Dragon Magazine - 172
Dragon Magazine - 172
Dragon Magazine - 172
10
Publisher Seeing the Sights in Skullport Ed Greenwood and Steven E.
James M. Ward Schend.
Skullport: A great place to visit, if your insurance is paid up.
Editor
Roger E. Moore
16 The Dragons Bestiary The readers
Caves have the nastiest things living in them, like these three fine
fellows.
Fiction editor
Barbara G. Young
Assistant editor
20 The Ecology of the Galeb Duhr Robert Isaacson
Just because it looks like a rock doesnt mean it has to act like one.
Dale A. Donovan
R EGULAR F EATURES
Art director
26
Larry W. Smith Role-playing Reviews Allen Varney
Where have all the miracles gone? A look at super-hero games and
Production staff supplements.
Angelika Lokotz
34
Gaye OKeefe The Lay of Droone fiction by William B. Crump
Tracey Zamagne The lizards had taken the mountainbut, thanks to the dwarves, they
wouldnt enjoy their victory.
Subscriptions
Janet L. Winters
41 The Voyage of the Princess Ark Bruce A. Heard
Alphatia and Thyatis face their doom, and the incredible powers of
cinnabar are revealed!
US. advertising
55
Roseann Schnering The Role of Computers Hartley, Patricia, and Kirk Lesser
The gods are not kind in Darkspyre; if you fail them, humanity dies.
U.K. correspondent
66
Into the Spirit of Things Michael DeWolfe
and U.K. advertising Spirit and divine magic of the strangest kind for your RUNEQUEST*
Bronwen Livermore
game.
68
Shining Armor Thomas M. Kane
When you care enough to send the very best, put an M1A1 Abrams
tank in your TOP SECRETIS/S.I. game.
DEPARTMENTS
5 Letters 50 Forum 102 Dragonmirth
6 Editorial 82 Convention Calendar 104 Twilight Empire
32 TSR Previews 90 Sage Advice 108 Gamers Guide
COVER
Babette the Barbarian (a fantasy character inspired by the cover artists real-life
fiancee, Babette Fletcher) stands victorious over the body of a giant cave dweller. This
cover, The Worm Has Turned, should be available soon as a limited-edition print; for
further information, write to the artist, Clyde Caldwell, c/o TSR, Inc.
4 AUGUST 1991
DRAGON® Magazine (ISSN 0279-6848) is published
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What did you think of this issue? Do you have a
Wheres the SCA?
number of other overseas outlets. Distribution to the book
trade in the United States is by Random House, Inc., and
question about an article or have an idea for a in Canada by Random House of Canada, Ltd. Distribution
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Hinton, Cambridge CB1 3LB, United Kingdom. title of the SCA. This organization performs 01-733-4444.
Subscriptions: Subscription rates via second-class
swordplay, competitions, and meets. mail are as follows: $30 in U.S. funds for 12 issues sent
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I recently took great pleasure in investing $20 APO NY subscription orders. In the U.S. and Canada, methods of
payment include checks or money orders made payable
in the new, easy-to-master D&D® set. It delivers to TSR, Inc., or charges to valid Mastercard or VISA
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However, a lot of articles in DRAGON Maga- the United Kingdom, methods of payment include
zine pertain to the as yet more-popular AD&D® interested in medieval times, from fairs and cheques or money orders made payable to TSR Ltd., or
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treasures that would do me a lot of good in my Information on the SCA can be obtained by subscription orders with payments to TSR Ltd., as per
writing to: The Society for Creative Anachro- that address above. Prices are subject to change without
still-young campaign, but they were written prior notice. The issue of expiration of each subscription
with the AD&D game in mind. They would also nism, Inc., Office of the Registry, P.O. Box is printed on the mailing label of each subscriber’s copy
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prior to the effective date of the change in order to assure
What I am suggesting is that either you print uninterrupted delivery.
a lot more articles on the D&D game, which I
feel is going to make a comeback soon, or print Apologies in Back Issues: A limited quantity of back issues is
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Along with the D&D set came an order form Dear Dragon, Submissions: All material published in DRAGON
for DUNGEON® Adventures and DRAGON The organizers of Pocono Games Day wish to Magazine becomes the exclusive property of the pub-
fisher, unless special arrangements to the contrary are
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year subscriptions to both if these changes not have been aware of our sudden cancel- unsolicited submissions of written material and artwork;
could possibly be made. It would really help my lation. Time was not available to retract or however, no responsibility for such submissions can be
assumed by the publisher in any event. Any submission
campaign take off in a big way, and I would change our most recent listing in the Conven- accompanied by a self-addressed, stamped envelope of
really appreciate these improvements. Im sure tion Calendar section of DRAGON Magazine, sufficient size will be returned if it cannot be published.
that those who buy the new D&D game would and we fear that some of our potential guests We strongly recommend that prospective authors write
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In the United States and Canada, send a self-addressed,
No name or address given they arrived at the hotel only to find out about stamped envelope (9½” long preferred) to: Writers’
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from this, however, we’ve received little else on you off about attending one-day and small, IRCs with your SASE.
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The idea of running an article converting will be no less than two multiday games conven- DRAGON is a registered trademark of TSR, Inc.
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intriguing and has been mentioned before by cancelled convention. We urge everyone to nothing may be reproduced from it in whole or in part
other letter writers. We might do something check on and support their local game conven- without first obtaining permission in writing from the
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® designates registered trademarks owned by TSR,
DUNGEON Adventures is looking for more hinder the progress of our hobby (such as our Inc. ™ designates trademarks owned by TSR, Inc. Most
D&D game modules and module writers, too, by unfortunate and sudden cancellation), but, for other product names are trademarks owned by the
the way. To get a free copy of the DUNGEON the most part, your local games conventions companies publishing those products. Use of the name of
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long self-addressed stamped envelope (inside Thank you. ©1991 TSR, Inc. All Rights Reserved.
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Wind Gap PA ISSN 0279-6848.
DRAGON 5
Getting lost in the translation
I recently saw the movie, Robin Hood: Sherwood Forest on the way to an NPCs not find that humorous in the least.
Prince of Thieves. I absolutely loved it. No, hometown, they were waylaid by Robin, By this time, I was bitterly disappointed
Kevin Costner wasnt great, but the movie Will, Little John, and a company of 24 that my plan had not worked out, and the
was fantastic. As I left the theater, though, archers. I had envisioned the PCs realizing players were getting frustrated with just
I was enviousenvious of how well the that they were facing superior numbers playing along with me. So, I reluctantly cut
film had been done. Its tone, pacing, and and acquiescing to the robbery. I fully short the role-playing of the dinner, had
action all contributed to a whole greater intended for Robin to return the partys Robin return the PCs cash, and got on
than its parts. I also envied the fact that I goods after he spent some time with them with the rest of the adventure. The rest of
would not be able to duplicate those same and learned they were not evil. Robin the evening seemed to go better.
aspects of the film in a role-playing game could even have helped the group against What went wrong? Several things did.
session. Even if I ran a party through the the Sheriff of Nottingham later in the They were all my fault and only some of
same plot (something I do not recom- adventure. them had to do with using a fictional char-
mend), something would inevitably pale in Well, all that went right out the window acter. The first thing I failed to do was to
comparison to the film. Thats often the when the party of about eight mid-level consider all the possible actions the party
problem when trying to translate fiction PCs decided that being surrounded by two could take when faced with robbers. (I
into gaming. Before I go farther, Id like to dozen archers with arrows nocked wasnt didnt think of them as robbers; I
relate a personal DMing experience with really that much of a problem. Not an thought of them as Robin Hood and his
the character, Robin Hood. atypical gaming attitude, I grant you, but Merry Men.) Surely, no party of good-
Way back in DRAGON® issue #55, there then I had to think fast. I eventually man- aligned adventurers would ever attack
was an article by Katherine Kerr detailing aged to convince, cajole, or browbeat my Robin Hood, right? But more on that later.
Robin, Will Scarlet, Little John, Friar Tuck, players (and their characters) into not I dont have the charm or looks of Errol
and the Merry Men in AD&D® game berserkly attacking Robin and his cohorts, Flynn; hence, my NPC Robin didnt have
terms. Being a big fan of the legend of but I still had a problem. The PCs didnt them, either. The players just saw a thief
Robin Hood and of the Errol Flynn movie want to give up their cash and jewelry, named Robin who wanted their valuables.
version of that story, I was thrilled. I im- especially their magical rings, amulets, and This points out the first major problem
mediately set up an adventure in which so on. To keep the game moving, I had when trying to integrate characters from
our campaigns party would meet these Robin settle for the PCs cash alone. The fiction or the movies into our games: a
gentlemen rogues. PCs reluctantly agreed. Then, Robin lack of resources.
At least as far as I was concerned, that played one of his little jokes. He invited the No matter how hard he tries, no matter
portion of the adventure failed miserably. party to join him for dinner, since they what he does, no DM can present a story
As the party was journeying through were paying for it, after all. The party did with only his words, a map or two, and a
6 AUGUST 1991
few handouts-as well as a great piece of sort of thing is virtually impossible to like the two TV-show crews. Characters
fiction, much less a good motion picture. achieve without railroading the PCs. Play- generated using the games systems are
No one, outside of the people who do that ers almost always come up with some way nowhere near as experienced, and hence
sort of thing for a living, has that kind of to take the adventure off in an unexpected have trouble performing their duties be-
time or resources. A fiction piece can take direction. If youre trying to reenact the cause some of their skill ratings are so
several hundred pages to fully develop a plot of Kevin Costners Robin Hood film, low. Also, the game is not set in any time
character, and a movie has professional what would the DM do if the party decides or place reference of the Star Trek uni-
actors presenting characters for a two- or not to return to England, but rather roam verse. The only setup suggested is to have
three-hour production, usually with only the Arabic world, guided by Azim? That is the characters be newly assigned to a
one character per actor (DMs: When was why I do not recommend trying to adapt Constitution-class heavy cruiser (a Galaxy-
the last time you portrayed only one NPC any borrowed plot verbatim into a RPG. class ship in ST:TNG ).
in a game session?). Its not going to work. So, if you want to borrow characters
In most cases, a DM has only a few Now that Ive listed all these problems from fiction or film, be warned that its
minutes to establish an NPCs character involved with running characters bor- tougher to do than it seems. The best way
before moving on with the adventure. rowed from other sources, you might to go about this, if youre insistent, is to
That means borrowed NPCs wont have think that creating an RPG set in one of find a game whose flavor matches that of
the depth they had in their source materi- these borrowed universes would be im- the characters and world you like. Or, you
al, unless the original NPCs character is possible, right? Wrong. Off the top of my can look around for a licensed game for
well known to the players. Even then, the head, I can count ten RPGs that are prop- that universe. There has been a trend in
details are lost. Also, unless your cam- erties licensed to game companies. I wont the RPG industry to publish licensed
paigns tone closely matches the flavor of mention them all, but I will talk about how games for major SF or fantasy motion
the source material, much of the charac- two game companies took different ap- pictures released in the past few years.
ters charm would be lost. How interesting proaches to designing a licensed game. Anybody remember Willow, The Last
would Robin be if there were no evil Sher- West End Gamess STAR WARS*: THE Starfighter, or Aliens? Did you know li-
iff, Sir Guy, or Prince John for him to RPG game universe was set just after the censed games were published for each of
battle? This leads to my next point. events in the film, Star Wars, took place. these films? How long will it be before we
Any characters a DM chooses to inte- This was the best possible choice. The see a ROBIN HOOD: PRINCE OF THIEVES
grate into his campaign from fiction Rebel Alliance has just won a great victory game? (Iron Crown Enterprises has al-
sources must mesh closely with the cam- with the destruction of the first Death ready published a Robin Hood supplement
paign as it already exists. This was another Star, but there are still dark days ahead for its ROLEMASTER* fantasy game.)
reason why my Robin encounter failed. I for the Rebellion. This game does not Whatever you do, I wish you luckmore
plopped Nottingham into a mountain val- encourage playing the movies characters, than I had with my own Robin Hood.
ley neighboring the idyllic valley kingdom though movie influences are seen in the
in which my campaign was sent. I didnt games character templates. Players are
think about how two small realms, one encouraged to individualize their charac-
ruled by lawful-good folks (my campaign ters, so West End does not promote bor-
base) and one ruled by a lawful-evil one rowing from the films, books, etc.
(the Sheriff of Nottingham) would get FASAs STAR TREK* game, on the other
along as next-door neighbors. Im now hand, seems to have been designed (at
positive that my players were still working least partially) with the concept of role-
under the assumption that they were still playing the crew of the U.S.S. Enterprise
in a good land and naturally assumed in mind. The first Enterprise’s crew stats
that these bandits were therefore evil. The are included in the boxed game. I believe
fact that the players didnt catch on was the first Star Trek: The Next Generation
my fault. supplement was the First Year Source- l indicates a product produced by a company other
DRAGON 7
Seeing the Sights in
DRAGON 11
sources with the largest stock and best (if linked to the control of a ju-ju zombie Seirtych Xantaun and Uthh, keep to the
thats the word) reputations are Vhondryl leader. Shradins scepters, each topped shadows and operate in much greater
and her rival Shaun Taunador. with a severed hand, enable clients to secrecy. Beholder rivalries are legendary
Vhondryl has permanent rooms at The control particular leader zombies. The for cruel one-upmanship and cordial face-
Deepfires (some believe she may secretly Lord of Bones himself is said to have a to-face relations, with much death and
own the place; she has ready access to its master Skull-Staff that can override all maiming between servitor underlings in
bodyguards and secret passages). She is a the scepters he sells. dark alleyways and the depths of Under-
thin, silent, mysterious lady with chalk- Mercenaries: Skullport has always mountain. Misker is clearly the victor over
white skin, knee-length blonde hair, and held an ample supply of swords for hire, his rivals in present-day Skullport, but
rather plain features. Her eyes are straw from fully trained and equipped body- some say that Misker lives only so long as
yellow, and she is known to ardently guards to desperate outlaws. Deserters the Eye does not to come to town.
worship Loviatar. She can supply any from surface armies, adventurers down Malakuth Tabuirr is a scheming drow
drink, poison, or potion (and all antidotes) on their luck, and bravos (pirates too who worships Vhaeraun (see FOR2 Drow
known to the Realms on short notice, untrustworthy to serve as regular crew, of the Underdark) and uses fellow wor-
commanding fabulously high prices. She or who currently lack a seaworthy ship) shipers as thieves and spies in his service.
also has magical powers. are always plentiful. The presence of He trades poisons, deepwine, drow armor,
Her chief rival, Shaun Taunador, has large, organized bands of professional weaponry, and magical items in return for
lower prices but a far more sinister repu- warriors tends to keep open, widespread slaves, whom he takes into the depths
tation. Shaun does business from a barge warfare outside Skullport itself, though it (presumably to drow cities). Beautiful
on the river Sargauth moored just off the wont prevent spontaneous brawls. human and elven females command his
docks, or in short-rented rooms at The The nature of this work tends to make highest offers.
