: 4
MOVEMENT: 15
HIT DICE: 1+8
THAC0: 19
NO. OF ATTACKS: 2
DAMAGE/ATTACK: ld4 +4/1d4 (see text)
SPECIAL ATTACKS: Missiles, set fires
SPECIAL DEFENSES: Resist fire, evade blows, minor
spells
MAGIC RESISTANCE: 10%
SIZE: M (5 tall)
MORALE: Steady (11)
XP VALUE: 270
These creatures were once good sylvan folk, but some great evil
blighted their race and gained them their new name. They re-
portedly still have dealings with pixies and some wood elves,
and it is known that they do not wantonly destroy woodlands over much too quickly. They often use their magical abilities to
with their powers, so perhaps some traces of their original na- frighten or attack passing travelers, especially the seemingly
ture remain. Even so, kruels are now undoubtedly evil and helpless. A captive is sometimes taken for torture; victims are
spiteful monsters in most respects, and they cause much suffer- not always killed, but few recover completely from the experi-
ing in rural communities. They speak Common and a smatter- ence. Kruels roam far from their lairs in search of an evenings
ing of woodland tongues. entertainment. Like most faerie-kin, they are unpredictable
Kruels appear as sharp-featured elves from the waist up, with and may consistently raid a distant farm, ignoring one close at
long bony fingers, large cowlike ears, and eyes that are (except hand.
for the pupil) startlingly blood-red. Their legs are birdlike and Their preferred lairs are woodland caves, always difficult to
green scaled. They prefer bright green, lilac, and scarlet garb, find, where they keep their treasure in individual caches. They
also wearing tall hats, each set off with a red feather. live in small groups that split up or change members with other
groups of kruels on a random basis. Mating is infrequent and
Combat: Kruels fight only the apparently weak, preferring to results in a clutch of eggs that take a few weeks (and a fair
harass more powerful opponents from a distance. Any pebble amount of heat) to hatch, whereupon the young kruels grow to
they hurl becomes magically empowered for that round, burn- adulthood within a year or two. There is a 20% chance that a
ing like a red-hot coal. They can throw two pebbles a round at group will have a pyrolisk as a pet, as they get along well with
+2 to hit, at a range of 40 yards (no range penalties apply). The such creatures. This and their form may indicate some distant
stones cause 1-4 hp damage if they hit. The stones will ignite kinship between the two species.
combustibles (item saving throws vs. normal fire are required)
but cease burning themselves after one round. Ecology: Kruels prey on others. They steal produce and live-
Kruels can use the spell flame blade at will, and they enter stock from farms and goods from travelers when they can,
melee with this spell and a dagger, striking once per round with otherwise hunting small animals and gathering nuts and berries
each with no penalty. They are quick, agile, and unpredictable in the forest. It is thought they trade with unscrupulous crea-
in combat; if they win initiative, they have a 30% chance that tures for the things they cannot plunder. They enjoy finery but
round to evade each blow struck at them that would have produce nothing of worth themselves.
otherwise hit, regardless of the attackers roll. Farmers and villagers in regions frequented by these crea-
Kruels can cast both cantrip and alter self twice per day at the tures would be overjoyed if adventurers sought out and slew
1st level of magic use, but since their eyes retain their distinc- kruels for body parts that were vital components in some spell
tive coloration in any form, the latter power is commonly used or potion, but so far no use has been found for them.
for escape (flying or swimming) rather than disguise. They nat-
urally resist fire as the spell, and they are intelligent enough to
take advantage of this in combat if the situation permits.
The laziest of the great cats, and also one of the most successful
because of its magical method of attack, is the pardal. Of about
the same size and build as a jaguar, its claws and teeth are dals chosen victim cannot be freed from this spell without the
smaller and less prominent, and its coloration is exactly the op- intervention of dispel magic or stronger spells.
posite of that animal; smoothly black all over with a rich speck- Conversely, the violence of the pardals attack on its victim re-
ling of tan or orange spots. leases all other nearby creatures from its hypnotic pattern. Oth-
er effects, such as loud sounds or flashes of light, the
Combat: The pardal is neither an accomplished stalker, nor a appearance of a larger predator, or the wounding of animals
powerful fighter able to take down prey by the strength of its besides the one chosen as prey (all of which could occur natu-
limbs. On the hunt, it behaves as if success were a foregone rally or at the intervention of adventurers) will also break the
conclusionas if it had no fear that the prey would flee, fight hypnotic effect of the pardals spots. While creatures with an
back, or in any way make the life of the pardal difficult. Intelligence of 2 or higher are likely to learn to avoid an ap-
When it is hungry, it merely wanders about looking for any proaching pardal no matter how inoffensive it appears, the
suitable game; a group of monkeys or pigs will do, but some- memory of a pardal attack rapidly fades in the minds of crea-
times so will other predators like wild dogs or wolves. Then, tures with animal Intelligence (INT 1), so that it can usually prey
without any pretense of stealth, it ambles towards the prey in a on the same herd within a few weeks of a previous attack.
nonthreatening manner that the victims are likely to interpret As a result of the ease with which it gets it meals, the pardal is
as disinterest. As the pardals muscles neednt be as finely tuned found to be exceptionally weak for its size if forced into combat.
as those of a normal predator, it tends to look less threatening It is physically weaker than other great cats and cannot employ
than most; with its belly hanging loosely beneath it, it may even its hind claws to rake prey. Given a choice, the pardal flees from
appear to have fed recently when it is actually at its hungriest, persistent attackers, not being used to resistance from those it
especially when viewed by the more stupid herbivores. hunts. Moreover, its hypnotic powers operate only when it is
If it can get within 30 of its prey, any creatures within that hungry, so attacking a sated pardal is an even easier proposition.
range who look at the pardal, even at a glance, notice that the Not only does the pardal employ hypnotic effects offensively,
spots on the pardals fur are not fixedthey flow over the black but it is also immune to outside illusions and charms. Hold,
background in such as way as to produce a hypnotic pattern charm, and hypnotism- based spells have no effect whatsoever
spell effect on all who fail a save vs. spells. This effect lasts for 2- on pardals, and it is totally immune to visual illusions such as
5 rounds or until something drastically changes the situation phantasmal force. Spells that target illusions at other senses
within the group of hypnotized creatures. have better effects. Instead of being immune to improved phan-
Once a suitable group stands fascinated by the spell, the par- tasmal force spells, a pardal saves against them at +6; it saves at
da1 selects a single target, usually the best eating of the lot, then +4 against spectral force spells, and it has no defenses against
advances to stare it straight in the face. To one already affected any illusions having no visual component at all, suffering a 2
by the first spell, the pardals golden eyes seem to spin crazily in penalty on its saves against these spells.
their black sockets, an effect that causes the prey to be trans-
fixed as by a hold monster spell, unless the victim makes a save Habitat/Society: Just as the jaguar does, the pardal spends
vs. spells (no penalties or bonuses apply). The holding power of much of its time among the branches of trees; unlike its cousin,
its eyes is stronger than the hypnotic effect of its fur, and causes most of this time is spent napping, with relaxation only occa-
a victim to stay rooted to the spot even as the pardal kills and sionally interrupted by the need to hunt for prey (and that re-
devours it. As with the wizardly versions of this spell, the par- quires little effort itself). A pardal is not territorial and will let
©
1992 TSR, Inc. All Rights Reserved. DRAGON 79
other predators, including others of its own kind, share its Unfortunately for those trying to make a profit from selling
range unless there is not game enough for two (in which case it pardal parts, the holding powers of its eyes are lost immediately
will either kill the interloper when next it gets hungry, or simply upon its death, nor can the mere wearing of a pardal hide robe
leave to find more suitable accommodations). confer magical benefits on the wearer. The hide is still quite
Pardals are solitary animals, seeking the company of their valuable to mages, who are likely to pay up to 2,000 gp for one
kind only to mate. The lair of a female (50% of the population) in perfect condition as the primary component of a robe of scin-
sometimes has a single cub resident, but as they mate only rare- tillating colors, or of other magical items endowed with hypno-
ly the lair will be solely inhabited 75% of the time. A young par- tizing powers.
dal takes two years to mature, and during that time it can only A live pardal might be worth up to 4,000 gp, as a creature
use the hypnotic tricks of an adult inexpertly (all victims saves immune to most of the standard ways of capturing live animals
are made at +4), but as a single adult pardal can hunt as easily (such as charm monster or hold monster spells) is rarely seen in
for two as for one, this is not a major drawback for the cub. zoos or menageries. Because of their laziness, adults can also be
tamed rather easily, to the same extent as a house cat (assuming
Ecology: Pardals are at the top of the food chain in the areas that the trainer is immune to their magical powers). However,
they inhabit, as even other predators fall prey to their special they cannot be fully domesticated or trained to attack on com-
powers. Unlike other great cats, the population of pardals does mand; they can become an interesting ornament in a wizards
not increase and decrease along with that of game around it; lair, but they would serve little purpose carried along with a
only a marked drop in all game in a region would threaten their group of adventurers.
food supply, so the pressure to exploit times of bounty is not
strong in them. ©1992 TSR, Inc. All Rights Reserved.
80 NOVEMBER 1992
by Tanith Tyrr
Artwork by Scott Rosema
86 NOVEMBER 1992
©
1992 by Allen Varney
88 NOVEMBER 1992
Illustrators: Jeff Laubenstein, Joel Biske, I applaud this flexibility and wish more
The next cyberpunk game had been Jim Nelson, Janet Aulisio, Dana game systems endorsed the idea. (My own
[the SHADOWRUN* game] by FASA Knutson, Tim Bradstreet, Mike Nielsen, SHADOWRUN GM should like this, too. I
Corporation. The mechanics of this Earl Geier, Dan Smith, Steve Venters, remember the plaintive way he said, Its
game were fine, but the scenario was and Duane Loose too hard to kill people!)
rendered moronic by lame fantasy The second edition also tinkers with
elements like orcs, dwarves, trolls, Friday morning, we stacked 200 copies magic and integrates the rules from the
magicians, and dragonsall highly on the table just before the dealers room Grimoire supplement. Dowd made many
ideologically incorrect, according to the opened, said FASA executive Sam Lewis at smaller changes and streamlined the rules
hard-edge, high-tech standards of cy- the 1992 GEN CON®/ORIGINS Game Fair. organization. And the second edition at
berpunk science fiction. No true cyber- The doors opened at 10, and this wall of last introduces an index! When I told my
punk fan could play this game without people raced down our aisle toward our fellow players this, they gasped in relief,
vomiting. table. They were running, shouting. Twen- as though burdens had been lifted from
Bruce Sterling, The Cyberpunk Bust ty seconds after the room opened, they their shoulders.
were three deep around our table, shout- Influence: The SHADOWRUN game
ing, waving money, taking four and five interests me not only for its rules and well-
Im sure we all thank Bruce Sterling for copies at a time from the stack, which we elaborated game background, but for its
sharing that with us. As one of the found- quickly pulled back behind the table. We effect on the role-playing field. For instance,
ers of the Movement of cyberpunk sci- sold all 200 copies in 12 minutes. the first editions stylish, art-heavy graphic
ence fiction, Sterling has judged, with The new, second edition of the approach raised the bar for every other
insight and sardonic humor, the doctrinal SHADOWRUN game sold all 500 hand- company that wants its products to look
purity of many works. I count myself bound copies that FASA was able to bring, sharp. More importantly, the SHADOWRUN
among his devotees. But, so far as I recall, and could easily have sold triple that. I game assured the ascendancy of campaign
I never once threw up during a SHADOW- didnt get one; I barely got to flip the pages background over rules, a trend that shows
RUN game. of the sole display copy. I have read only continued growth.
Does this confession put me beyond draft text posted on Scorpias Gaming From the hobbys earliest days, most
Sterlings pale? After long thought, I be- Roundtable on the GEnie computer net- RPGs have emphasized either rules or
lieve not. Thought, in fact, is the key. work. My fellow reviewer Rick Swan will world. As early as 1975, you could buy
Movement writing began with fresh think- try to discuss the game at length in a later either the original D&D® game rules (no
ing, and its best writers (in contrast to column; for now, heres a brief preview. detailed world background at that time) or
many sci-fiberpunk imitators) are big Once over lightly: The original 1989 the old EMPIRE OF THE PETAL THRONE*
thinkers. They think hardsome say design has undergone less revision than game, a forgettable rules system (at least,
dangerousthoughts about techno-culture the second (or later) editions of other Ive forgotten it) based on M. A. R. Barkers
shock, the global village, chaotic processes, games. The central premise, Where Man fascinating and immensely detailed world
mind-machine interfaces, malleable defini- Meets Magic and Machine, of course of Tekumel. In the late 1970s and early
tions of humanity and ethics, and (I nearly remains unchanged: In A.D. 2011, a long 80s we had, on one hand, dozens or hun-
forgot) sex, drugs, and rock n roll. Natu- natural cycle ends, as predicted by the dreds of rules systems with absent or
rally, Sterling would hope that works ancient Mayan calendar, and magic re- incidental settings; on the other, we had a
based on Movement ideas show the same turns to a world beset by social collapse lot of bad games based on media licenses,
thoughtfulness. and transformed by high technology. Now, as well as generic worlds or background
But good role-playing adventures, in my in 2053 (three years later than the first supplements like Columbia Games HARN*
view, have nothing to do with this kind of editions campaign time), an epidemic has line and the excellent Flying Buffalo City-
thinking. They have different priorities: wiped out the Orient, India, and other book series. To my mind, only the RUNE-
social interaction, clear goals for player areas that FASAs designers evidently didnt QUEST* game, in its first couple of
characters, conflict, and a colorful and well- want to worry about. North America has Chaosium editions, handled both rules and
developed setting where players can feel at been balkanized into several smaller na- world superbly.
home (if not at ease). Movement-style big tions, a common feature of many near- In the last six or eight years, the two
thinking doesnt help an adventure run future games. Computer hackers, or extremes have gradually met. In that time,
faster or smoother, and it may leave slow deckers, mentally travel the Matrix, a with the market apparently near satura-
players struggling with info burn. unified world information network. tion for new rules designs (at least those
If you want to think, read the authentic The returning magic works in both a unaccompanied by a major advertising
works of the Movement or of the larger Native American shamanic tradition and in push), a neat world background has be-
apocalypse culture that subsumed it a more wizardly hermetic fashion. It has come the chief ornament of most new
that trendy samizdat world of Mondo 2000 transformed one-tenth of humanity into games, even those with respectable me-
and bOING-bOING magazines, Mark Paul- elves, dwarves, orks, and trolls. (Lets see: chanics. Then, too, publishers newfound
ine videos, the Well, RE/Search Publica- Amerind totem magic, working by a Ma- cross-marketing savvy has led them to
tions, the Loompanics and Amok yan calendar, creates western European create games with high-concept back-
catalogues, the Beyond Cyberpunk hyper- mythical racesokay, got it.) With all its grounds suitable for licensing. TSR made
text stack, and the rest. marketing hooks, like gun-toting wizards the beachheads here, but FASAand in
If you want to play, however, forget all and corporate dragons and elven deckers, particular, the SHADOWRUN game
that and go for FASAs SHADOWRUN its no wonder the SHADOWRUN game showed that smaller companies could win
game. phenomenon inspires gamers to frenzy. big at it. I wonder what the second edition
The new editions principal changes come will show?