Crowing Cockatrice. A mind flayer of todays hired hero tomorrows fading
awesome powers and a titan among his memory, but two rivals currently share The darkened skyline
own kind, Shaun is always surrounded by Skullports hiresword stage: Rhaunaguth Skullport teems with colorful, dangerous
a trained bodyguard of human thugs and and Dalagor. folk, but what does the visitor actually
loyal monsters of controllable sorts. Rhaunaguth is a gallant, dashing, hand- see? Well, its dark, always too dark for a
Corpses: The next most important some former pirate who leads his band of surface dwellers comfort. The map in the
trade in Skullport is the brisk business in jolly, prank-playing, hard-drinking bravos Ruins of Undermountain boxed set cant
cadavers and body parts. Although many into action as guards or as ambush and show the criss-crossing and ever-changing
dabble in this sort of work, the present sabotage teams in Undermountain and network of rickety wooden catwalks that
powers in the field are threefold: Mhaug, Waterdeep. His colorful, swashbuckling link the homes and shops of Skullport on
the Cryptkey mages, and Shradin style stands in sharp contrast to that of many levels. These provide space for
Mulophorthe Lord of Bones. Dalagor the Cold, a calculating, vicious hanging out washingor the corpses of
Mhaug is an annis (see Hag in the man who provides the same service with defeated foes, left as grisly trophies and
Monstrous Compendium) who spends an army of ju-ju zombies and reckless, warnings. They are also the many-levelled
much of her time watching events from fearless curst (a type of undead detailed in stages for fast-paced and acrobatic sword
the doorway of her gruesome shop at the the Avatar-series module FRE1 Shadow- fights.
edge of the docks. She hangs corpses by dale; longtime DRAGON® Magazine read- The catwalks and the upper areas of the
their necks as ornaments until sold; the ers may remember it from issue #30). Skullport cavern are home to a wide varie-
floppy-headed undead created from them Smuggling: Perhaps the wisest inhabit- ty of fearsome creatures. Some very sly
are derisively called Mhaug hogs. ants of Skullport are those whose prices mimics lurk about these catwalksand, in
Cryptkey Facilitations is a tomb-robbing are lower, but whose trade is of less dan- fact, are parts of the catwalks. The cat-
organization active in The City of the Dead ger and wider variety than others: the walks sometimes serve a strategic pur-
and in the countryside around Waterdeep, traders, shippers, and moneylenders who pose. In years past, a gigantic gray ooze
procuring exhumed-to-order corpses and arrange smuggling, build containers with once lurked about Skullport, but soon
body parts. The organizations members false bottoms, or repack easily recognized became too great a problem; it was de-
(estimates range from six to ten in num- stolen goods so that they can be readily stroyed spectacularly some time ago by a
ber) wear masks and rarely, if ever, speak. resoldback to their original owners as group of wizards on a high and well-
For those who wish to create undead, the replacements, for instance. These beings placed catwalk, after a long drinking bout,
mysterious mages who run Cryptkey sew must be shrewd to survive for long, for along with many of the nearby buildings,
up wounds, wire bones together, and fix they cannot avoid Skullports intrigues. lower catwalks, bystanders, and some of
bones and joints with magic, such as Most powerful in this field at present the stone floor of the cavern.
mending and Nulathoe’s ninemen spells are Misker and the drow Malakuth Ta- Visitors to Skullport will also notice a lot
(the latter appears in FORGOTTEN buirr. Misker is called the Pirate Tyrant of will-o-wisps drifting about. These crea-
REALMS® Adventures, page 57). Their (though not to his face), because he is an tures never attack directly, but try to lure
shop in central Skullport is guarded by old, wart-covered, very large beholder the unwary out of settled areas, to their
many undead, including an impressive who wears black eye patches over two of dooms deep in Undermountain.
skull-headed ettin and a scuttling legion of his eyes. Those who have dwelt in Skull- The streets also hold cages of monsters,
crawling claws (as per volume 3, the port a long time warn newcomers that which can be bought dead or alive (for
FORGOTTEN REALMS® appendix, of the Miskers eye patches do not conceal miss- spell or potion components, experimenta-
Monstrous Compendium). ing or damaged orbs; instead, he bears tion, sport hunting, eating, the pleasure of
Shradins Excellent Zombies is a dingy, unique eyes whose destructive blasts are their company, or as guards). There are
run-down shop in the inner reaches of powerful enough to easily rend dragons dung heaps where enterprising goblins
Skullport; parts of it seem more ruined hide, magical armor, and adamantite alike! grow exotic mushrooms favored by Wa-
than usable. The haughty Shradin Mu- The wise place no bets on the success of terdhavian nobles, and even shops where
lophor is a seemingly unstable archmage anyone stupid enough to challenge Misker, adventurers who make it this far can
who has developed necromantic spells far something that those who are wild for purchase trophies and relics of Under-
beyond what most mages know. He is entertainmentor who wish to learn more mountain, such as dragon skulls, to im-
heavily armed with wands. He sells or about his powershave been known to press folks back on the surface.
rents out claws of controllable zombies hire fools to do.
for guarding, carrying, and loading work. Misker is not the only beholder regularly Tales of the past
A claw consists of four normal zombies found in Skullport, but the other two, Undermountain and Skullport are insep-
12 AUGUST 1991
arable in all but name, though Skullport is structed from the rubble of the previous
one area of the Under-Realms that Halas- settlement as well as wood from the vari-
ter Blackcloak, the Lord of Undermoun- ous shipwrecks out in the Sea of Swords,
tain, doesnt include as part of his hauled in by Shradins undead and other
dominion. Granted, he has been known to agents.
gate in a few of his more fearsome pets Within Skullports first eight years as an
now and again, but he himself never active port, Shradin and his undead engi-
overtly enters Skullport. This arrangement neered and constructed the massive hoist
has been in effect for the last two centu- in the South Seacaves to allow direct ac-
ries of Skullports existence, all due to the cess to the port from the Sea of Swords.
power of the necromancer Shradin Mu- With this construct came the notice of the
lophor, the unofficial ruler of Skullport. Lords of Waterdeep; for the sake of Water-
Halaster and his former apprentices all deeps order and trade, the Lords were
honor a nonaggression pact with Shradin actually glad to hear of the existence of
and his shady port, some out of respect Skullport. Having used the Underhalls as a
for his power and some from fear of the place to banish certain prisoners, the
same. Strangely enough, Halaster honors Lords of Waterdeep found that Skullport
the pact out of friendship. Shradin, an old was a perfect place to punish unscrupu-
comrade and contemporary from the lous merchants as well as acquire some
fading lands of Netheril, impressed his rare and wondrous items not found on the
fellow wizard in his mastery of the necro- surface Realms. As a result, a number of
mantic art, becoming one of few beings to truly dishonest Waterdhavian merchants
have met (nay, exceeded) Halasters expec- were sent to Skullports shadowed mer-
tations. Shradin bided his time in Netheril chants quarter. Few lasted long, but a
and soon found his way to the Blackcloaks small number thrived in the shadows.
domain in Undermountain. Upon finding After a decade of venturing down in the
the large skull-infested cavern (see Heads Deep Realms, Shradin allegedly went mad
up!), he simply asked for Skullport as a from encounters with unknown horrors
personal demesne and was granted it. lurking far away from any civilized out-
When Shradin and Halaster first discov- posts. He returned to Skullport a very
ered the cavern complex that would later unstable personage and remains so to this
become Skullport, the floating skulls were day. (However, see his character notes
already there. Shradins intense investiga- under Skullports Best. ) Shradin no
tions of these phenomena continued for longer commands the respect of the dwell-
nearly a decade, but how much the master ers and traders of the Port of Shadows,
necromancer learned is unknown. Alleg- though he is still given little trouble due to
edly, Halaster quitted the place nearly 210 his powerful wands and spell-casting.
years ago and has returned only three
times in the intervening years. Few pre- Natives of Skullport
tend to know what the Master of the There are many other beings of interest
Underhalls thinks of Skullport, but many in this place of misfits and eccentrics, but
point to him as the architect of Skullports most notable to visitors are Thaglar and
macabre sentinels. The truth on this mat- the Hired Horrors.
ter is known only to Shradin, Halaster, and Thaglar is a gruff, foul-mouthed dwarf
the skulls themselves, and none of them whose drinking bouts and crude pranks are
are quick to impart any information on local legends. He makes customized armor
the matter. and alters or repairs armor and weapons,
Shradin and Halaster, it is told, took to specializing in fitting both with spring barbs,
clearing out much of the rubble of an poisoned needles, and other traps.
older city within the cavern proper, a task There is also a company known as the
requiring one year alone. It is said that the Hired Horrors, run by several soft-spoken,
only building that predates those of the gentleman mages. They breed deepspawn
current Skullport is Shradins own, the (beasts that produce other monsters, de-
tumbledown stone building that contains tailed in the Realms sourcebook FR11
his zombie shop. Dwarves Deep) in a secret location and
Shradin spent an additional number of have developed spells to teleport such
years populating Skullport. Through Ha- creatures into desired areas. When hired,
lasters work, the river Sargauth was they deliver a deepspawn directly into the
magically connected with deeper rivers to home or headquarters of a clients rival or
allow trade with the Realms Below. Shra- enemyin the cellar of a Waterdhavian
din set up the trade routes and agree- nobles villa, for example, or the sewers
ments with the svirfnebli and the Shunned near an important warehouse. Until de-
Races of Torilthe drow, duergar, and stroyed, the deepspawn will produce
illithids. A large number of Skullports many lesser but still deadly monsters.
denizens were drow and other Deep
races, until an increasing number of ad- Heads up!
venturers forged their way into Skullport, The skulls of Skullport are the sentinels
some tired of adventuring and others of order in an otherwise dangerous place.
quickly seeing the potential profits in- Shradin, being the first settler and mer-
volved here. The Port of Shadows grew by chant here, set up an unwritten code that
leaps and bounds, filling the cavern within is told to any arriving in Skullport: This
25 years. Buildings and homes were con- be safe haven to all traders and customers;
DRAGON 13
keep thy weapons and uncivil tongue in the back with Shradins sleeping pallet way to Skullport.
sheathed lest thee find the grinning skull and a small chest, but this is simply a His injured arm prevented him from
of Death smiling in thy face. Only a select front. Concealed behind a lethal yet im- safely adventuring and, being left-handed,
few actually believe or even remember pressive array of deadly magicks is a se- his mapping career ground to a halt. With
this tale; many believe that the skulls set cret trapdoor that leads down to a his meager savings, he secured rooms at
up this law even before Shradin arrived. dungeon beneath Skullport. The main The Deepfires and began drowning his
The skulls enforce this beneficial code of dungeon covers two different levels, both sorrows for days and nights on end. The
behavior as well as their own code. Unfor- extending to the north and west under the skulls took notice of him, sending him into
tunately, the skulls dont divulge their port, and was formerly a temple to a lost the caverns east of Skullport to find a
code, but simply order beings to perform god of the kuo-toan race. Shradin has here dragons tooth. Aekyl returned to Skull-
seemingly random, pointless tasks. Such created a luxurious palace filled with port unharmed with a magical short
tasks in the past have included climbing to magical and monetary treasures. He has sword of dancing (with Dragons Tooth
the ceiling of the cavern and shouting a shared these secrets with only four people carved into the blade in Dethek runes), a
certain name 12 times, going to the Crock in the past 200 years: Halaster, Raella Hiess pouch full of emeralds, and a pair of
and Helm and polishing the bar, venturing (of The Deepfires), Laeral (under her alias boots. The skulls simply nodded and let
north of the city and into the caverns to as Irusyl Eraneth), and Vhondryl. He him keep his spoils.
retrieve 10 rocks of a certain color, or trusts these people enough to drop his Aekyl now operates his new mapping
buying a slave of a certain name and set- facade of the idiot when in private (though shop close to the Deepfires, his customers
ting him loose into the Sargauth. The he wonders where Irusyls loyalties lie), keeping him well fed and clothed in style.
skulls demands often seem illogical, but and they are privy to secrets that many His magical boots of guiding now do the
the power they appear to wield keeps few spies from The City Above would give mapping for him, though his customers
from ignoring their requests. They rarely their souls to hear. dont know this. All Aekyl does is walk
make requests of clearly powerful beings, Shradin, despite his unassuming role as through the dungeons with slow careful
though troublemakers and braggart ad- a fool, carries an impressive and daunting steps. After covering the areas required by
venturers often find themselves subject to collection of magical paraphernalia on his his contracts, he returns to his shop and
the more degrading of tasks (Go help that person at all times. In full view, he wears a removes his boots; on a command word,
poor goblin harvest his mushrooms. Sure- cowl of warding, bracers of defense AC 5, the boots shrink to the size of rice grains
ly such a hero as you can handle that.). a cloak of the bat, a wand of fire, a wand and retrace the previous days steps in
If the rule of safe haven is broken or if a of paralyzation, a ring of protection +3, permanent marks on parchments or vel-
being refuses to follow the dictates of one of and a ring of the ram. Hidden from view, lum. His maps are well known as Aekyls
the skulls, they summon a wizshade (from Shradin also habitually carries a Netherese bootprints, and their accuracy on a map
MC7, the first SPELLJAMMER Appendix blast scepter a wand of fear, a wand of for the Lords of Waterdeep secured a
for the Monstrous Compendium) to escort size alteration, and a horned ring, a gift dismissal of charges for Aekyls alleged
the offending being from the Port of from Halaster. (Nearly all unfamiliar magi- crime. Now, Aekyl prefers the intrigues
Shadows. If met with steel or spell, the cal items are from the Ruins of Under- and profits of Skullport, and he plans an
wizshade will attack in kind, removing the mountain boxed set.) His spells are indefinite stay in the area.