in the combat rules, which sets all weapons
SHADOWRUN* second-edition staging to 2 and revises firing rates, initia- SHADOWRUN sourcebooks
game tive, ballistic armor values, and dice pool What a stack! More than a lot of RPGs,
296-page hardcover book rules. Now the game master can set the but like any game that capitalizes on its
FASA $30 games lethality level either to the current campaign background, the SHADOWRUN
Design: Tom Dowd; first-edition design by mode, where characters in armored jackets game leans hard on its supplements. These
Bob Charrette, Paul Hume, and Tom can shrug off submachine-gun blasts, or to achieve uniformly high quality through
Dowd a deadlier style where even heavily ar- terrific covers and packaging, dense and
Cover: Larry Elmore mored characters must exercise prudence. meaty text, and stylelots of style.
DRAGON 89
Most game lines have style they havent published adventures. For this reason, if graphics, represents this hobbys state of
even used yet, and thats no compliment. no other, first-edition players need Paul the art. Christopher Kubasiks title novella
SHADOWRUN supplements use every style Humes The Grimoire, subtitled The Man- (or, as FASAs back-cover copy carefully
trick there is, and they occasionally go ual of Practical Thaumaturgy, 14th Edi- explains for the hard-of-thinking, his
overboard. For instance, take the early tion, 2050 (128 pages, $12). novella-length fiction piece) artfully
Street Samurai Catalog equipment supple- The books scope amazes me. On every conveys the visionary landscapes of cyber-
ment (116 pages, $12). The book is nomi- page, you find neat new ideas, always space in a tense and surprising story set
nally a pirated on-line copy of the Ares presented with a shrewd sense of playabil- entirely in the Matrix. And, in his Hacker
Arms/Wiremasters 2050 catalog of weap- ity in the campaign. Physical adepts, meta- House catalog, author Tom Dowd offers
ons, armor, accessories, cyberware, a magic, artificing rules (creation of spell dozens of visual motifs for programs that
couple of motorcycles, and the essential foci), elemental spell effects, sewer alliga- are basically identical in game terms; these
Firepower ammunition (page 35) that tor totem spirits, provocative Ordeal eight pages win me over. For example,
instantly became the default ammo in my rules for initiation into magic, metaplanar page 75: Friendly Puppy is a particularly
playing group. geography (a classier, more Jungian ap- annoying reveal program. . . . it creates a
Author Tom Dowd pioneered a creative proach than conventional AD&D® game small, horribly cute puppy that follows the
conceit for the Catalog: The deckers who planes), watcher spirits you can summon target [decker] around, yapping wildly for
read the pirated text annotate it with the to follow and insult a victim, free spirits attention. Gives you the shivers just think-
real skinny, rumors, or anecdotes that with True Names, toxic and insect sha- ing about it.
serve as adventure ideas. This lovely no- mans (ick!), magical groups like the Sister- Yes, the visuals make the gamebut the
tion combined atmosphere, campaign hood of Ariadne and Mitsuhama Research concept breaks it. How many players have
depth, and readability, and it quickly be- Unit 12all of these should provoke ideas ruefully told me that SHADOWRUN game
came a SHADOWRUN game standard. But for mage PCs and GMs alike. play halts when the decker comes online?
the recent ShadowTech equipment book I admire The Grimoires magic rules a lot For the next 15 minutes, everyone else
(120 pages, $15), written as straight rules for their flavor, range, and integrity. How- watches dully as the GM runs the decker
addressed to the player, also includes this ever, their learning curve strikes me as through the Matrix. Dowd says the decker
on-line kibitzing. In a word: Huh? Real- steep, their upper reaches open mainly to problem is no different from any other
life game and campaign world threaten to power gamers who study the subject as character going one-on-one with the GM to
become indistinguishable in the SHADOW- closely as real mages would. Still, few (for instance) contact an informant. I dis-
RUN game style. Careful, gang. works treat game magic with such authen- agree. As a decker, your entire conception,
The essentials: Those two equipment ticity, such awareness of the roles magic your reason for existence, inherently
books, Street Samurai Catalog and Sha- has played in society from ancient times to divorces you from the party. Youre a solo
dowTech, belong in any SHADOWRUN the presentand the future. act, supreme in one inaccessible environ-
game players library. The Catalogs goods Character books: These offer new ment and worthless elsewhere. Its a bad
figure prominently in many of the pub- rules and detailed explorations of one or character conception for social role-
lished adventures, and its extensive illus- more character types, such as The Gri- playing. The dry, complicated rules in
trations, samurai archetypes, and moire for mages. Rigger PCs, the ones Virtual Realities dont help, either; few of
cyberware rules enhance every campaign. equipped with jacks to drive vehicles them provoke adventure ideas as The
Though it lists fewer of the weapons mentally, also get a supplement, The Rig- Grimoire does. Friendly Puppies aside, this
players crave, ShadowTech gives better ger Black Book, as do PC journalists (Sha- book glorifies and enlarges the games
value for the money. It offers many dowbeat); I have not seen these. One that I greatest weakness.
advanced gadgets: bioware like the su- do have at hand is the decker book, Virtu- Location books: Any GM interested in
prathyroid gland and tailored phero- al Realities (157 pages, $15). more than a couple of one-shot SHADOW-
mones; bone lacing, cranial cyberdecks William Gibson created cyberspace in his RUN adventures inevitably needs one or
(price: up to five million nuyen), and other 1984 novel Neuromancer In other hands, more supplements describing its unique
cyberware; genetech like monoclonal and especially in role-playing games, it has campaign world. I have heard of many
antibodies and aging reversal; a Chemistry become both a defining element and a campaigns that use the games world back-
section with ACTH, DMSO, cyanide, atro- travesty of the sub-genre. As a decker, you ground without its rules, but never the
pine, blood substitute, and ruthenium mentally enter the computer network other way around. The backgrounds
polymers for camouflage suits; compli- called the Matrix. Here, you infiltrate sheer scope makes GM improvisation
cated new rules for bioware and nasty computer systems, depicted in cyberspace without supplements difficult; fortunately,
rules for drug addiction; and an important as pyramids, monoliths, and the like. Con- the support lines quality also renders it
reference section on the SHADOWRUN fronting another hacker or the dreaded IC unnecessary.
worlds legal system. (Intrusion Countermeasures), you see a The early Seattle Sourcebook (178 pages
Many games publish must-have equip- vivid attacking image, created either in with fold-out map, $15) expands spectacu-
ment books. Again, the SHADOWRUN your own software or by the network. You larly on the skimpy material included in
game surpasses the others with style. and your opponent fight using various the SHADOWRUN rulebook. Author Boy F.
ShadowTech author Karl Wu impressively software tricks, dramatized by software as Peterson takes a global view of its city,
rationalizes all these gadgets with plausi- blows, dodges, flame clouds, etc. Its like unlike the superb Night City Sourcebook
ble sciencehuman biology, chemistry, the movies Tron and Lawnmower Man. for R. Talsorians CYBERPUNK* game
genetics, materials science, and computer I like the cyberspace combat in the (reviewed in DRAGON® issue #185).
engineering. Hes a real polymath. His SHADOWRUN game (and in R. Talsorians Where the R. Talsorian book concentrates
imagination lifts this book out of the ordi- CYBERPUNK* game), but a nagging con- on great numbers of individual places and
nary ranks. science reminds me that it makes no sense. their immediate game purposes, the Seat-
For all the quality and breadth of the If a Black IC program wants to kill you, tle book describes a suburb at a time, its
nonmagical supplements, many players neither of you would waste processor time individual details merging into an overall
would call magic the essential feature of animating the image of a black-clad samu- cyberpunk attitude. The two books com-
the SHADOWRUN game. I suspect you can rai or chrome dragon. You would sacrifice plement each other nicely, and both de-
run a fine SHADOWRUN campaign with- pretty visuals so you could act faster. scribe their cities in detail unprecedented
out much magic, though I have never On the other hand, pretty visuals make outside of fantasy RPGs.
heard of one. The campaign material for good gaming, as Virtual Realities recog- The Night City Sourcebook also tries to
claims everyday magic is rare, but sha- nizes. Its Fuchi Incorporated Matrix Tour, cover some of the territory FASA traverses
dowrunners encounter it routinely in the with pages of glossy color computer in Sprawl Sites, an unusually useful Swiss
90 NOVEMBER 1992
army knife of a supplement: maps, generic The name, the nameah, I remember, it The adventures strike various tones, from
encounter charts, NPCs, campaign was Total Eclipse. No, wait, sorry, it was tongue-in-cheek humor at Baron Mun-
backgroundtheyre all here in com- Bottled Demon. Hold it, Im wrong, it was chmaussens Bavarian castle to jungle
pressed instant form. Need a magic-related Queen Euphoria . . . I think. adventure in Amazonia (including a stupid
encounter for local color in Seattles Bar- Boy, I must be really forgetful. It couldnt encounter with Jivaro headhunters
rens? Heres half a dozen. Suppose your possibly be that many of the SHADOW- heres one reason why Bruce Sterling
PCs, wanting to infiltrate an enemy strong- RUN game adventures to date have been sneers at this stuff!). The treat of the book,
hold, do what my group once did: steal a formulaic and dull. Paul Humes Counterstroke, transcends
fire truck, get the decker to set off a fire Two adventures that I do remember the rest by its memorable characters: the
alarm inside the stronghold, and roll in vividly are The Universal Brotherhood and jovial torturer Doctor What and the lisping
with sirens blaring. Youll need a fire- Harlequin. The Universal Brotherhood (90- troll, Iggy. Harlequins ending may mystify
station map in a hurry, and behold, here it page sourcebook and 55-page adventure, players and GM alike, but all should recog-
is. (The group later pulled the same stunt a $12), by Nigel Findley and Christopher nize that theyve been through a heck of
second time. Then the fire-station commis- Kubasik, starts with a mission to recover a an adventure.
sioner put out a contract on them.) necklace. It leads to the national self-help Evaluations: Of the published
I am no fan of either random-encounter organization called the Universal Brother- SHADOWRUN adventures Ive seen, Uni-
tables or maps, but when you need them, hood. Then the adventure gets weird and versal Brotherhood and Harlequin largely
Sprawl Sites presents them with spooky. Again, as with the sourcebooks, achieve ambitious goals. Both present
imagination and without pretension. style makes the difference here. Findley logistical challenges to even an experi-
FASA also offers location books for other contributes a huge, brilliantly written enced GM. The other adventuresehh!
areasthe London Sourcebook and The novella (excuse me, novella-length fiction File and forget.
Neo-Anarchists Guide to North America. I piece), an epistolary account of a re-
have not yet seen these. porters investigation of the Brotherhood. Short & sweet
Evaluation: If youre just starting to The PCs find this clue-filled printout dur- Lands of Dr. Doom boxed set, by Scott
play the SHADOWRUN game, you need ing the adventure. Davis, Steven Schend, and Anthony Her-
not only the basic rules but also, practical- Here, once again, style overcomes com- ring (TSR, $20). I cant remember the last
ly speaking, the two excellent equipment mon sense. Youre running the game for MARVEL SUPER HEROES supplement I
books, Street Samurai Catalog and Sha- your players, their characters find this could find much to say about, either pro
dowTech. Deckers can use the Virtual thing, then you have to stop for a week or con. This latest big box, all about
Realities sourcebook, though I would while everybody reads it. And you thought Marvels noble but villainous genius, Dr.
hardly call it essential. Those running decker runs slowed things down! In cer- Doom, continues that generic tradition
mages, either PCs or NPCs, definitely need tain respects, The Universal Brotherhood with 40 pages of summaries of comic
The Grimoire (but wait for the upcoming is the best-presented adventure Ive ever stories about Doom, 50 pages of gadgets
second edition, compatible with the new seen, but it pushes too far beyond the hes used in these stories, and a rundown
rules; this is the only first-edition supple- envelope for practical purposes. (Note also of his homeland of Latveria that ranges
ment FASA plans to revise). that the cover gives away the big surprise from dishwater-dull to weird. (Do you
The game backgrounds intricacy re- of the adventure. If you do run this, keep believe that every student at Latverias
wards those who undertake a full cam- it under wrapsliterally.) university gets an android roommate who
paign. For this I strongly recommend Harlequin (151 pages, $12) is by Tom rats on him to the staff supervisor?) In 192
Sprawl Sites and the Seattle Sourcebook. Dowd, Ken St. Andre, John Faughnan, W. pages, no one ever gets around to talking
G. Armintrout, Jerry Epperson, Paul R. about how to use Dr. Doom in game ad-
SHADOWRUN adventures Hume, Lester W. Smith, and James L. ventures. Oddly, the 32-page scenario book
Theres this one SHADOWRUN Long. This campaign, designed as episodic hardly includes Doom at all; his Dooms-
scenariocant recall the namewell, installments interspersed among other man robots steal the show. The set also
heres the plot. An anonymous Mr. John- adventures, casts the PCs as pawns in a describes other Balkan lands of the
son recruits the shadowrunner PCs for a vendetta between two ancient nemeses. MARVEL UNIVERSE: Symkaria (home of
brief, strictly routine mission. The PCs The shadowrunners travel to Bavaria, to the mercenaries of Silver Sable Interna-
take the mission, calamity strikes, theres a Amazonia (i.e., Brazil), and even to exotic tional) and Transia (home of the High
firefight, and they barely escape the rou- Columbia, Missouri, always taking some- Evolutionary and the Cthulhoid cult of the
tine mission in time to collect their check. thing and leaving something else and Darkhold). Im glad to see role-playing
However, the mission offended a major never understanding why. notes for the major characters, and the
criminal bigwig, who hires one incredibly The killer here is that the GM doesnt maps of Dr. Dooms castle and Doomstadt
competent super-assassin to dispatch the understand why either! The GM knows look nice. If you want 40 pages of sum-
PCs. Though this human tank has a only enough of the story line to inter- maries of Dr. Dooms adventures, youll
lengthy resume and is presumably smarter weave a number of adventures, Tom probably like those 40 pages. Boy, I wish I
than a lump of mud, he nonetheless Dowd writes on page 146. Future game knew what to say about these things. . . .