lawbreaker from the port dead or alive. numerous and deadly, his spell books
Longtime natives of Skullport, few as containing every known necromantic spell Vhondryl: AL LE; AC 6; MV 12; human
they are, also tend to deal harshly with in the Realms (see appendix two of Psi 13; hp 52; THAC0 14; #AT 1; Dmg by
those who do not follow the law of Skull- FORGOTTEN REALMS Adventures). weapon type (scimitar); W17, C18.
port. They have learned by example how Vhondryl is one of the top dealers of
much destruction and lost profit comes Aekyl Dafyre: AL N; AC 8; MV 12; potions in the Port of Shadows, though
from having the wizshades arrive. Many human T4; hp 15; THAC0 19; #AT 1; Dmg she keeps a low profile on this by working
merchants, as well as some frequent cus- by weapon type (dagger or short sword); through intermediaries. Only buyers of
tomers, will escort wrongdoers away from D 17, C 15, Ch 16. rare or dangerous concoctions deal di-
their businessesif not out of Skullport Aekyl Dafyre is a short, dour human rectly with Vhondryl. The petty poisons
altogetherto prevent damage to their with thinning brown hair pulled back into are not worth her time away from manag-
goods when things get out of hand. a ponytail, a pencil-thin moustache, and a ing The Deepfires. This quiet and cryptic
dark complexion. His mood is almost al- lady can supply any drink, poison, or
Skullports best ways bad; most people hear only grunts potion known on Toril, but commands
Shradin Mulophor: AL NE; AC 2; MV and grumbles when they speak to him. fabulously high prices; many find the
12; human necromancer M21; hp 38; Eight years past, Aekyl was the premier prices reasonable given the rarity of some
THAC0 14; #AT 1; Dmg by spell or weapon cartographer and guide through Under- requests. Never one to be cheated or
type (dagger); ML 18; C 16, I 18, W 17. mountains uppermost levels, guiding threatened, she has strong powers of the
To all appearances, Shradin Mulophor is thrill-seeking nobles and Watch parties mind. If your campaigns do not use the
an unstable, doddering old mage who through the twisting tunnels of Halasters Complete Psionics Handbook or psionics,
many believe stays alive only because of lair. His sense of direction and skill at map- Vhondryl can be changed to a 13th-level
his marginal usefulness with undead. In making were legend until the corridors transmuter (a specialist mage). Her psionic
truth, Shradin is the Lord of Skullport, and his luck took a wrong turn. powers are the following:
though he makes sure no one realizes that Escorting a trio of nobles through the PSPs 171; psychoportation: banishment
fact. He fakes his insanity and instability to northwestern passages of Level Two, (14), teleport (15), teleport other (12);
promote his foes underestimation of his Aekyl took an unfamiliar path, thanks to dimensional door (17), dimension walk
power and ability. Without having to open- Halasters teleports, and he failed to recog- (16), teleport trigger (15), time shift (16),
ly show his power, he is left in peace by nize warning signs of active monsters. time/space anchor (14); psychometabolism:
the many unscrupulous inhabitants of the Soon after, the party was ambushed by energy containment (16); body control
Port of Shadows. If there are any foolish two owlbears. Aekyl and one of the nobles (14), cell adjustment (15); psychokinetics:
enough to steal from Shradins own shop, escaped with their lives, but Aekyl lost the detonate (15); telepathy: contact (17), false
there are none left alive to brag of it. use of his left arm due to severe clawing. sensory input (14), identity penetration
Shradins shop takes the majority of the Once safe in the Yawning Portal, the noble (14), psionic blast (14); defense modes: all
space in his building, the laboratory and ordered him arrested for the murder of Vhondryl has rooms at The Deepfires as
main sales room occupying more than half their companions. In a panic, Aekyl fled a secret gift from Raella Hiess, the inns
of the total building. There is a small room back into Undermountain and made his Continued on page 88
14 AUGUST 1991
Skullport Map Key
D = dwelling; I = inn; M = merchant/business; T = tavern
The
groups better.
Attention:
Underground
Dragon’s adversaries
seeking heroes
to bash
Bestiary
Biclops
Created by Spike Y. Jones
16 AUGUST 1991
The biclops is a gray-brown, two-headed Averx their path, but they have other concerns
giant having one yellow eye in the center of Created by Costa Valhouli and goals as well.
each head. The origin of the biclops is uncer- Combat: Averxes can move silently,
tain, but it appears to be a cross between a CLIMATE/TERRAIN: Subterranean hide in shadows, and read languages with
cyclopskin and an ettin. As with both of its FREQUENCY: Rare an 85% chance of success. They utilize
ancestors, the biclops prefers to live an ORGANIZATION: Clan other thieving abilities at the fifth level of
isolated life in mountain caves, hunting at ACTIVITY CYCLE: Any use, using Table 19 in the Dungeon Mas-
night for sources of food including fruits, DIET: Omnivore ter’s Guide. All averxes have infravision to
honey, wild animals, and the occasional INTELLIGENCE: Genius (18) 120', but light causes them no harm.
human, goblin, orc, or dwarf. TREASURE TYPE: W; Q on individuals They can use each of the following spells
The right head of a biclops usually ap- ALIGNMENT: Neutral twice per day: blink, enlarge, invisibility,
pears slightly larger than the left, and the NO. APPEARING: 4-16 (10%: 1-2) and levitate. They can also cast, thrice per
right is always dominant. As filthy as an ARMOR CLASS: 4 day, faerie fire, audible glamer phantas-
ettin, a biclops has no concept of bathing MOVEMENT: 9, Fl 15 mal force, light, and spook. All spells work
and can barely make its own clothing, HIT DICE: 1+3 (leaders 2+1) as though cast by a 5th-level mage. In
ornaments, and weapons. Biclopes have no THAC0: 19 addition to these spells, an averx leader
true language, instead using a mixture of NO. OF ATTACKS: 1 can cast fear, silence 15’ radius, and warp
animal noises and a few words borrowed DAMAGE/ATTACK: By weapon type wood once a day. These spells can be cast
from other races when appropriate. They SPECIAL ATTACKS: Spells, +4 to even in total silence, though the averx
have 90 infravision. surprise foes must have its hands free for somatic ges-
Combat: Biclopes behave much like SPECIAL DEFENSES: Spells, thieving tures. Oddly enough, no averx is affected
ettins, holding a weapon in each hand abilities by a cursed weapon or item, and they are
with one head controlling each attack. MAGIC RESISTANCE: 25% immune to all forms of curse spells.
Their preferred weapons are mauls, tree- SIZE: T (1½’ tall) Averxes avoid direct combat, preferring
limb clubs, and stone axes. Each of their MORALE: Steady (11) hit-and-run raids, traps, sabotage, misdi-
attacks can be used against a different XP VALUE: 650 (Leaders 975) rection, and bluffing. They attack other
opponent unless one head is incapacitated, beings only if attacked themselves or if
in which case control of both arms reverts Averxes, in their usual form, resemble such beings enter and harm the averxes
to the remaining head and both attacks small, thin, gray-skinned humans with territory, but they enjoy causing trouble
can then be directed at only one target. horns, amber eyes, miniature wings, and for its own sake as well. In particular,
In addition, biclopes can throw small little clothing. These miniature dungeon these creatures hunt out small, evil beings
boulders (of which they often have an demons or cave devils enjoy hampering like jermlaine and other vermin of the
ample supply in their lairs) up to 30 for and stealing from adventurers or other Underdark, killing them and casting their
1-8 hp damage each; two rocks can be beings unlucky enough to stumble across bodies into any available deep pits.
thrown each round. Because they can
achieve binocular vision of a sort if both
rocks are hurled at the same target, no
penalty is then suffered; but if separate
targets are chosen or if only one head is
operational, there is a -2 to-hit penalty
on all missiles.
Biclopes never use armor, preferring
only the crudest of dirt-encrusted, animal-
hide coverings. They play with fire but
never use it for cooking or combat.
Habitat/Society: Generally solitary, the
only time multiple biclopes will be encoun-
tered is when 1-3 young are being raised
by their mother. Young biclopes usually
have 3 HD and AC 6, and do 1d4+3/
1d6+4 hp damage with their small clubs
(or half that damage with fists alone).
Youths reach adulthood in 5-8 years. Bi-
clopes almost never work in concert with
other beings, savagely attacking all who
come within sighting range.
Ecology: Biclopes are consummate
scroungers, able to ingest and survive on
virtually any plant or animal diet, including
rotting meat. They especially enjoy the flesh
of humans, demihumans, and humanoids,
though, and have no objection to fighting for
their meals. Biclopes are preyed upon as
food by dragons, wyverns, and similar mon-
sters, and are attacked on sight by most
adventuring and military forces, as well as
by other giants. Unchecked, they wreak the
sort of devastation common to evil, unciviliz-
ed giant-kin, but this rarely happens for
long. Biclopes in some regions are wiped out
by their enemies within only a few years of
their discovery.
DRAGON 17
In all combat situation, averxes are SIZE: S-L (2’-8’ diameter) if the person struck by sleepiness is within
extremely clever, observant, and com- MORALE: Not applicable 3’ of the cushion and fails a dexterity check
manding. They set traps of fiendish design XP VALUE: 35 on 1d20 when he falls. A burst fungi emits
in the underground corridors leading to a 60’-diameter cloud of spores for 2-5
their most carefully guarded lairs and The cushion fungus is usually found in turns, and those caught within this thick
realms, using all manner of snares, pits, dry, dark, underground areas having little cloud have a -2 on their saving throws vs.
poisons, and the like. or no air movement. This fungus is typi- poison, sleeping for 3-6 days if they fail. If
Habitat/Society: Averxes prefer to live cally oval in shape, about knee-high when the fungus does not burst, spores will
deep underground in the most beautiful mature, and up to 8’ in diameter at its continue to be emitted as long as victims
natural areas imaginable, especially in largest. Its pastel coloration ranges from are breathing or snoring nearby.
vast, crystalline caverns. They enjoy light- pink to purple, with the outer surface of Over a period of 4-16 days, a sleeping
ing their homes in different ways to en- the fungus having the texture of fine victim dies of starvation and thirst, begins
hance the natural beauty, and they velvet. to decompose, and is digested by the
conduct elaborate rituals in honor of their Combat: Any movement of air or an fungus’s spores on the body. The body
homes at irregular intervals. Any in- increase in the ambient temperature (such then slowly becomes covered with the
truders who damage these caverns in any as from a torch or warm-blooded crea- velvetlike fungus until, 5-30 days after the
way, whether by mining, construction, or ture) in the vicinity of a mature fungus being’s death, it has become a new cushion
simple rock collecting, will spark the will cause it to release an almost-invisible fungus. A body that falls on and bursts a
averxes’ communal anger. cloud of spores in a 40’ diameter. Some cushion fungus takes only 3-12 days to
Averxes do not usually carry treasure observers have described this spore cloud turn into a fungus if the victim dies. In any
upon their persons, but each one is likely as resembling the shimmering distortion event, a sleeping victim who manages to
to have thin rope or cord, knives, wire, oil, of heat rising through the air from a hot revive requires no further care except for
tinderboxes, caltrops, or darts. Leaders surface. A successful wisdom check on eating and drinking.
may carry cursed items for bothersome 4d6, or such spells or devices that detect Habitat/Society: This fungus grows
intruders to “find.” An averx lair has only a invisibility, are required to notice the only in areas with little or no air move-
relatively small amount of treasure, and cloud. Assume that the spore cloud will be ment (abandoned dungeons, vaults, crypts,
averxes usually carry a few gems around released one round after a being or heat blocked caverns, etc.). If brought to an
with them for their own pleasure. A lair is source passes within 30’ of the cushion area with any regular air movement,
usually high in a cavern ceiling, in a hole fungus, or two rounds after a being or perhaps on a spore-carrying body, the
or tunnel or along a ledge. Every effort is heat source passes within 31’-60’ of it. The spores will not mature.
made to conceal this area from view and cloud remains active in the air for 5-8 Ecology: The fungus’s digestive en-
to keep it safe. turns thereafter. zymes are incapable of digesting inorganic
Sometimes one or two averxes, acting on Creatures caught within a spore cloud items, so metallic items, jewelry, gems, and
their own curiosity, make their ways into must save against poison or will begin to so forth will continue to exist within the
dungeons or deep cellars. They rarely stay feel drowsy, with a deep, peaceful sleep body of the fungus. Some adventurers
long, preferring to acquire some minor coming on in 1-4 rounds. Even those who have told of finding treasure within oddly
treasures and leave—possibly after causing save are affected as per a confusion spell shaped cushion fungi, but cutting one
a little mischief. for 1-4 rounds, and must save again 10 open invites trouble. It is said that the
Ecology: With their array of powers, rounds later if they haven’t left the vicinity spores of this fungus are valuable to alche-
one would guess that averxes are nothing of the fungus. Creatures failing their saves mists and mages for use in potions of
more than nuisance monsters. Some sages, will fall, usually onto or near the velvety sleep, confusion, and feign death.
however, believe that averxes were cre- soft fungus, and remain in this state until
ated by unknown land possibly extinct) they are removed from the radius of the
greater powers as guardians of subterra- cloud and a neutralize poison spell is cast
nean lands and protectors of their beauty. on them (without this spell, 1-3 days are
They prey on small animals and evil crea- required before the victim wakes up).
tures but largely leave everything else The cushion fungus itself will burst if
alone. someone falls on it heavily, which happens
Fungus, Cushion
Created by Anthony Gerard
18 AUGUST 1991
The Ecology of the
Galeb Duhr
®
An AD&D game monster that gives new meaning
to the term rock & roll
by Robert Isaacson
DRAGON 21
salvation; I quickly lifted Slek and stepped ance, for these beings are formed entirely All mountains contain the earth power
through the opening. As I turned to look of stone. They look like huge boulders or to some extent, though some less so than
back, I could see that the hole was already outcroppings of rock, with stony human- others. Generally, the younger and less
closing on itself, leaving the goblins boxed like features positioned on the broadest eroded by air or water the rocky sur-
in. Before the opening vanished com- face. They have two limbs, which act as roundings are, the stronger the elemental
pletely, however, I caught a glimpse of the both arms and legs. A galeb duhr walks link that such a place possesses. In very
goblins panicking. The very boulders with a slow, ponderously steady gait, the new mountains or places where the natu-
along the path seemed to be stirring, as digits of its appendages gripping the ral elemental link has been heightened,
though life had suddenly been breathed ground surely. A galeb duhr cannot walk such as by magical alteration, a galeb
into them. Then the hole was closed, and I while holding something in its hands, duhrs power is said to become greater
could see no more. But I heard the goblins though the digits are capable of fairly still. Tales tell of whole colonies of stone
terrified cries. I carried Slek to the gate, delicate manipulation. A galeb duhr that is men dwelling there, and only the foolish
where the dwarves within quickly admit- dormant or wishes to remain hidden can would contest their power.