charges straight at the PCs through the products will be based on hidden elements
front door of their home base. They drill of Harlequin. . . . GMs are not the only Blood Brothers 2, by various authors
him and search the body, which holds ones who might read an adventure book (Chaosium, $18.95). WHAT is the dread
clues pointing to Mr. Bigwig. like Harlequin, so we dont want to give secret of Count Karlenstein in his (dum-da-
Somewhere in here, the PC decker de- away any surprises. Gee, thanks. Dowd DUM!) Chateau of Blood? WHY are repul-
cides to infiltrate Bigwigs computer sys- tells me audience reaction to this has been sive aliens French-kissing Gidget and Moon
tem, finding clues galore while the other positive, or at least understanding. Not Dog at the beach? WHO is the mysterious
players take a pizza break and watch a here! I want to know everything. Appar- Drifter in the Eastwood Saloon in 1870s
ball game. ently the SHADOWRUN novels will clear Yellow Flats? Fifteen designers answer two
Then the PCs go to Puyallup. Many of up the mystery about the time you read of these and other pressing questions in
the worlds criminal masterminds seem to this; we all just sit on our hands until then. this second collection of B-movie scenarios
live in Puyallup, an otherwise unremarka- That quibble aside, Harlequin achieves for Chaosiums CALL OF CTHULHU*
ble Seattle suburb of 2050zoning, may- striking effects through its component game. This sequel offers one-evening
be? The PCs infiltrate Bigwigs stronghold, sections cumulative power. The first mo- features in nine different genres like Splat-
stop a major ritual before it destroys Seat- ment that the team realizes the connection ter, Post-Holocaust Cannibal Zombie, Killer
tle, and kill everybody. End of adventure. between disparate scenarios is magical. Clown, and, of course, Detached Body
DRAGON 91
Parts. Major points for originality go to
Geoff Gillans Nightmare in Silence (a val-
iant attempt at a completely silent role-
playing scenario) and to Marcus Rowlands
tribute to Mexican wrestling films, El
Tigre, y la Piramede de Destruccion. Tick-
et stubs, insightful sidebars, and hilarious
coming attractions help set the tone of
camp horror, as do the complete lyrics to
An Alien Kicked Sand in My Face. Cue
the theremin!
Famous Game Designer Trading Cards:
Pack #1: Members of the GAMA Hall of
Fame (Flying Buffalo, $.75). For this years
GEN CON/ORIGINS game fair, Rick Loomis
of Flying Buffalo assembled this fun zi-
plock bag of low-budget 2½ x 3½ cards
with photos, bibliodata, and quotations
from seven industry greats: Frank
Chadwick, James Dunnigan (the Johann
Sebastian Bach of war games), Steve Jack-
son, Loomis himself, Marc Miller, Re-
dmond Simonsen, and Greg Stafford. We
dont expect to make any money on these
cards; were doing it mostly so we can
show our parents that we really are fa-
mous, Loomis writes. This first batch
was selected by taking the first seven who
sent me a photo! Here is one more honor
to which the rest of us can aspire.
In memoriam:
Curtis M. Scott
by Thomas M. Reid
I finally made it to my first GEN CON®/ (It’s only ten or fifteen minutes away, guys.
ORIGINS™ game fair. I’ve been gaming for Honest.) Half an hour later, we were in the
more than a decade and I always wanted industrial section of town. (Steve, are you
to go to one, but I never seemed to have sure you remember where this place is?)
the time (or money). This year, I got there. Ten minutes after that, we were asking for
I made it to the granddaddy of all gaming directions. We finally got there and the
conventions. food was great. During dinner, we talked
I’ve been working at TSR since right about why Andria spent part of the day
after last year’s game fair, so I’ve had a hooting like an owl (demos again), more
whole year to listen to everybody else great movie lines, whether anybody felt
here tell me all about what the GEN CON like going to the Safe House after dinner,
game fair was going to be like. (You’ve and whether we should take a cab back to
never been to the game fair?! Oooh! This is the hotel. (We did.)
going to be great! Hey, guys, Thomas has After dinner, a couple of us went back
never been to a GEN CON game fair!) Plus, over to the convention hall to check out
I got to sit in on a whole bunch of meet- the open gaming. There were people
ings to decide exactly what my responsibil- running AL-QADIM™ game demos, and everywhere, with a lot of them looking
ities were going to be. Imagine the entire within 30 seconds of the doors opening to like they’d been there for 12 hours or
Product Research and Development De- the public, our table was surrounded by more (which they probably had) and ap-
partment (that’s all the game designers and gamers. I have never seen so many people pearing badly in need of propping up
editors) crammed into one conference in one place wanting me to run an AD&D® (several were sprawled face down in their
room, trying to decide who is going to run game for them. Actually, my partner Jeff dice, asleep). There was one group of
the XXVc™ game demo. Scary. Grubb ran the first two demos, while I people who had taken over a corner of a
Even with all this buildup, I still had my grabbed miniatures, passed out character hallway, an area about the size of a three-
socks knocked off when Thursday morn- sheets, and tried to keep Jim Ward from
ing finally rolled around. If you read beating our gong to a pulp on the first day.
Roger Moore’s editorial in DRAGON® Mag- Jeff was a hard act to follow, but I did all
azine issue #186, then you already know right for my first time. It’s really lost in a
about THE CASTLE. I stood and stared at blur of dice-rolling and miniature-moving.
it with a huge grin on my face for ten I heard toward the end of the convention
minutes. It was that awesome. I ended up that the running joke at the sales booth
was that as soon as the gong sounded,
they all knew that in half an hour there
would be a rush on AL-QADIM products.
Checking into the hotel Thursday after-
noon was an adventure itself. I found out
that I was going to be sharing a king-sized
bed with my roommate, Rich Baker, in-
stead of getting a double bed to myself as I
had expected. This also happened to quite
a few of my coworkers and reminded us
of a great line from the film Planes, Trains,
and Automobiles. (“Those aren’t pillows!”)
As everyone at TSR had warned me, the
elevator was chock full most of the time
with tired, sweaty people who really want-
ed to get to their rooms. (“If you knew you
had to get off on the third floor, why did
you get in first? Better yet, why didn’t you
take the stairs?!”)
On Thursday evening, Steve Winter
invited me to go eat some “really great
Mexican food” with him and some other
TSR folks. Being from Texas and loving
Mexican food, I jumped at the chance.
Along with Dori “The Barbarian” Watry
and Andria Hayday, we took off walking.
DRAGON 95
car garage, and had miniature World War great memories with them afterward. I’ve
II ships arrayed across the floor, Inverted got plenty of great memories of this GEN
foam-rubber pyramids made great smoke CON game fair, and I’m glad to have such
plumes. It looked like one turn took about great friends and coworkers with which
an hour to complete, which is probably to share them. Thanks. I also want to
why everyone had their shoes off. I don’t thank all of you out there who came to the
think I’ve ever seen so many people as 25th GEN CON/ORIGINS game fair, because
dedicated to gaming before, but I guess it was all of us packed together in one
the 25th GEN CON/ORIGINS game fair was convention hall that made this party what
the place for it. it was. Perhaps the best way to sum it up
Friday was much the same. The woman is to quote the sign posted near the end of
who walked around the TSR castle with the weekend. It said something like, “Slot
her belly-dancer’s costume was very inter- 14B: Storm the TSR castle. Acetone provid-
ed, other equipment optional.”