ted us. merely close its eyes and mouth, draw its From this and other dissertations, I
Well see to this young one, the ser- appendages close to its body, and sit still; gathered that while a galeb duhrs powers
geant assured me, after I explained the in such a state, it cannot be distinguished over the rocky environment of its home
information Slek carried. So you led those from a normal boulder. are similar in form to known earth- and
blackguards on quite a chase, eh? A common thread running through the stone-affecting spells, such powers may be
Not entirely my doing, I gasped, my popular stories told of the galeb duhr is activated with but a moments thought (a
heart still pounding in my chest. There the idea that they eat rocks, an under- warning to wily mages who might think to
was wizardry at work out there. Walls of standable though incorrect conception. best these creatures at their own game!). It
stone, seas of mud More accurate would it be to say that they is also my understanding that very old
The sergeant laughed. Not wizardry. draw sustenance from rocks, for a galeb galeb duhr or those dwelling in highly
Just the doings of those who know the duhr does not eat, at least not as we un- magical areas are stronger than ordinary
stone even better than we. Its thanks to derstand eating. As far as I was able to galeb duhr, and may command additional
them that we require only a company of tell, they also neither sleep nor breathe.¹ powers.3
six in this post; they see to it that no un- Instead, they gain nourishment simply Galeb duhr are naturally resistant to
welcome trespassers make it here. Theyve from continual contact with their stony certain extremes. Fire does little harm to
been watching you since you started up surroundings. Galeb duhr take their suste- them, for it takes a great deal of heat to
the pass. Theyre just outside. Would you nance from the earth much the same way harm stone. Magical fires, which have
care to meet them? a plant grows in the sunlight; the more such intense heat, are more dangerous to
We stepped back outside. There was no sunlight, the stronger and healthier the these beings. Galeb duhr easily shrug off
sound now from the goblins trapped in- plant. In the same manner, a galeb duhr is electrical attack, being nonconductive, and
side the stone walls. Dead, the sergeant strongest and healthiest in areas that are they are completely immune to any and all
said. Probably ground to blood and pow- predominantly stony in nature. A galeb poisons. However, all stonemasons know
der by now. Well, here we are. You can duhr lives out its life in a mountainous that there is nothing like cold to bring out
thank them yourself. environment; they are almost never en- cracks or faults in stone. Intense cold does
I looked around, but could see nothing countered elsewhere, for good reason: loss considerable harm to galeb duhr, and they
except the wall of the ravine, a struggling of contact with the natural mountainous are often dormant during wintertime,
mountain pine, a pair of very large boul- environment progressively weakens a though Jarek told me that this may not be
ders, and some scrub. Where? I asked. galeb duhr, and it will die if kept from the case in areas of strong earth power.4
The sergeant smiled again and pointed areas of stone for too long a time, much as (Caverns at least afford protection from
at the boulders. There: he replied. As I a plant will die without sunlight.² Galeb the winters chill.) Wizards knowledgeable
watched amazed, one of the boulders duhr are often found in underground in elemental matters have discovered that
shifted. A rocky brow lifted, revealing a caverns as well, though they are rarely certain spells affecting rock will also harm
stony black eye. Both stones began to stir, recognized there in the jumble of rock. a galeb duhr, though details on these ef-
rising up and standing on short, thick legs. In conversation with the galeb duhr fects are not clearly known.5
Their eyes opened as they hefted them- near Ravens Ravine (which was a pro- I am at a loss to converse about the
selves up, and their cavernous mouths longed business, as galeb duhr rival exact interior biology of a galeb duhr. I
stretched into a pair of mischievous grins. treants for slowness of speech), I frequent- broached the subject with the galeb duhr
Thus was my first encounter with a ly heard references to a thing they called at Ravens Ravine but was able to learn
most rare and fascinating creature, the earth power. When I asked them to de- little; they seemed surprised at such a
galeb duhr. During ensuing conversations, scribe it, they could only say that they felt question. However, I spoke with one dwar-
both with Yrensparthes resident sage, a feeling of strength in places with the ven veteran who had witnessed a battle
Jarek Thunderbarrel, and with the galeb earth power. In further discussion, Jarek between two galeb duhr and a marauding
duhr themselves, I have discovered much Thunderbarrel gave me his theory of young dragon, in which one of the galeb
of the so-called stone men of the moun- earth power, which went as follows: duhr was killed. The galeb duhr was
tains. There is much to wonder about The galeb duhr are very strongly con- struck a mighty blow by the dragons tail
when one considers the lives of beings nected to the elemental plane of Earth. and broke apart like a rock struck by a
that are living rocks. How does a galeb This link is unconscious for the most part, sledgehammer. When the dwarf visited
duhr eat? What kinds of rigors can they and it exists in each of them. Since they the aftermath of the battle, the fragments
withstand, given their rocky forms? How are so well attuned to that plane, they are were almost indistinguishable from the
do they reproduce? What laws do they able to consume the rocks themselves and ordinary scree of the area.6 From this, I
follow, if any? How long do they ordinarily magically control stones without the use of gather that galeb duhr have no interior
live? What gives them their legendary spell-casting, as we understand it. Earth organs at all, being literally solid stone
powers over stone? Over a course of power is simply a measure of a places throughout. How such beings can move
months, I learned the answers to these connection to the plane of Earth; places and think as ordinary creatures do is
questions. Herein do I set down my find- of strong earth power include mountain beyond my understanding. I postulate that
ings, that I may rectify some misconcep- ranges, deep caverns, or rocky lands their ties to the plane of Earth allow ani-
tions and enrich the general knowledge prone to severe earthquakes. Galeb duhr mating elemental forces to flow directly
about these amazing entities. greatly prefer such places, for away from into them; Jarek is supportive of this the-
Galeb duhr are monolithic in appear- them their endurance and powers wane. ory but refuses to commit himself profes-
22 AUGUST 1991
DRAGON 23
sionally until proof can be obtained. not from combat or the loss of contact from this state.
Galeb duhr are very territorial creatures. with its earth power), it slowly cracks and 3. See the AD&D® 2nd Edition Dungeon
Once they have settled into an area, it is crumbles away over a period of 2-7 days. Master’s Guide, page 64, Innate Abilities,
nearly impossible to move them. A galeb At the end of this time, all that remains of for details on how a galeb duhrs spell-
duhr usually spends much of its time either the original galeb duhr is stone dust, grav- casting powers really work.
sitting in one place, watching and thinking, el, and three large chunks of stone. These For every 500 years over 2,000 that a
or slowly patrolling its environs for signs of chunks of stone are young galeb duhr. galeb duhr has lived in its own territory, it
disturbance. A galeb duhrs territory usually They remain immobile for a period of gains one of the following advantages.
encompasses an area of about 1-4 square approximately one century, slowly grow- This reflects the galeb duhrs ever-
miles. It is invariably protective of its moun- ing and developing, during which time strengthening connection with its territori-
tain home, vigorously defending it as its own they are completely indistinguishable from al surroundings and the plane of Earth. In
against uninvited or hostile intruders. It will normal rocks. At the end of this time, they areas where the natural elemental influ-
often ally itself with those of like mind awaken as adult galeb duhr. The largest ence has been heightened, galeb duhr may
against potential despoilers; in wooded then usually takes control of the surround- obtain these additional powers more
mountain ranges, galeb duhr and treants ing territory, while the smaller two move quickly; this is left to the DMs discretion.
often work together, and alliances between off to find their own territories.7 DMs may choose powers or roll them
galeb duhr and near-surface bands of pech There is little more I can say about these randomly; if duplicate powers are ob-
are not unheard of. A galeb duhr is intimate- wondrous beings. Perhaps this treatise tained on rolls of 13-20, roll again.
ly familiar with the lay of the land in its may serve to guide one more learned than
territory and will usually have traps set in myself in discovering more. I must say 1d100 Benefit
various area of access (paths, natural as- that in the time I have spent studying the 1-4 +2 AC bonus
cents, etc.). Such traps are usually features galeb duhr, I have grown to respect and 5-8 Resist magical fire
of the landscape, either natural or created like them. Bold adventurers who plan 9-12 +2 HD bonus
by the galeb duhr, that can be triggered by expeditions to the mountains may run 13-16 Resist cold
one of the galeb duhrs earth-affecting across these creatures, and I strongly 17-18 Stone tell
powers; the outcropping at Trumans Pass advise friendliness and courtesy when 19 Stone barrier
that changed to mud was one of these. dealing with them. To their friends, they 20 Double boulders
A galeb duhr will typically watch in- are most benevolent and helpful; those
vaders for some time, determining if they who make them enemies will find the Explanation of powers
are of violent intent or not. Peaceful trav- galeb duhr have hearts of stone. +2 AC bonus: The galeb duhrs armor
elers are allowed to pass unmolested. class is modified from -2 to -4 initially
Should the intruders be deemed hostile, Footnotes and may improve further on subsequent
the galeb duhr will attack from hiding, Galeb duhr are described in the AD&D® rolls to AC -10.
using its powers to harry and waylay the 2nd Edition Monstrous Compendium, Resist magical fire: The galeb duhr still
intruders (note that hiding to a galeb volume 2, and in the AD&D 1st Edition has a +4 bonus vs. fire attacks. However,
duhr often means simply closing its eyes Monster Manual II, page 68. the galeb duhr takes -1 hp per die of
and mouth and sitting still). If a galeb duhr 1. Galeb duhr have no need for oxygen damage done. Further bonuses of this sort
cannot persuade invaders to leave its or any other inhaled gas for survival, reduce damage down to a minimum of -4
territory in this way, it attacks openly, Accordingly, they suffer no damage from hp per hit die.
usually in a steep or narrow area so its harmful gases (poison gas, cloudkills, +2 HD bonus: For each hit die the galeb
foes cannot retaliate easily. In combat, a green dragon breath, etc.) or immersion in duhr possesses, it gains an additional 2 hp,
galeb duhr animates normal boulders and any liquid except acid. to a maximum of 8 hp per die on subse-
rocks around it and commands them to 2. If a galeb duhr is removed by any quent rolls.
attack; this action is similar to the way a means from its natural surroundings, its Resist cold: Galeb duhr who possess this
treant animates trees. Earth-affecting physical condition will slowly begin to power may move and function in even the
powers will be used in the most effective deteriorate, as the life-giving connection to coldest weather. They save normally
way possible: walls of stone may be raised the elemental plane of Earth slowly fades. against cold-based attacks and take only
and collapsed on intruders, earthen em- In areas where they are not totally cut off normal damage from them.
bankments may be moved to hinder move- from their mountain origins, such as Stone tell: This power is identical to the
ment or cause an avalanche, and so forth. plains or farmland, this deterioration will priest spell stone tell. It is performed at
If any foes come within striking distance, be slow: the galeb duhr will lose 1 hp per the 20th level of ability.
the galeb duhr will attack physically with day that it is away from its home. Such Stone barrier: This is a new priest spell,
a crushing bite or a smashing blow from loss is permanent until it returns to an described here. Galeb duhr perform it at
one of its appendages. area that is predominantly rock and stone, the 20th level of ability.
Galeb duhr social structure is practically at which time it recovers lost hit points at
nonexistent. They have no castes or class- a rate of 2-5 hp per day. In an area totally Stone barrier (Alteration)
es, leaders or followers. They are, for the removed from its ordinary habitat, such as Level: 6 Components: V,S
most part, solitary creatures, each of a desert or an ocean, a galeb duhr will lose Range: 30 yards CT: 5
whom will stake out and watch over its 2-5 hp per day, but will regain them at the Duration: 3 rnds. +1 rnd./2 lvls. of caster
own mountain territory. Occasionally, a above rate if returned to its home. AE: Special Save: Special
number of galeb duhr will dwell in the When a galeb duhr falls below 20 hp Upon casting this spell, the spell-caster
same area, as do those at Ravens Ravine, due to loss of contact with its natural sets a whirling wall of flying stones in
but this is unusual. I know nothing of their habitat, it loses its powers to control stone. motion about a fixed point. Any creature
religion, if any such exists; the galeb duhr Such powers return at once upon re- attempting to pass through this barrier
of Ravens Ravine showed little interest in newed contact with a rocky or mountain- will take 8d8 hp damage (when used by
the subject, but they may not have under- ous environment. Should a galeb duhr fall galeb duhr, add 1 hp for each hit die the
stood my questions on the topic. to zero hit points due to environmental galeb duhr possesses: 8d8 + 8-10 hp). In
Galeb duhr are extremely long-lived; an deprivation, the connection with the ele- respect to area of effect and in all other
average specimen could live to be many mental plane of Earth is considered to aspects, noting the changes given here,
thousands of years old. They do not mate; have vanished completely, and it becomes this spell conforms to the sixth-level priest
indeed, they have no genders at all. When nothing more than a normal boulder. A spell blade barrier.
a galeb duhr dies naturally (that is to say, full wish is required to revive a galeb duhr
24 AUGUST 1991
Double boulders: When the galeb duhr certain to leave at once, though it might month.
animates normal boulders to fight for it, attack the spell-caster if the latter was 7. Of the three galeb duhr produced,
2-4 are animated (as opposed to the nor- rude. Stone to flesh causes the galeb there will be one of each size category:
mal 1-2). duhrs body to become fleshy (AC 8) if it one 10 HD, one 9 HD, and one 8 HD. The
4. Galeb duhr ordinarily are very slug- fails a saving throw vs. spells, a condition 10 HD galeb duhr will instinctively move
gish after more than three days of sub- that distresses it greatly and causes it to to take over the immediate territory. The
freezing temperatures. They are hard to lose all of its spell-like powers; flesh to smaller ones usually move off to stake out
rouse in such times and act as though stone reverses this effect. Always consider their own areas, though they sometimes
under the influence of a slow spell when the galeb duhrs 20% magic resistance remain (15% chance) and share the area
active at all. Those who are resistant to when figuring spell effects. between the three of them. In such cases,
cold (see note #3) may move and act 6. The stony body of a galeb duhr al- the largest does not rule the others, and
normally. ways matches the predominant stone of they take little note of each other in day-
5. The following effects of wizard and the area. Granitelike stone is most com- to-day activities, though they do not hesi-
priest spells should be noted when such mon, but marble, quartz, and all other tate to aid one another in a crisis.