Knights,
from chivalric to Jedi
THE FOREVER KING
Molly Cochran and Warren
Murphy
Tor 0-312-85227-4 $21.95
The Arthurian legends have been so well
mined by fantasy novelists that finding a
fresh approach to the material counts for
a great deal in any new attempt. Unfortu-
nately, thats the only virtue The Forever
King can claim for itself. The novels strik-
ing premise is badly overbalanced by a
cast of characters who are all marching to
different drummers, and whose assorted
magical powers are neither consistent nor
convincing.
First theres Hal Woczniak, ex-FBI agent,
who wins a trip to London that leads him
into more danger than he ever faced dur-
ing his former career. Then theres his
benefactor, who proves to be none other
than Merlin of legend, who is keeping an
eye on both Hal and 10-year-old Arthur
Blessing. Arthur, though he doesnt know
it, is the reincarnation of King Arthur
himself. That wouldnt ordinarily be dan-
gerous, but an accident has brought the
Holy Grail itself into Arthurs hands, and
its prior possessor, Saladin, will go to any
length to get the cup back. Saladin has
been made effectively immortal through
the Grails power, and he is not inclined to
share the privilege.
Part of the problem with The Forever
King is that authors Molly Cochran and
Warren Murphy cant decide which of
these four characters is the real protago-
nist. Though Arthur is catalyst and key-
stone to the plot, hes also mostly a
bystander and pawn. Hal takes the lead in
98 NOVEMBER 1992
the present-day action, but when the novel all portrayed with care and skill. of the Empires most dangerous assets into
makes one of its frequent forays back in The overall tone of the story, though, is an ally of the Republic. Luke Skywalker is
time, hes left behind in favor of Merlin another matter. Will is a likeable enough being pursued by Imperial forcesand
and Saladin. Merlin, meanwhile, refuses to protagonist, despite his preoccupation driven to an obscure world where a mys-
take the firm hand in modern events that with the death-prophecy. The trouble is terious Jedi master plans to convert him to
he does in the past, and Saladins role is that hes an honorable young knight with- the dark side of the Force. Meanwhile,
too narrowly defined to give him any out a living role model. Few if any of the political intrigues from within the New
chance to steal center stage. novels adult characters are remotely Republics government threaten to tear it
The Forever King lacks a coherent vision trustworthyand those with some shred apart just as the remnants of the Empire
of the Arthurian legend. All the pieces are of honor are either killed in action, under launch a devastating military offensive.
there, but its as if Cochran and Murphy the thumbs of less scrupulous masters, or Zahn balances his plots and subplots
have assembled them from a dozen differ- otherwise out of the picture by the end of with smooth efficiency and a style that
ent jigsaw puzzles. Merlins magical the book. The reality of the world Doyle echoes the crisp, larger-than-life quality of
powers wax and wane in no discernible and Macdonald have created simply the films. He also successfully captures the
pattern, and both Merlin and Saladin are doesnt match Wills chivalric ideals, to the movies mix of high-powered spacefaring
quite reasonably mystified at the abilities extent that Will doesnt fit into it. technology and wild, untamed planet-
of witch-girl Nimue. Arthurs reincarna- As a result, its hard to be entirely happy scapes, so that his new characters and
tion is never explained, and the late ap- with the novels conclusion, for while Will cultures mesh seamlessly with the familiar
pearance of Excalibur is barely an does manage to defeat the ogre and come figures of Luke, Leia, Han, and their
afterthought. Theres no sense of internal to terms with his destiny, his political surroundings.
consistency in the authors choices, and problems are far less convincingly solved. By contrast, the Catwoman we meet in
the novel represents neither a historically Theres no assurance that his new masters Lynn Abbeys and Robert Asprins novel is
minded nor a wholly magical view of wont prove just as duplicitous as those unlike any weve seen before in comics,
matters Arthurian. who branded him a traitor, and theres film, or television. Abbey and Asprin have
If Cochran and Murphy had stuck to every reason to greet their offers with made their Catwoman a scruffy, domestic-
writing a modern-day sequel to the origi- wary caution. The ending calls desperately minded burglar whos utterly at odds both
nal King Arthur tales, The Forever King for a sequel, yet the book otherwise gives with Michelle Pfeiffers explosive cinematic
might have been an appealing novel. In- every indication of standing alone. villainess and the supremely dangerous
stead, its an illustration of what can go Make no mistake: Knights Wyrd is a huntress usually seen in the comics. Only
wrong when a world, whether literary or generally well-crafted adventure that the name and costume are the same; this
game-based, doesnt have a well-defined treats its fantasy with a great deal of com- is the Catwoman turned into Mary Tyler
set of ground rules behind it. mon sense. Its well worth reading despite Moore, and shes not the better for it.
its contradictory worldviewor even Whats more startling is that Catwoman
KNIGHTS WYRD because of it. A look at what sets Will isnt even the focus of the novels plot.
Debra Doyle and James D. Odosson apart from the world around him That honor goes to a peculiar street crimi-
Macdonald may help gamers do a better job of fitting nal called the Tiger, whos the connecting
HBJ/Jane Yolen Books their own characters into someone elses link between schemes involving a major
0-15-200764-4 $16.95 campaign setting. drug transaction and a stolen icon. The
Knights Wyrd has most of the ingredi- Tigers mysterious employer is Batmans
ents of a solid tale of chivalric adventure: a CATWOMAN: TIGER HUNT latest target, and only when Catwoman
well-drawn hero, a varied corps of human Lynn Abbey and Robert Asprin discovers a cache of feline trophies in
and magical adversaries, and a plot laced Warner 0-446-36043-0 $4.99 Tigers living quarters does she become
with well-crafted riddles. Yet its a book involved in the unfolding confrontation.
that is frustratingly hard to enjoy despite DARK FORCE RISING The book is a fairly credible, moderately
its strengths. Authors Debra Doyle and Timothy Zahn intricate thriller. It just isnt Catwomans
James Macdonald succeed too well in Bantam Spectra 0-553-08574-3 $18.50 book, despite the title and packaging.
infusing their narrative with the black You can hardly turn around in a book- To be fair, the blame really doesnt be-
mood with which Will Odosson greets the stores SF section these days without run- long to Abbey and Asprin. Rather, it can
news that hes scheduled to meet death ning into a new novel or series spun off be traced back to DC Comics, which has
within a year of his knighting. from a movie or television property. As done a spectacularly inept job of coordi-
Wills first reaction is to seek out the this kind of book grows more and more nating the literary appearances of its
young woman hes been pledged to marry, common, its correspondingly harder to various Bat-characters. The cover design
so that he can release her from a vow to a generalize about the categorybut at the of this novel utterly fails to connect it with
doomed man. The task proves more com- same time, its getting easier to establish the previous series of Batman novels pub-
plex than expected when it turns out that standards by which to measure the suc- lished by Warner over the last year or
Isobels father has promised her to three cess of particular licensed-universe two. Then there are the Further Adven-
different men, and that both he and Isobel projects. tures Bat-anthologies published by Ban-
are pawns in a deadly political game in Dark Force Rising, second in Timothy tam, which have done a better job of being
which honor is a vanishingly rare com- Zahns trilogy of Star Wars novels, is one consistent with each otherbut which
modity. Will must not only dodge death of the standard-setters. Zahn has thor- likewise dont share a common editorial
from treacherous nobility, but also from a oughly absorbed the ambience and charac- vision with the assorted Warner novels.
strangely unkillable ogre and the carnivo- ter of the Star Wars universe, and its This is no way to manage a super heros
rous mermaids who guard its secret. reflected in his on-target characterizations (or supervillains) career.
When theyre focusing on the magical and confident use of detail. (According to Again, Catwoman: Tiger Hunt isnt really
elements of the story, Doyle and Mac- one interview, Zahn received and read a bad book, though its really a Batman
donald do very well. Their versions of the much of the material published by West story and its not the equal of Timothy
standard creatures of myth are vibrant End Games for its STAR WARS: The RPG* Zahns efforts. Its merely the victim of
and distinctive, especially the aforemen- before beginning work on the books.) inept management, and the chief distinc-
tioned mermaids, the ogre, and an unusual As the book opens, there are problems tion between the two novels is that Dark
dragon with a fondness for riddles. There on three fronts. Leia and Chewbacca are Force Rising should be a great deal easier
are also a wealth of ghosts, a dangerous in the middle of a delicate undercover to find.
bridge troll, and an elusive wizard-woman, diplomatic mission, attempting to turn one
DRAGON 99
THE CROWN OF COLUMBUS fully rewrites history for the sake of sev- Elsewhere in the Department of Contin-
Louise Erdrich & Michael Dorris eral very good stories. We start on a uing Series, Doris Egan adds mystery to
HarperPaperbacks wickedly satiric note, with Harry Turtle- the mix of romance, magic, and SF in the
0-06-109957-0 $5.99 doves version of an environmental impact world of Guilt Edged Ivory (DAW, $4.99).
statement by a committee advising Queen This time, Theodora and Ran are drawn
WHAT MIGHT HAVE BEEN: Isabella against bankrolling the Columbus into a high-society murder investigation
ALTERNATE AMERICAS expedition. In some tales, the native Amer- that involves a family fortune, a loan-
edited by Gregory Benford and icans resist European influence (most sharking business, and a cursed ring. Egan
Martin H. Greenberg notably Sheila Finchs If There Be Cause), continues to weave clever plots into a
Bantam Spectra 0-553-29007-X $4.99 while in others, theyve been influenced striking background, and if her characters
long before Columbuss day, as in L. Spra- are a bit on the stubborn side, theyre also
YESTERDAY WE SAW MERMAIDS gue de Camps tale of a Chinese ambassa- notable for their decidedly believable
Esther M. Friesner dors adventures in the New World. quirks.
Tor 0-312-85352-1 $16.95 Theres humor, in Esther Friesners color- Mind Games (Archway, $2.99) is easily
The five-hundredth anniversary of ful tale of Aztec ambassadors brought one of the current Tom Swifts strangest
Christopher Columbuss discovery of back to Europe, Robert Silverbergs chron- adventures to date, featuring a virtual-
America has prompted a startling amount icle of a hunt for the Fountain of Youth, reality device and a role-playing game with
of fiction that commemorates the event in and Brad Linaweavers recasting of Colum- some clever design touches. The plotting
one fashion or another. Whats even more bus voyage as a Saturday-afternoon serial. this time out is sharp and intelligent, even
remarkable is the diversity of approaches Some of the history-rewriting is more if it is mostly an excuse to write Tom into a
to the subject. Esther Friesner contributes weird than successful; James Morrows space-opera adventure complete with ray
an exotic, unusual fantasy. Editors Gregory Isabel of Castile Answers Her Mail imag- guns. Though the moral is a touch heavy-
Benford and Martin Greenberg have com- ines Columbus sailing through a time-warp handed, this is a solid addition to the se-
piled a collection of stories whose authors into modern New York Harbor, and Let ries, and one that gamers should find of
have radically rewritten the history books. Time Shape from George Zebrowski is an particular interest.
Louise Erdrich and Michael Dorris have experiment that just doesnt quite work. Quality is also uniformly high in The
taken some of the genuine history and By and large though, the anthology is a Grafters: Blessings and Curses (Ace, $4.50),
extended it to create a modern novel of solid, diverse collection that prospective second in the series of early American
intrigue and rediscovery. world-builders should find both enjoyable fantasy anthologies edited by Christopher
At least thats what The Crown of Co- and inspirational. Stasheff and Bill Fawcett. There are fewer
lumbus tries to be. Its not billed as any Then theres Yesterday We Saw Mer- formula romances in this volume, and a
sort of genre fiction (unless you count maids, which is a very odd novel indeed. greater variety of settings. Especially nota-
bestseller as a genre), and the authors Its been a long time since Esther Friesner ble are Ru Emersons Ironsides and Cot-
credentials are largely in academic fiction, stretched her stylistic muscles this far, and tonseed Oil, set largely aboard a U.S. Navy
nonfiction, and poetry. While there are this book is a major departure from her ship in 1812, and Jody Lynn Nyes Miss
elements of romance, suspense, and high recent series of funny modern-day fanta- Crafters School for Girls, concerning a
adventure in the book, along with a dose sies. The title is a phrase taken from Co- rebellious young woman and the results of
of literary seriousness, Erdrich and Dorris lumbus own journals, but the ship whose her meddling in her fathers affairs. Other
are strikingly unsuccessful in blending voyage Friesner chronicles is not one of solid contributions come from Robert
them into a coherent whole. his three. Rather, it is a small vessel whose Sheckley, Morris G. McGee, and Morgan
The books premise is that Columbus, on passengers include a genie, a gypsy, a Llywelyn, and there are no real misfires in
one of his voyages to the Indies, left be- monk, and a group of nuns whose voyage the collection at all.
hind a mysterious and presumably valu- will take them to a New World stranger Witchcraft is the theme of L. J. Smiths
able crownand if found, the crown and more magical than any of them new series, and The Initiation (Harper-
could help legitimize Native American expect. Paperbacks, $3.99) begins the Secret Circle
claims to sovereignty over large chunks of Friesner writes the tale in a simple yet trilogy on a brisk, ambitious note. The
the New World. Erdrich and Dorris do a oblique style that aptly conveys both its setting is the small town of New Salem,
skillful, seamless job of integrating their historical character and its immediacy. At Massachusetts, and Smith retains her
speculations with authentic history, but the same time, she gives her story a rich knack for presenting believable young
the story they build on this foundation is atmosphere and a pace that is both delib- people confronting highly improbable
remarkable for its dullness. erate and breathless. Though its a short magical events. The cast is a little crowd-
One problem is that neither anthropolo- book, its not one to be read too quickly; ed, but no doubt the ranks will be thinned
gist Vivian Twostar or poet Roger Williams rather, the novel should be savored like a as the series progresses.
are remotely believable characters. Vivian fine wine, with a flavor that reveals more For a more rigorous look at the Salem
is portrayed as a skilled anthropologist of itself with every sip. Yesterday We Saw witch trials, consider A Break with Chari-
and careful researcher, and Roger as an Mermaids is a strange and lyrical voyage ty (HBJ/Gulliver, $16.95), a brand-new
intelligent, careful writer. Yet neither gives on a course set 10 degrees to the left of novel from Ann Rinaldi that features real
the other credit for their abilities, and reality that somehow manages to arrive at historical characters and solid research in
both are absurdly naive when it comes to the heart of the human imagination. a quiet, memorable narrative that gives a
dealing with the unsavory owner of a key decidedly nonmystical explanation for
document in the search. A second difficul- Recurring roles what happened in 1692.)
ty is that Erdrich and Dorris try too hard Terry Pratchetts latest Discworld novel
to make the novel all things to all readers. brings back Death, possibly his most in- * indicates a product produced by a company other
The plot is too thinly stretched to maintain triguing character, for a tale of two kinds than TSR, Inc. Most product names are trademarks
owned by the companies publishing those products.
a decent level of suspense, Vivian and of harvests. Reaper Man (Roc, $4.99) isnt The use of the name of any product without mention
Rogers romance is drawn out too long quite the equal of the earlier Mort, but its of its trademark status should not be construed as a
(and rehashed too much, when the book easily one of the best of the Discworld challenge to such status.
switches viewpoints), and the authors yarns. As usual, Pratchetts wit emphasizes
insist on including long contemplations of cleverness as well as slapstick, and also as
Rogers poetry that stop the story dead in usual, hes one of the few humorists in
its tracks. fantasy whose tales have a layer of sub-
Alternate Americas, by contrast, cheer- stance underneath the comedy.