spells are used against galeb duhr: Ani- igneous or metamorphic types are possi-
mate rock, if it can affect a stone the size ble. No galeb duhr have bodies matching
of the galeb duhr, effectively charms the sedimentary rock, such as shale, sand-
galeb duhr (who receives no saving throw) stone, or limestone. Check Your Mailing Label!
and causes it to obey the casters every A fragment of a galeb duhrs body, if it
command; however, the galeb duhr great- can be identified as such, is of special If it’s time to resubscribe, fill out the
ly resents such treatment and always value to spell-casters. Any earth- or stone- reply card inside this magazine, or
attacks the spell-caster after the spells related spell requiring a piece of stone as a simply write your name and address
duration ceases. Dig, move earth, passwall, material component will be half again as on a sheet of paper, then send it along
sink, spike stones, stone shape, and trans- effective if the stone used comes from a with your payment to:
mute rock to mud (and its reverse) have galeb duhr. Fragments retain this magic-
no effect if cast upon on galeb duhr. Earth- boosting property for one month after DRAGON ® Magazine
quake, if cast directly at the galeb duhr, their creation, after which they become P.O. Box 5695
causes death and shattering if a saving like normal stone in all respects. Frag- Boston MA 02206
throw vs. death magic is failed, or 3-30 hp ments used in spell-casting will always be DRAGON is a registered trademark of TSR, Inc.
damage otherwise. Stone tell forces the consumed, even if the spell does not ordi- ©1991 TSR, Inc. All Rights Reserved.
galeb duhr, with no saving throw, to con- narily destroy the material components.
front the spell-caster and truthfully an- There is no way to prevent this consump-
swer all questions for the spells duration; tion or to cause a fragment to retain its
once the spell ends, the galeb duhr is enhancing power for more than one
DRAGON 25
©1991 by Allen Varney
26 AUGUST 1991
I rode a silver board across a shower of his 1984 design. Illustrations: Jeffrey Butler and the Marvel
comets, skimming their glowing wakes This edition incorporates the Advanced Bullpen
walked the deserted halls of ancient Atlan- Sets larger Universal Table, offers several
tis, seeking my vanished subjectsgrabbed other systems from the Advanced Set, and Justice League* Sourcebook
the flame-eyed conqueror in the Pincers of updates the mercurial biographies of 85 128-page softcover book
Power and held him aloft, rescuing my heroes and villains. The maps are identical Mayfair Games, Inc. $12
dimension to those in the previous edition, so judges Design: Ray Winninger with Jack Barker
With a childs pure joy, I gazed on a city who want new banks to rob must look Cover: Kevin Maguire and Joe Rubinstein
in a bottle, a team of spectacular animals elsewhere. Illustrations: DC staff
in capes and uniforms, and a newspaper The MARVEL SUPER HEROES game
reporter transformed into a giant turtle targets young comics readers otherwise The New Titans* Sourcebook
monsterchased a brilliantly evil gorilla unfamiliar with role-playing games. The 128-page softcover book
while that alien air, the mola, hardened in games novice-level approach reduces Mayfair Games, Inc. $10
crystal shells around my limbsfollowed emphasis on creating new characters in Design: John J. Terra
an endless trail of grinning bodies across a favor of playing established heroes. It also Cover: George Perez
dark city, to track a giggling maniac alludes only briefly to the topics of adven- Illustrations: DC staff
More recently, I flexed tree-root muscles ture design and good role-playing, prefer-
and made a mountain shakestruggled to ring to dwell on combat tactics and Swamp Thing* Sourcebook
hold onto sanity while a cool crimelord Karma-point awards. 32-page sourcebook, 32-page Racing With
bulldozed my liferescued victims from a Evaluation: This is the gravest flaw of the Rats solo adventure
tenement fire with a wonderful ship, to a this system and support line: its apathy Mayfair Games, Inc. $9
tune sung by Billie Hollidayraced down about recreating the spirit of Marvel sto- Design: Ray Winninger
the 99 levels of Prometheus to beat a noon ries. In this new Basic Set edition and the Cover: Paris Cullins
deadline that would doom the cityand Advanced Set (never mind the past seven Illustrations: DC staff
ruled a new world from a palace 16 miles years of pallid scenarios), you couldnt find
tall, ushering in a new Golden Age of a miracle if you used microscopic vision. I heard recently that you cant copyright
gaudy miracles. Look at this sets few elementary mini- a phone book any more. The Supreme
scenarios: all fight scenes. The four-color Court ruled that to gain copyright protec-
Miracles: The best super-hero comics grandeur and narrative magic in the best tion, a work must involve creativity; an
abound in them. I read those lavish power Marvel stories are absent. Is this a good alphabetical list of names and their tele-
fantasies, grandiose beyond the hopes of introduction to role-playing? phone numbers doesnt qualify. Now, why
Wagner and charged with melodrama that For that matter, the new text is larger does that ruling spring to mind as I look at
would put Harriet Beecher Stowe to and less friendly than its predecessor. I the latest pile of licensed hero-roster
shame, and I, like thousands of other confess mild irritation at the first editions sourcebooks?
readers, live those miracles. In those tales, practice of describing the rules in the Companies pump these out like mail-
just as in a good role-playing adventure, heroes own voices. But, in its place, we order catalogs at Christmas. They must be
we partake of the heroic. now have featureless expanses of gray easy, if not entertaining, to write: Read a
But such moments were always rare and type, and lots of it. The new editions core couple hundred comics, describe all the
are rarer still today. Do young comics fans, rules are not notably shorter or simpler heroes in the subject group, then their
faced with the legions of dour avengers than the core rules of Mayfairs DC friends, major enemies, headquarters, and
who dominate the market, now compre- HEROES* game, a more elegant and flexi- equipment, then add some back-issue
hend that old magic? More to the point, do ble design. The MARVEL SUPER HEROES history. Add a little chrome and maybe an
any recent super-hero games and supple- game could intimidate a newcomer, I adventure, throw in clip art from the
ments help game masters and players think. comics, and publish. Nobody has to think
recreate it? Point the beginner instead to Steve Jack- hard, nor even worry about proofreading
Only rarely. But that, of course, is the son Games TOON*: The Cartoon Roleplay- a lot of phone numbers.
nature of miracles. ing Game (a personal favorite) or to West (Let me immediately distinguish these
End Games GHOSTBUSTERS* game. Both churned-out lists of licensed characters
MARVEL SUPER HEROES Basic Set have simple rules, high action, and a grati- from similar volumes of original villains
(revised) fying accent on storytelling and adventure and heroes that an author creates specifi-
64-page Rule Book, 64-page Campaign design. And dont forget the new edition of cally for super-hero RPGsfor instance,
Book, 12 cardstock sheets of characters the DUNGEONS & DRAGONS® Basic Set, the Enemies books for the CHAMPIONS*
and stand-up figures, two 21x 32 especially designed to introduce beginners game. None of the following remarks
color maps, two 10-sided dice, boxed to role-playing. For novice super-hero role- relate to such original gaming creations.)
TSR, Inc. $20 playing, the choices are not great, but try Gamersor somebodymust love these
Design: Jeff Grubb the BATMAN* RPG volume that Mayfair huge compost heaps of established charac-
Editing: Steve Winter extracted from the DC HEROES game to ters. After all, how many times has TSR
Cover: Jeffrey Butler capitalize on the Batmania of 1989. gotten them to buy an X-Men roster? The
Illustrations: Jeffrey Butler and the Marvel Of course, the MARVEL SUPER HEROES latest and most exhaustive of these is The
Bullpen game is the only authorized source of Uncanny X-Men Special! campaign set.
game statistics for Marvel characters. This Half of this set, 96 pages of text, lists the
After seven years, TSR has issued a new leads smoothly to my next tirade. abilities of over 250 mutants. Mind you, it
edition of the popular role-playing game doesnt tell much about these mutants
that lets youngsters play Marvel Comics The Uncanny X-Men TM Special! Cam- backgrounds, nor how to role-play them
heroes like Spider-Man, Captain America, paign Set or use them in a campaign; it just has
the Hulk, and the X-Men. Designer Jeff 96-page Roster Book, 64-page Campaign stats.
Grubb, longtime Marvel guru at TSR, has Book, 32-page Schools Out Adventure The rest of this set offers a bit more
since become guru of the FORGOTTEN Book, four 21x 32 color maps, boxed entertainment value. It doesnt sparkle,
REALMS® and SPELLJAMMER campaign TSR, Inc. $18 but at least here you get paragraphs, with
settings, and will no doubt achieve even Design: Jeff Grubb adverbs and stuff. The Campaign Book
greater guru-hood in the future. Hes “School’s Out” adventure: Rick Swan gives histories of two dozen mutant
returned to his roots with this touch-up of Cover: Jeffrey Butler groups, lengthy descriptions of mutant-
DRAGON 27
ridden locations, and 13 models of Sentinel sight, terrific characters, world-spanning Swamp Thing writer Alan Moore
mutant-hunting robots. And lo, the 12 adventures, true love, fear, madness, pas- reached even greater heights in the graph-
pages of authentic campaigning advice sion, and compassion. Miracles all! And ic novel Watchmen, collaborating with
include typical mutant-campaign premises, now comes a Swamp Thing Sourcebook. British artist Dave Gibbons. Rather than
mutant-villain types, and a mutant pho- What a perfect opportunity for discuss Watchmen here, Ill just recom-
bia index. A full-scale adventure by the For a history of the Swamp Thing, a mend it with every fiber of my being; look
talented Rick Swan shovels an amazing list of his powers, a roster of friends and for it in specialty bookstores and comics
number of villains into one globe-trotting foes, and a description of his headquar- shops. Now, Mayfair and the ubiquitous
plot, though player characters have little ters (the Louisiana bayou town of Ray Winninger have produced a fine com-
to do but fight. With these tools (and the Houma). Sigh. panion piece, the best-presented product
great maps), an enterprising game master Along with this bland five-finger exer- that super-hero role-playing has ever seen.
could probably rig up a campaign. But I cise comes a solo Swamp Thing adventure, This is not so much a sourcebook as a
doubt it would be anything special. Racing With the Rats,,, which is striking scrapbook. It pains me to quote a company
The other phone-number sourcebooks at because (youre not going to believe this) it press release, but I cant put it better: “The
hand support the DC HEROES game. Do has nothing at all to do with the Swamp Watchmen Sourcebook is presented in the
you want to know a lot about those two Thing. Get this: Poisoned by toxic waste, same style as the comic series, where the
popular super-hero groups, the Justice Swamp Thing experiences a four-day readers progressively piece together the
League and the New (formerly Teen) Ti- hallucination of suburban hell, where (as story as they go along. The scrapbook
tans? No, I mean do you want to know a an ordinary human) he tries to hold down format features newspaper articles, movie
whole lot? Do you want your brain to a job and make ends meetGeneric Super- scripts, letters to and from family and
explode from sheer data pressure? Then hero Hallucination/Dream #542. Even if friends of the Watchmen and Minutemen,
The Justice League Sourcebook and The youve never heard of the Swamp Thing and much, much more. (All press-release
New Titans Sourcebook are for you! and havent read the sourcebook section, writers recite and much, much more as
The JL sourcebook comes from Ray you can still play this straight-line adven- a mantra at dawn, noon, and sunset.)
Winninger, an experienced and prolific ture perfectly wellnot that I recommend Winninger and layout artist Cabardo
freelancer with many credits in the DC you do. return us to the back pages of Watchmen,
HEROES game line; for instance, he devel- Evaluation: I dont really know how to that cut-up realm of diverse sources, high
oped the recent second edition of the game. review these new character compilations. believability, and telling juxtapositions. A
Here he gives uswell, you know the drill Sure, I liked one of their predecessors, the mental hospital report, followed by a
by now: histories and stats for everybody new edition of Mayfairs Batman Source- clipping with a name circled, suddenly
whos ever joined, almost joined, or come book (see Role-playing Reviews in issue and chillingly explains a murder reported
near the Justice League (note the num- #165); but that book offered real insight two pages back. Incorporation papers,
bered versions of Dr. Fate: 1, 2, and 2½); 30 into an interesting subject, along with innocuous in themselves, stand like sign-
pages of villains, including Killer Penguins; strong gaming value. Maybe if youd told posts on the path to nuclear war. Win-
extensive maps for three headquarters, me then, If you like this one, youll get 20 ningers news stories, letters, college
plus a previously unseen Saudi Arabian more exactly like it,,, well, I might have rosters, and brochures follow Alan
Embassy (winner of Mayfairs Justice restrained myself. Now, here are these Moores creative lead, often showing
League Embassy Contest,; congratulations followers. I believe theyre not really game genuine insight. And Cabardo sends
to designer Brian Heid); and the original products, but more like super-hero Audu- everything cascading higgledy-piggledy
JLAs charter, membership requirements, bon guides and extended fanzine articles. down the page, askew, overlapping, invig-
and procedures. At that point my eyes Jack Barker, DC HEROES game editor at orating.
glazed over, but Winningers text is clear, Mayfair, disagrees. We sell a lot to the DC HEROES game stats? Oh, yeah, it has
well-researched, and respectful. comic-book audience, [but these books are] some of those, too. They mostly get in the
The New Titans Sourcebook offersstop definitely game products, he says. There way. For instance, when the gadgeteer
me if youve heard this beforecomplete are a million and one adventure hooks in Nite Owl makes long construction notes
membership rosters of all versions of the those [character] histories, especially the about his Owlship and various costumes,
Teen Titans; a 16-page description of the villains. Barker notes that gamers ask him the sudden intermissions of gamespeak
10-level Titan Tower, down to and includ- more often for character stats and head- are jarring.
ing the video games in the rec room; quarters maps than for anything else. Evaluation: Its tricky, recommending a
friends and allies, including Timothy Okay, fair enough. But I cant imagine product with so little gaming value, a kind
Drake, the new Robin, the Boy Wonder how you turn these laundry lists into of super-hero Audubon guide or fanzine
(either #3 or #4, depending on how you miracles. article. But this one displays creativity.
score it); foes; equipment; and a lengthy In any case, the Mayfair books are good Enthusiasm. Thought! More stats would
time line. Author John J. Terra, a relative jobs, with colorful text, extensive foot- dry out this book like a grape under a
newcomer with credits for TSR and FASA, notes listing sources, and indexes. TSRs sunlamp. Instead, Mayfair has wisely
gives valuable role-playing notes and, Uncanny X-Men Special! campaign set also chosen to turn this book into (the reviewer
occasionally, brash humor. (Changelings makes the grade. But the cold fact is, pushes his metaphor and his luck) fine
garish room is enough to send the bravest either you want these rosters or you dont, wine.
interior decorator into convulsions.) Mira- based on their subjects. The idea that its The Watchmen Sourcebook wont mean
cles? Those he does not give. But miracles a good job hardly enters into it. anything to those unfamiliar with the
are where you find them. Can there be a super-hero roster that a graphic novel, but for its fans, this book of
I often found them in the pages of review could recommend wholeheartedly clever and enlightening annotations should
Swamp Thing, a DC horror title that was at as an authentic good job,? help recapture the originals miracles.
one timeno, at two timesthe best main- Yes! Good job!
stream comic book published. Its classy
early-70s issues by Len Wein and Berni The Watchmen* Sourcebook Kingdom of Champions
Wrightson, though excellent, were com- 128-page softcover book 208-page sourcebook
pletely outstripped during an astounding Mayfair Games, Inc. $10 Hero Games/ICE $18
mid-80s run written by British comics star Design: Ray Winninger Design: Phil Masters
Alan Moore. What stories! Brilliant new Cover and illustrations: Dave Gibbons Editing: Rob Bell
takes on classic horror ideas, new concepts, Design layout and graphics: Mari Paz P. Cover: Adam Hughes
a breathtaking scope of learning and in- Cabardo Illustrations: Albert Deschesne, Ben
28 AUGUST 1991
Edlund, John Robinson, Pat Zircher would be grander and more glorious, a those supplements about Near Harad, Far
miraculous place. Harad, Really Far Boring Harad, and other
Oh, man, talk about miracles. Years ago, backwaters that barely rate footnotes in
Phil Masters, who had never published a Short and sweet The Lord of the Rings. This points up a
word in the gaming business, proposed to Tome of Magic, by Cook, Findley, Her- failing of the whole MERP game line: its
Adventurer’s Club magazine a short article ring, Kubasik, Sargent, and Swan. TSR, dawdling pace in describing Mordor,
describing super-hero CHAMPIONS* game Inc., $20. As my fellow reviewer Ken Barad-Dur, and other places that gamers
adventures in Great Britain. The article Rolston would say, Awright! In this new really want to know about. Meantime,
never saw print; instead it grew to 208 AD&D® game hardcover, I count 86 new though, lets thank ICE for offering this
pages and stormed onto the Hero Games wizard spells (plus neat rules for wild pristine book of McBrides fine art.
scene last summer aswhat, ho! mages), 170 priest spells (plus eight new
Kingdom of Champions. spheres), and 92 new magical items, all OGRE*/G.E.V.* games, by Steve Jackson.
Written by native Britons, edited by meant to fill minor gaps in the extant spell Steve Jackson Games, $9.95. Released for
Americans, this supplement contains all lists. Spell-casters will zoom in on heavy the first time together in one package,
that a game master needs to start running artillery like acid storm (W7) and spiritual these two simulation board games of ar-
adventures in the United Kingdom. For wrath (P7; minimum damage 16d6). The mored combat on a future battlefield are
once, a product lives up to its back cover wise DM, though, should prefer the many among the best the field has ever seen:
copy: This book actually does contain spells that dont cause damage but instead fast, elegant, and endlessly replayable.
everything you could want for British enable good stories. Spells like thought Steve Jacksons first design, the action-
heroics, and (what was that mantra?) capture (P1) and the many communication packed OGRE game, pulled me into this
much, much more. spells let you convey information more hobby back in 1977, and I wish Id held up
Terrain, cities, transport, districts of easily; others, like breath of death (P7) and as well as it has. Its sequel, the G.E.V.
London, major sites from the British Muse- most of the quest spells, are story hooks. (ground effect vehicle) game, adds new
um to Stonehenge (with maps), petrol Have fun seeing quantum physics applied units and new rules that give its hover-
prices, waterways, standard vehicles, to magic in spells like spacewarp (P7) and craft and power-armor infantry a better
postage rates, three pages of slang terms, there/not there (W4). This product needs chance to stop the unstoppable, intelligent
history, race relations, six pages on The its hardcover package; youll use it a lot. cybertank called the Ogre. With great
British Character (If It Exists), political maps, new two-color counters, and a new
parties, titled aristocrats, The Troubles in The Complete Guide to Role-playing (if rather flimsy) box, these twin classics
Ireland, castles and manor houses, tax Games, by Rick Swan. St. Martins Press, shouldnt be missed.
rates, property market, legal system, ma- $12.95. This was a surprise gift on the
jor religions, educational system, TV chan- bookshelves last Christmas. In this thick In Hot Pursuit, by Terra, Pecsenyicki,
nels, food and drink, holidays, soccer volume, Rick Swan, gifted author of many Franks, and Tracy. Mayfair Games, $8.
hooligans, the army, MI5, and four pages TSR products (such as the recent AD&D Mayfair has devised several fresh ideas to
about the police. If it only had addresses module FA2 Nightmare Keep, and the DLA support its DC HEROES game, and heres
and tourist hours, you could lug along this trilogy of DRAGONLANCE® adventures), another: an anthology of four short adven-
supplement as a fair guidebook to the UK. reviews over 150 role-playing games, good tures, each for a game master and one
Guidebooks dont usually make great and bad, famous and completely obscure, player, and each starring a different hero.
reading, though, and I developed info with no punches pulled and seemingly no The tones and topics run from slam-bang,
overload around page 98, where Masters game missed. If I found it for sale as of super-slugfest action (starring Superman)
details the political leanings of each of spring 1990 in a hobby shop or a dealers to light comedy (the Atom) to gritty gang
Britains 12 daily newspapers. But after my booth at a game convention, its reviewed warfare (the Huntress) to suspense and
eyes unglazed, I dove back in. A good here, says Swan, and he also gives in- mistrust in a deserted villain base
thing, too, for soon after that comes a formed commentary on each games sup- (Manhunter). These straightforward and
great 10-page discussion of British magic port line. You start thinking, Is there effective miniscenarios can fill an evening
and legends. Then the entire last half of anything he hasnt read? If so, I havent or two on their own, or an hour while
the book gathers over 50 (!) very original found it, and Ive read every fascinating youre waiting for more players to show
British heroes and villains, plus secret review. Theres lots of historical perspec- up. Too bad the back cover gives away
super-agents, half a dozen organizations, tive, amusing rules bloopers, and maybe every surprise in every adventure! Maybe
and, as an afterthought, four different even room for argument, but overall I if we forgive them, Mayfairs copywriters
versions of the Loch Ness Monster. Three enthusiastically recommend Swans book. will restrain themselves next timeand I
short scenarios and suggestions for a So, whens the next edition? hope there is a next time.
dozen more finish off the package, and
probably finish the GM, too! Angus McBride’s Characters of Middle-
Evaluation: I joke about its encyclope- earth. Iron Crown Enterprises, $14.95. * indicates a product produced by a company other
than TSR, inc. Most product names are trademarks
dic scope, but Kingdom of Champions is South African artist Angus McBride, my owned by the companies publishing those products.
that rare pleasure: a labor of true love. favorite of the legions of illustrators of The use of the name of any product without mention
Bolstered by the breadth of imagination J.R.R. Tolkiens works, has blessed many of its trademark status should not be construed as a
here, any GM can launch a one-shot sce- an otherwise dreary MIDDLE-EARTH challenge to such status.
nario or any of several complete cam- ROLE-PLAYING* supplement. He captures
paigns for super-heroes who cross the the high-fantasy majesty that most MERP*
Atlantic. Masters clear style and subtle wit products seem bent on expunging. Now,
makes this a great read (with suitable ICE has managed to wrap its MERP gam-
intermissions) and a snap to review. All I ing license around this softcover collection
have to say is, if you want to game mod- of 29 lovely McBride paintings by adding a
ern Britain, get this book! page of feeble gaming filler facing each
This book comes closest yet to conjuring painting. Skip the game junk and frame
the miracles of the great super-hero com- these vivid visualizations of Gandalf,
ics. Why? Because it has the same quality Treebeard, Galadriel, and dozens of other
they do, the very stuff of miracles: figures of Middle-earth. Too bad so few of
imagination. With more works like this those figures actually come from Tolkien;
one, the super-hero role-playing field ICE instead has chosen covers from all
30 AUGUST 1991
DRAGON 31
NEW PRODUCTS FOR
TSR PREVIEWS DLS3 Oak Lords FMA1 Fires of Zatal
AD&D ® DRAGONLANCE ® game module AD&D ® FORGOTTEN REALMS ® game
AUGUST by Blake Mobley module
The Speaker of the Suns, the leader of the by Jeff Grubb
Maztica seldom-seen Qualinesti elves, has been taken The first adventure set in the Maztica cam-
AD&D ® FORGOTTEN REALM ® prisoner by goblins, and it is up to the PCs to paign setting develops from the conclusion of
game boxed set bring him back alive. This module develops the the Maztica novel trilogy. The fate of Maztica
by Douglas Niles culture of the Qualinesti elves. hangs in the balance as gods struggle for mas-
Based on the Maztica trilogy of novels, this Suggested Retail Price: $9.95/£6.50 tery of a shattered land. Your heroes must enter
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Open a new frontier in your FORGOTTEN The port, harbor, ships, crew, and wharf TSR Collector Cards, Set 2
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Product No.: 1066 ume. Pirates, fisherfolk, water creatures, and These collectable cards come 16 to a pack,
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DMGR3 Arms &Equipment Guide colorful area of the city. This book also contains game information on the reverse. NPCs, mon-
AD&D ® 2nd Edition game accessory new businesses and personalities for your sters, and magical items all appear on these
by TSR staff Ravens Bluff campaign. cards. For quick reference or for the fun of
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by Christie Golden
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AD&D ® RAVENLOFT game accessory GAZ14 Atruaghin Clans evil in mind for the three new friends.
by Andria Hayday D&D® game accessory Suggested Retail Price: $4.94/£3.99
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mented lords and their domains. This accessory character class, many new spells, and descrip- by Blake Blakester Mobley
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RAVENLOFT campaign. vere. Complete your Gazetteer collection! equipment, rules, and information vital to
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accessory AD&D ® 2nd Edition accessory Product No.: 3577
by TSR staff by Bruce Nesmith Unless otherwise noted:
This is the first title in a new series of acces- Each figure represents one hero, wizard, ® designates registered trademarks owned by TSR, Inc.
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World. This book details the Kingdom of Azca game of AD&D® combat. Exciting battles can be BUCK ROGERS and XXVc are trademarks used under
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Product No.: 9332 Product No.: 9335
32 AUGUST 1991
roone Chiselbeard crouched across the
The Lay of
main corridor from his doorway, wait-
ing for the lizards to come. He had
been waiting for seven hours, and he
would wait another fifty if need be.
Droone
It was time for Droone Chiselbeard
to die.
He felt them through the skin of his back, pressed as it
was to the bare stone. He judged they were four or five
levels above him, and there were many of them. He could
feel the vibrations of each individuals steps out of the
many hundreds he felt and some of them were not lizards.
Some were giants, he thought, but he couldnt be sure.
Perhaps hobgoblins or big humans. No matter. He still
had several hours and nothing to do, so he sat, and he
thought about his life.
He was one hundred fifty-eight years old and getting
gray, and he had decided that if he didnt get about this
business of dying soon, he might not get another chance.
So when the dwarves had gone to the call of the king,
Droone had tousled the hair and pinched the cheek of his
by William B. Crump
youngest son (age eighty-six), patted his wife on the
rump, and gone after his war hammer. He would defend
his home, his tunnels, his door.
It was a good door, he thought, looking at it through the
dimly lit corridor. It was round and made of the roots of
the tree Kollollondor, named by the elves. It was the only
wooden door in all the mountain, the only piece of Kollol-
londor ever cut by a creature. It was ten feet tall.
Behind it was Droone Chiselbeards home, the home of
his clan and family since the dwarves had come to Black
Rock Mountain in search of coal and iron for the dwarven
forges.
On either side of that huge door were sculptures, set in
the wall itself: one of Droone and one of his eldest son, the
slain hero Hammerfoot. They had been carved by the
finest sculptor who ever lived, and the only human to ever
visit the inside of Black Rock Mountain: the blind sculp-
tor Orius.
Across thirty feet of dark corridor was the history of
Droone Chiselbeards life, and as he sat waiting to die, he
allowed himself to be impressed.
DRAGON 35
received was far more than they had expected, as they neling around it, careful not to expose too much. He ex-
thought Black Rock was abandoned. But like Droone, amined the rock that she seemed to be reaching for,
those elderly dwarves who had spent their lives making tunneled parallel to her roots, and twice struck rich miner-
Black Rock a home had not left their houses and halls to al deposits with many gems.
be surrendered. They had elected to stay and die with She made him rich, even compared to the other
their mountain. dwarves, and while his twenty-three children grew and his
They fought with a grim determination, and they al- eldest went to trade with the humans, he spent much time
ready knew the lizards would regret this conquest, if not with his hobby, The Tree. He named her different major
this fight. roots and fed her by diverting some of the water from the
water-tunnels (filled every spring by the melting moun-
After the dwarves had found the caves at Black Rock, taintop snow) to her roots. He knew that, aboveground,
they set up housekeeping. For ten years they chiseled and the tree served as some sort of gathering placehe could
broke and picked and chiseled until finally they had some tell by the vibrations through the stonebut he didnt
decent tunnels. The head of the colony, then Arjan Stone- know the language and he couldnt tell the race. As long
bone, had given him a new hammer and chisel, put them as they did not hurt his tree, he didnt mind.
against the wall, and said, Droone, build yourself a
home. Droone heard and felt a large thud as the mountain
After another ten years he had a good sized hole, and moved, and he smiled. Undoubtedly, more lizards and
he married to double the effort. Hammerfoot was born a hobgoblins were being taught about stone, he thought. It
year later, and Droone dug with a smile and a young ras- would be less than half an hour before he would find if his
cal on his shoulders. lessons in stonemasonry would be as well delivered. His
The year Hammerfoot came they hit iron, and wealth hammer and chisel had been busy lately.
soon followed. Droone worked the forge with his brothers He looked across at the door made from Kollollondor
all day, leaving no time for his home. So the wife and even and thought how well the wood and stone joined in a use-
precocious little Hammerfoot helped, and they had ten ful door, how pleasing in form and structure. He went
rooms, a mushroom tunnel, metal plates, metal hammers, back to his memories.
and twin daughters by the end of the year.