100 NOVEMBER 1992
102 NOVEMBER 1992 By Joseph T. Pillsbury
DRAGON 103
104 NOVEMBER 1992
DRAGON 105
106 NOVEMBER 1992
108 NOVEMBER 1992
DRAGON 109
110 NOVEMBER 1992
©
1992 by Robert Bigelow
Photos by Mike Bethke
DRAGON 113
1035 The Winner ****½ toast. A high hairline and a ponytail de-
“The Winner” is a small piece that note either a fantasy or a late 18th-century
should lighten the hearts of dragon lovers style figure. He wears a long open coat
everywhere. It shows a dragon roughly 50 with long sleeves and no buttons; his shirt
mm from head to tail. The young dragon strains to stay closed across a stomach that
has a small, clearly defined spinal ridge hangs over his belt. His right hand
and relatively smooth skin. His left foreleg clutches a jug, and the left swings a mug
is bandaged heavily and in a sling. His high overhead. The pants are baggy, with
right paw clutches a long sword with a large tear in the left knee. His shoes have
runes on the blade. His mouth is open as if large buckles, another trademark of the
bragging, and his right eye is swollen shut. 18th century.
His wings are spread 50 mm wide, with This figure has only a couple of draw-
leathery folds and a crossed set bandage backs. The base is not as finished as fig-
on the right wing. Muscle detail is simple. ures now on the market, and the bottom
The circular base is 28 mm across with a has two large stubs from pouring. You
slightly contoured, raised area in the cen- must remove these stubs while being
ter that supports a multifaceted circular careful not to bend the soft base (this
crystal. The dragon’s left foot rests on an same feature is noticeable on the other
empty helmet sitting on the ground. figures from this company). There is also
There are no mold lines or unsightly “thread flash” from breather holes in the
marks from the buffing and cleaning. This is mold, but this is easily fixed.
a well-done figure and a good stocking stuff-
er that’s highly recommended at only $15. Elf with Scorpion ****
This elf figure stands at 26 mm, slightly
tall for an elf in most 25-mm fantasy game
Soldiers and Swords systems. He is armed with what is re-
25 Fayette St. ferred to as a scorpion-type polearm in the
Binghamton NY 13901 title. The weapon measures 55 mm in
length and has a head with a variety of
We welcome a new company to our cutting edges and barbs. The pole ends in
ranks: Soldier and Swords, a relatively a small ball-like object with a hook firmly
new figure company with a wide variety in place; you must take care or you will
of 25-mm figures. The figures are made of break it when you remove the flash from
soft lead and are blister-packed without pole to base. The figure wears studded
foam. They feature a full range of fantasy leather armor with a wide studded belt.
and historical pieces, including several His legs are covered by high open boots
crossover figures. Everything considered, and tights. Studded bracers stretch down
all these figures are a great bargain at his arms. The figure is unarmed except for
$1.25 each and are highly recommended. the polearm, and he wears no helmet.
The face is high cheeked and angular
T006 Drunkard ****½ with plain features and slightly slanted
The Drunkard is one of these crossover eyes. Eyebrows and a good nose compli-
pieces. The figure is of a man of undeter- ment the pointed ears. His hair is pulled
mined age. His face is slack with staring back and bound behind his head. The
eyes, his mouth open to propose another posture is that of one starting to set
DRAGON 115
the three ogre-sized weapons included gloves and a cape held by two clasps and a
with this set. small length of chain.
The ogre’s features are extremely dis- This set is highly recommended for
torted, but how normal can a tusked jaw anyone who runs role-playing adventures
look when it is trying to hold back a in fantasy cities. The price is $3 each.
laugh? His head is cocked with a wide
smile as he slowly opens the door with his TORG-015 Elf Mage ****
right hand and prepares to batter anyone This elf mage for West End Games’
entering with the weapon in his left hand. TORG* system is supposed to be scaled at
This kit is recommended for anyone 25 mm but stands 28 mm to the eyes. The
whose characters have ever been battered figure is made of lead and stands on a
in a dungeon. You may have to do some thick oval base. It wears a long ornate
bending to get the figures to fit just right. I robe with elaborate hems embroidered
intend to make my figures removable and with circles. He also wears a jerkin that
make bases so I can use them elsewhere as laces together in front over the robe and
needed. This is highly recommended at appears to be almost quilted in texture.
$11.95 per set. High shoulder ridges allow the billowing
sleeves easy movement and a high collar
surrounds his neck. A scabbard with
Lance and Laser Model, Inc. runes and sword, centered in the front,
P.O.Box 14491 hangs from a knit belt. No spell-
Columbus OH 43214 component pouches are visible. Both
hands are gloved; the right is raised in the
P-008 Mounted Knight *****
The Pendragon series of figures con-
tinues to provide us with figures that can
be used in a “gentle” or adventurous set-
ting. This mounted knight comes as a
three-piece assembly: a base, a steed, and
a valiant knight. All are made of lead and
scaled for 25 mm. The base is a simple
oval with three holes for the pegs in the
steed’s hooves. Little flash was noted on
this miniature.
The steed is a simple light war horse
with a minimum of tack, but the tack
present is slightly ornate. Equine features
are well done, and the bit is visible. The
reins and saddle straps have a small design
embossed on them. The saddle is a simple
English design, complete with fringed
blankets dropping below the horses’ belly
(this is the one area that I have any prob-
lem with, as it could have been done as
two separate blanket ends rather than a
block to make the model look better). The
horse’s position is almost a canter.
The knight is a mounted version of the
knight shown in this column in DRAGON®
issue #185. Differences include riding
116 NOVEMBER 1992
air as if to throw a spell, and the left hand
holds an ornate staff made of twisted
wood. Braids and tassels abound. An ob-
ject that looks like a gem tops the staff.
The elf mage’s angular face shows his
anger as he casts a spell.
The only reason this figure got only four
stars is due to the amount of shallow detail
that can easily disappear when the figure is
primed and painted. This highly recom-
mended character could be a cleric as easily
as a mage. It’s a good value at $1.85 each.
RAFM Co.
20 Parkhill Rd. East
Cambridge, Ontario
CANADA N1R 1P2
DRAGON 117
vest. His head is bare. The figure is defin-
itely obese with a pudgy face. His ears
stand out slightly from his head, and his
features are too bloated for wrinkles. He
has a short crewcut and no other visible
hair. This character is recommended as a
bouncer for a local tavern or as a charac-
ter in FASA’s SHADOWRUN* game or
other dark-future setting, as his look is
definitely modern. The cost is $1.69 each.
DRAGON 119