The colony thrived and sent much iron back to Ice Cliff Still the colony thrived, even more so since Hammer-
Mountain in exchange for food, and the digging went on. foot had gone to trade among the humans. He was said to
be part of a wandering band of heros, slaying dragons and
The lizards were getting closer, but they were running the like, and Droone, who did not quite understand the
into trouble. Droone thought the trouble was probably point, was proud nonetheless.
named Arjan Stonebone, two floors up, defending his Eventually, Hammerfoot returned home wearing a suit
home as Droone was preparing to defend his. of gold scale mail and listened to his fathers lecture about
As Arjan delivered a wise and probably fatal lesson in how poor a material gold was for armor. He settled in as if
stonemasonry to a lizard-man, Droone felt the vibrations, hed never been gone, except that his stories were much
heard the lizards hiss-scream through the rock, and better.
smiled. About another hour and a half, he judged, before The next year, a stricken Droone had begged Hammer-
they reached him. foot to brave the overland once again to look at the tree
from the top.
In his thirty-eighth year of residence, Droones, tunnels Its dying, said Droone.
reached almost to the back of the mountain, more than a Ill go, said Hammerfoot, being a dwarf of few words.
mile of corridors and rooms and dining halls and a gem Hammerfoot returned and said that there were many
cutting shop and room for his nineteen children. It was elves around the tree, and they didnt know why it was
then that he reached Kollollondor, though his name for dying either.
her was The Tree. Several months later, Droone knew the answer. The
She was an old oak, and she sat on a huge plateau on tree, in its ongoing search for food and water, had with its
the side of the mountain. The plateau marked the begin- massive main root broken through the rock ledge and into
ning of the steep rise to the peak but was easily accessible the salt layer below. The salt was getting into the water
to the forest below. She was at least eighty feet tall, and and poisoning the tree.
her root system was enormous. Droone was excited. Not only could he save the tree,
She had much to teach Droone, who alone among the but he could sell the salt and even ship some to Ice Cliff
dwarves paid her any attention. He liked the way her where it was needed. But when they were done, there
blind tentacles sought out the best rock, slowly, over the would be an open space fifteen feet deep below The Tree.
years. He liked the way she seemed to know the stone, to Simple, he thought, Well wash the hole out, brace
respect it. He liked that she seemed to eat the rock, and he up the tree as we go, and when were done, lower her
thought she must love the rock very much, sort of like he down into the hole. Ive already dug enough tunnels
himself did. He also thought it must be such a nuisance around the major roots. The tree will be saved, and well
for her to have to feed all that bulk above ground, with the all be richer.
water and rock from his home. The Tree was Kollollondor, a tree so sacred she had her
He spent many months studying her root system, tun- own druid and her own tribe of elves that worshiped her
36 AUGUST 1991
as a god. She had stood for eight hundred years, and now stabbed the trunk of the tree.
she was dying. Droone yelled and charged.
So the whole colony of dwarves labored to remove the The druid tasted the end of the dagger with the tip of
salt, and Droones family labored to prop up The Tree as his tongue. Hammerfoot ran to intercept his father, who
the work progressed. was about to strike the druid with his excavating pick.
About fifteen feet of Kollollondors main root had to be The druid said something in a language Droone didnt
cut off, so saturated with salt that it could not be saved. understand, and a shout erupted from the crowd of elves.
Droone did this himself, saving the root. He said The Tree is saved, Hammerfoot muttered to
She would be lowered onto this fifteen-foot hole so that Droone.
her root could continue its progress. Her secondary roots Tell him to get away from my Tree.
were tunneled around so that, when the main root was Droone, with Hammerfoot translating, spoke with the
lowered, they would follow with minimum damage. druid, who was very angry.
The salt deposit was somewhat larger than the plateau The Tree, Droone said, Is not the thing of the wind
above, and when the plateau was lowered it would look and sky and birds and elves that you think. She is a crea-
like a pit inside a bowl. The operation would open the ture of rock and tunnels and water. Most of her is under-
mountain up, exposing to the open air about thirty feet of ground. She has been here longer than any dwarf, and she
the tunnels Droone had been digging around Kollollon- will be here when I am gone. She tunnels where she will.
dor, and thus passages into the heart of Droones halls and She knows these rocks better than any of us. She knows
the dwarven caves. where gems and ore and minerals are. She is my friend.
Droone looked with apprehension at seeing the outside The druid, much impressed, asked about the collapsing,
again, but he was curious to see the top of Kollollondor. and Hammerfoot told the story so well that when he got to
The cave would be blocked off and concealed once the the part where the elves opened their eyes, the druid was
operation was finished. shaking with laughter. He dismissed the elves and told
It was finally done. The dwarves, sixty-one of them, Hammerfoot to seal up the tunnel. That the part of the
lined up around that part of the plateau as it and The Tree tree underground was forever Droones to care for. This
were lowered. was done.
At the same time, the elves were having another one of
their sacred worship ceremonies. The elves thought the There were more invaders on his level, he felt. He
spirit of their god had come to save The Tree, and they could hear their hissing as they progressed; he could feel
threw themselves to the ground and worshiped as the tree their movements. Ten minutes.
swayed and rocked. As it lowered to its new ground, they
bowed to it and closed their eyes and said prayers to it. He had made the section of salted root into his door and
Thirty feet around the tree on all sides, the plateau continued following the roots of the tree, Kollollondor,
dropped, and with it the tree and the elves. As the elves until one day he had broken through to tunnels of an an-
opened their eyes, they found they had been praying to cient warren and the trouble with lizard-men and hobgob-
sixty-one dirt-covered dwarves. The dwarves laughed, lins had begun, just as it had started at Ice Cliff, when
seeing the lordly, haughty elves bowed in prayer, seeming- they had found the first entrance to the extensive caverns.
ly to them. But now that the lizards knew about Black Rock, it would
And laughed, and laughed. They rolled on the ground. be a target, too.
They laughed until they cried. His son, Hammerfoot, had perished in the first assault,
The elves were not amused. The elves drew their weap- killing twenty-one lizards before a lucky arrow caught him.
ons and advanced. Hammerfoot, of course, screamed his They sealed up the new hole and for good measure
death song and leapt toward the elves. The line of elves most of Kollollondor, but now that the creatures knew the
looked up at the tree, which gave a final tilt. The whole elf location of the colony, the attacks came from overland.
line stopped. Always, for the last forty years, they had been repulsed.
The dwarves, still looking out through the tunnels, One day a human appeared at one of the secret doors
gripped their hammers and axes tightly. Hammerfoot and asked to see Droone. This was the sculptor Orius,
glared at the elf he faced, ready with his hammer. who was blind.
Kollollondor stopped moving, seeming to steady. The Your son, Hammerfoot, was my friend. He and I did
elves started to close on Hammerfoot, and the dwarves many things together, in many lands. He wanted me to
rushed out to him from the tunnels. carve his likeness in stone if I should hear he had died. He
Suddenly, next to the tree, there was a bright light and told me how to get here.
a clap of thunder. The dwarves and elves stared. There Droone was skeptical. A human carve stone! Never!
stood an old human, looking at Kollollondor, his old he laughed. But he gave the man a chisel and a hammer.
hands against the trunk of the great tree. He watched for fifty days as this human learned the
At his appearance, the elves all bowed and backed away stone with his fingers, felt every crack, every fissure, every
from the dwarves. Not knowing what to do, the dwarves strength and weakness. He tasted the stone, listened to it,
fidgeted uneasily, looking quickly between the old man talked to it, prayed to it, and finally, carved it.
and the elves. It was the most beautiful rendering in stone Droone had
The druid of Kollollondor hobbled about the tree, lean- ever seen.
ing on an old oak staff. He took out a small dagger and Droone begged him to carve another, so he could learn
DRAGON 37
how by watching. On the other side of the door, they The assaults on Ice Cliff Mountain had grown intense,
carved again, and Droone learned much about stone from and the king had recalled all soldiers and said that Black
a blind human. Rock was to be abandoned.
Dwarves take their wars seriously, and they had gone.
The lizards were just around the corner from Droone, But to Droone, his Black Rock Mountain in the hands of
and he stood stock-still against the rock. A troop of them lizard-men was unthinkable. So when the next lizard-man
went by, and only eight lizard-men and a hobgoblin appeared, Droone would take his hammer and knock
stopped at his door. away the stone support in the corner, and the bottom of
Among the overlanders, dwarves are thought of as loud the cistern holding all the water stored from the spring
and clumsy, but put one in his own cave and he is as are runoff would empty onto the top floor. And the weight of
elves in the trees. all that water would collapse the supports onto the floor
The nearest lizard-man was four feet from him, and below it, which would collapse the floor below that. The
they didnt even see him. floors would collapse onto each other, and what was not
The hobgoblin opened the door. crushed would be drowned from the water.
As the twelve-foot-square slab of concrete fell from the Kollollondor would be unaffected, having been blocked
ceiling and squashed the hobgoblin and two lizard-men, off years ago.
the two heads carved in the wall on either side of the door The mountain would settle about ten feet, and every-
cackled deafeningly. thing in it would die.
Orius had been a wizard before he was blinded, and he
had still known some tricks. Droone drank and waited, thinking that he was glad to
The lizard-men looked about themselves, confused. be a dwarf. He had cut stone, fired forges, dug tunnels.
Down the hall, Droone heard some other lizards being He was happy that he had finally got to fight. Now he
taught about stone, fatally. He dashed forward with great could die in traditional dwarf fashion, surrounded by the
speed, hitting one lizard square on the spine with his ham- bodies of vanquished foes.
mer. He skittered around the block and squished enemies, He thought about the look on the elves faces the last
ducking badly aimed and wide swings, through the door- time the mountain had settled.
way into his home. He wondered if anyone had thought to tell the elves. He
If they were smart, he thought, they would not follow hoped not.
him. He laughed and laughed and laughed.
They were not smart, and it wouldnt have mattered
anyway.
Droone was having fun. He dodged behind a corner
and waited as the lizards passed him. He followed them,
resting a little, totally silent on his own stone. When he
felt rested, he raised his hammer and charged, landing a
blow on another lizard, who went down.
Droone grinned and ran.
Two others fell to traps, pits covered with tilting rocks.
Droone watched, gleeful.
There were only two left. Time to die like a dwarf, he
thought, and led them to a room he had prepared, with
enough open space. He stood in the center, and the lizard-
men flanked him.
Using the best in dwarven combat strategy, he charged
the one on the left, hitting him in the knee, and the fight
was joined. The lizard swung back, and his short sword
bit deep into Droones leg. He was rewarded for his effort
with a hammer in the face. He went down.
Droone was hurt but still combat ready and whirled to
face the lizard-man left standing. It ran away, and Droone
was too injured to follow.
His first fight, and he was victorious!
He thought he might have missed his calling as a fight-
er, but when he tried to move his leg, he reconsidered.
He sat down in the middle of the floor and looked
around the room that was to be his burial chamber. In one
corner, behind a central support pillar, was a barrel of ale,
just done fermenting last month, and on the other side
was an exposed root of Kollollondor.
Droone dragged himself toward the ale. A dwarf was a
dwarf after all. He settled down with a full stein to wait.
38 AUGUST 1991
strange mirror I had taken from the Rajah
of Jaibul. I could push small objects
through its glassy surface to the other
sidewherever that was. I could not see
what lay beyond. Only parchment or
papyrus could pass, but I was careful not
to let any paper fall completely through.
Wooden, metallic, and mineral objects, as
well as living flesh, would not go through,
for the mirror felt cold and solid to my
hand. Neither could air, water, or the
flame of a candle get through.
Magic did get through, but not all magic.
Some spells related to vision or detection
could sometimes get through the mirror.
By chance, a wizard eye paired with a
spell of infravision made it through. It
revealed an unlit crypt, a scriptorium with
many books, scrolls, and maps. One map
displayed the familiar contour of the Great
Waste desert. On it, little flags were
pinned west of Sind, others very close to
Slagovich. Their symbols looked orcish or
goblinoid in style. These could have been
Hulean-controlled forces.
Then I saw a dark veil on the scriptori-
ums floor next to the mirror. I realized in
a moment that it was a covering for the
mirror. Perhaps it had slipped off when
one of the pieces of paper I had poked
by Bruce A. Heard Hastmir 25, 2000 AY: This evening, I through disturbed it. I was lucky, for
could hear the hull and the new masts otherwise the wizard eye would not have
This series chronicles the adventures of creak faintly with the ships slow pitch. functioned at all. I could not explore fur-
an Alphatian explorer and his crew as The wide sails occasionally fluttered in the ther since the scriptoriums door was
they journey across the D&D® Known wind, the sound sharing the darkness with closed, but at least I could now spy on that
World in their skyship. The information only the night bell. The crew was still room. If another wizard eye could not
herein may be used to expand D&D cam- learning to work the rigging, but Berylith succeed, my crystal ball would. At last, I
paigns using the Gazetteer series. nevertheless showed satisfaction with her had found a weakness in the dark figures
new sails, like a bird with new wings. She defenses and had even learned one useful
enjoyed the sweet feeling of wind filling thing: Keep my mirror covered. As the sun
her sails, and she had maintained a good began to filter through the curtains, I
pace since our departure from Slagovich. dropped a black velvet cloth of my own
I could not get to sleep. The picture of over my mirror (fixing it carefully in place)
the man in black behind the mirror haunt- and left.
ed me. I got up, dressed, and walked down Hastmir 26: At sunrise, we had an
to the laboratory, where I examined the unexpected encounter. Just past the city of
DRAGON 41
Raska, a small man-o-war descended from part of the Dervishy of Uzümir. The High temple itself looked more like a fortified
the clouds and veered toward the north- Dervish of Uzümir himself sometimes city, with large avenues, smaller temples,
west. A flying warship was already reason resided at a small temple in downtown huge statues, schools, and sprawling mo-
enough to pay attention, but her banner Boyâzka, a meridional retreat of sorts. nastic quarters.
was even more disturbing: a black lion Talasar and I found the temple and posed A man walked in with a broad smile on
over a white field. She was a Heldannic as Heldannic officers who had survived an his face. Welcome to Hule! I wished to see
Prowler. And I wanted to know why she unfortunate shipwreck. my Brother Knights before your meeting
was here. Soon enough, a cloistress came trotting with . . . He froze in the middle of his
I had general quarters sounded immedi- to us. For Hosadus sake, be quiet! No one sentence, and we stared at him in shock as
ately. We were at her stern, hiding in the is to know of your arrival. Follow me. The well. It was Zgozod, the charming war-
rising sun; her watch was either sleeping elderly lady brought us to our quarters rior from Slagovich.
or blinded. We got close enough for a and explained that her superior, the High You! he cried. What the Talasars
warning shot. The light ballistas at the Dervish, had not yet returned. He was up hammer landed on his head before he
bow quickly shredded the Heldanners north, meeting with the Most Holy One. uttered another word. We promptly tied
main sail. Despite the surprise, her crew Both of us scouted the temple during the him, gagged him, and hooked him up to
reacted swiftly and competently, returning night. We found the dervishs personal the highest point of the chambers
a volley of arrows in little time. A blinding quarters and browsed about, looking for ceilingand, for good measure, cast an
ray followed, punching a hole into the side clues on the Heldannic presence. Among invisibility spell on the scoundrel. We
of the Princess Ark. The wood crumpled his papers was a message from the Mas- could always use him at some other time,
and withered away where the ray had hit, ter, addressed to the High Dervish of perhaps.
causing Berylith to roar in pain. Berylith Uzümir. It ordered him to escort the A eunuch finally came in and led us to
then responded with a devastating bolt of Heldannic envoys to Darkwood; their ship the cluttered office of the High Dervish of
her own that blew off a large part of the was to remain in Boyâzka until their re- Uzümir. Another reunionhe was the
Prowlers hull. The Prowler careened turn. Obviously, the Heldannic Order was man in white robes who had appeared at
violently, causing topside crew to fall off conspiring with that Master. By the same the court of Slagovich with Zgozod. My
screaming in space. Oil spilled over the token, this made the Master the Most heart froze in my chest when I recognized
deck and caught fire, spreading chaos Holy One, Ruler of Hule. him; unlike Zgozod, he could cast spells.
aboard. Almost instantly, the Prowler Hastmir 28: The cloistress came back Ismet did not seem to react, however.
struck her colors as she began to list se- in the morning. She said her superior, His Perhaps I had stood in the dark behind
verely and lose altitude. Alas, I failed to Eminence Ismet Atadervis, the High Der- Stavro when I first saw Ismet, so he could
calm Berylith, and she roared again. With vish, could see us. She brought us to a not recognize me. The thought of facing
horror, I saw the surrendering vessel mirror in an alcove of the temples crypt. him was still unnerving.
break up and crash into the sea. It was nearly identical to the mirror I took Addressing Talasar with a smile, Ismet
Infamy! Shame! Even against Heldan- from the Rajah of Jaibul, but perhaps said, Please enter. General Strohm, I
ners, there were certain rules of engage- larger. This one, however, allowed pas- presume? Talasar clicked his heels in a
ment by which all respectful commanders sage. It was a magical gate that led to a perfect imitation of the Heldannic salute.
abided. Berylith felt my anger and ceased chamber in a much larger temple With a slight bow of the head to me, Ismet
further attacks. We came as close as we somewhere north, judging from the cooler added, Your Grace Urqvart, my respects.
could and rescued what little was left of weather. Outside the windows spread a We are so sorry of the delay on the Sla-
the Prowlers crew. The captain had dark forest everywhere we looked. The govich affair. We assure you that it is only
drowned, along with many of his officers.
The few I could question knew only of
Table 1
their next stop, a port called Boyâzka in
Essence of Cinnabar Contamination
southern Hule. They could not unveil the
reason of their journey this far away from # of Abilities
Contamination Subject
home. Rats. no special abilities Foreigner
Degree 0
Hastmir 27: Boyâzka was in sight early
Degree 1 no special abilities Normal native
in the morning. Talasar activated the ships 1 ability Enhanced contamination
Degree 2
invisibility while I convinced Berylith to 2 abilities Enhanced contamination
Degree 3
fade away. For once, she did not argue.
Degree 4* 3 abilities * Enhanced contamination
Talasar and I landed, while the Princess
took position above the town. Xerdon
* Each subsequent degree adds one additional ability.
remained on board. He looked pale, and
Talasar ordered him to stay.
Boyâzka was a mean-looking little town.
Decrepit and filthy, it harbored no more
than two dozen ships. A handful of mer-
chantmen flew Zvornikian or Hojahite Table 2
banners. Many others displayed unknown Abilities Granted by Essence of Cinnabar
flags that Nyanga said belonged to a series
of shady coastal realms southwest of Hule. Contamination degree
Among them were a number of heavily 1d12 1-4 5-7 8-9 10+
armed warships. Perhaps half of the ships 1-3 #3 #3 #3 #3*
mooring at the docks were Hulean, but 4-5 #3 #3 #3* #4
these were old, rotting merchant or fish- 6-7 #3 #3* #4 #4
ing vessels, barely fit for navigation. Hule 8-9 #3 #4 #4 #5
could hardly qualify as a naval power in 10-11 #3 #4 #5 #5
these waters; any of the regional city 12+ #3* #4 #5 #6
states fared better in that respect.
The people bore the same reddish skin * The player may freely chose any one ability from Table 3, except for the last abili-
as those in Slagovich, and they seemed just ty (Power Fluke).
as poor. We learned that this territory was
DRAGON 43
a temporary setback, and soon the for- came to negotiate this alternative. We small gong. The eunuch came back. Ismet
tress shall be yours. Meanwhile, you are want the metal now. Do you have a sam- murmured a few words to the man, and
more than welcome to use our ports of ple here? the eunuch ran off with the scrolls. Free
Boyâzka and Yenigaz. The dervish sighed in relief and gave me to relax, our host offered us baklava and
Talasar cleared his throat. Ach ja. But a red, glistening short sword from a shelf. some of that black beverage I once had
your ports need major work, Your Very well, then, he said. Lets sign the with Yarani. This version was much
Eminenz! Silt threatens to block the main treaty now. After scribbling several more worse, though, almost syrupy with black
stream, and the state of repair of the lines on a stack of scrolls, Ismet rang a mud at the bottom of the cup. The eunuch
docks is a disgrace. And we expected to
control Slagovich by now! I thought for a
moment he was overdoing it, but I under- Table 3
stood what he was trying to do. Special Abilities From Essence of Cinnabar: Degrees 1-4
Yes, yes, of course, general. Ismet was
clearly embarrassed at Talasars rebuke. I 1d20 Ability and description
shall obtain new funds to begin improve- 1 Altered Dexterity: This permanently adds +2 to the characters Dexterity
ments right away. Our forces are standing score, up to a maximum of 18 (reroll if 18 has been reached). Use: constant once
by in the desert east of Slagovich. If need activated.
be, we could overrun their puny army. 2 Altered Strength: This permanently adds +2 to the characters Strength
I intervened. Well, there will be no need score, up to a maximum of 18 (reroll if 18 has been reached). Use: constant once
for this. I am sure that you have the situa- activated.
tion well in hand. Now, if we could discuss 3 Amber Paralysis: The character paralyzes one nonmagical creature on con-
what we came for. It is a long way back to tact for 1d6 rounds. A successful save vs. paralysis negates this ability.
Freiburg. 4 Anti-Magic I: The character becomes immune to the effects of one first-level
Reassured, Ismet agreed. He led us to a spell, either clerical or magical. The first eligible spell affecting the character
large map on the wall. With a wink, he automatically triggers this ability and alerts him of the activation. The character
said, We bought this wonderful trail map may cast all spells normally.
from the library of Rufus Omnibus in 5 Cinnabar Skin: The character develops a tough skin, improving his natural
Thyatis. Amazing what these Thyatians armor class by +2. This benefit may be combined with normal or magical armor
can do with a piece of parchment, isnt it? protection.
With a wide gesture across the eastern 6 Cinnamorphism: The character gains a form of anti-magic due to the essence
portion of the map, he added, Soon, we of cinnabar. It reduces damage from magical weapons bonuses at the rate of 1
shall share all of this! As agreed, all coastal hp per degree of contamination.
areas on the Western Sea of Dawn will 7 Crimson Fire: The character causes any creature he hits with a red steel
belong to the Heldannic Order, and we weapon to glow with faerie fire.
shall keep the coastal kingdoms from Sind 8 Detect Cinnabryl: The character can detect and locate cinnabryl or essence of
to the Five Shires! Together, we shall cinnabar within a 30 radius, This ability is similar to a locate object spell.
smash the Thyatian Empire! 9 Enhanced Corrosion: The character gains the ability to steal iron molecules
I nearly choked on that one. Have you from a ferrous object he is touching, in order to heal any single wound on a
made plans for a possible Alphatian inter- nonmagical creature, causing a permanent oxidation of the ferrous metal. The
vention? For this to succeed, we will need process rusts 50 cn worth of nonmagical iron or steel per point of damage
major support against their powerful healed.
magic. 10 Enhanced Life Force: The characters life force is permanently enhanced,
Fear nothing. The Glantrian Council is providing an extra 1d4 hp per degree of contamination. The ability remains
unwittingly working for us. It is in their active for each new degree of contamination reached subsequently. Use: con-
power to foment major unrest in metro- stant once activated.
politan Alphatia, possibly destroying their 11 Fiery Mesmer: This power causes a victim who looks the character in the
main skyfleet and perhaps even assassinat- eyes to stare blankly until slapped or attacked in some way. The attempt takes
ing Eriadna the Wise, the hag herself. This one round, A saving throw vs. spell negates the attempt.
should delay the Alphatians long enough 12 Immunity to Fire: The character becomes immune to up to 10 hp damage
for us to reach our goals. Your Knights will from all magical or nonmagical fires,
have to do the rest. 13 Immunity to Electricity: The character becomes immune to up to 10 hp
Naturally. Our recently departed friend damage caused by magical or nonmagical electricity.
Yarani did not jest when he had talked 14 Immunity to Paralysis: The character gains immunity to ghouls paralysis
about dark plans. And I was right in the or other paralyzing poisons.
middle of them. I just hoped our masquer- 15 Infravision: The character permanently gains infravision if human, or detect
ade would last long enough for us to ruin invisible if demihuman or humanoid, or if infravision was acquired earlier. Use:
these plans. infravision is constant once activated; detect invisible lasts for one turn and can
I thought for a moment. But we will be used only once per day.
need Slagovich now. 16 Repel Metal: The character develops an antimagnetic energy that repels any
We have already stockpiled enough metal projectile of 60 cn or less. An attacker wielding a metallic weapon attacks
depleted red steel to outfit several of your with a -2 penalty to hit.
armies. We could ship these right now at 17 Ultravision: The characters vision is altered, allowing him to see up to 60
our own cost, provided . . . . that you into the Ethereal and Astral Planes.
relinquish your claim on Slagovichs port 1 8 War Cry: The character gains a powerful metallic voice. His war cry causes an
and its mines. Hurriedly, he added, This immediate Morale check to all NPC or monstrous opponents within hearing
would save time in both our plans. distance (at least a 20 radius under battlefield conditions).
I seized the opportunity at once. I had 19 X-Vision: The characters vision is altered to receive X-rays, allowing him to
no doubt we could sink whatever Hule put see the silhouettes of objects up to 6 through rock, iron, or wood.
to sea, thereby denying the Heldannic 20 Power Fluke: Roll twice more on this table, ignoring scores of 20, or roll
Order access to the red steel (some superi- once more on this table ignoring a score of 20 and gain a +1 bonus to all future
or alloy, probably). At least, it could ruin die rolls on Table #2 (players choice of option).
their plans for some time. Of course. I
44 AUGUST 1991
returned and whispered in Ismets ear. I took both Talasar and the unconscious my crystal ball. By chance, I saw the man
The Master waits, our host declared, dervish with me as I returned to the Prin- in black, the Master, angrily pulling flags
rising. cess Ark. off his maps. I guessed that he would pull
We left the room and entered another Eimir 1: I ordered a course to the back his forces for some time, thus remov-
chamber. There satthe man in black southwest after dropping the Heldanners ing any proof of the conspiracy. I hoped
from the mirror! Damn! off in the wilderness. Hule was a wee bit Her Imperial Majesty would soon unveil
Impossstorsss! he hissedand disap- risky for us now. Talasar used his magical what Glantrian treachery menaced our
peared before our eyes. If Ismet did not scroll to send a long message to his temple beloved Alphatia. The stakes were dread-
recognize me, the Master made no such in Starpoint. He requested the message be fully high.
mistake. The eunuch shrieked and fled. delivered at once to Her Imperial Majesty. Then there was this red steel, which I
Ismet followed, but I intercepted him with Starpoint acknowledged a few hours later examined. It had to have come from the
a web. Talasar knocked him out promptly and said we could trust the Temple of mines in Slagovich. It was a mighty metal,
and recovered his scrolls. Razud. As for myself, I teleported a mes- hard like true steel yet light like wood. I
We had to leave at once. Already we sage to the Maharajah of Putnabad, warn- had a hunch the nations to the southwest
could hear ominous gongs echoing in the ing him of a possible invasion from the held more clues to that fancy metal.
cavernous hallways. I had barely enough Great Waste. Talasar soon came back with news of
time to cast a travel spell before hordes of Once done with this, I returned to my Ismet. He was found dead in the brig,
fierce janissaries poured into the chamber. quarters and observed the crypt through apparently from the same causes that did
for the ruffian Pustek at the Black Samo-
var. Talasar tried reaching the mans soul,
Table 4 but failed. Either something held on to it
Special Abilities From Essence of Cinnabar: Degrees 5-7 very tightly, or it no longer was in exist-
ence. Both of these alternatives sent a chill
1d12 Ability and description through my spine. A nasty business this
1 Anti-Magic II: The character becomes immune to the effects of one first- or Master was in. . . .
second-level spell, either clerical or magical. The first eligible spell affecting the To be continued....
character automatically triggers this ability and alerts him of the activation. The
character may cast spells normally. Cinnabryls darker uses
2 Amber Sharpness: The character gains the ability to cause slashing or pierc- This section continues the section on the
ing weapons made of red steel to vibrate in such a way as to negate any oppo- shiny red metal cinnabryl and its uses,
nents nonmagical protection due exclusively to metallic armor. Thus, red steel from this column in DRAGON® issue #171,
cuts right through the metallic armor. pages 43-44.
3 Cinnabryl Implant: The character can instantly deplete up to 1 Ci, implanting As noted in the last issue, individuals of
the cinnabryl molecules in his body for later use in supporting any abilities de- the Savage Coast are affected by a natural
rived from essence of cinnabar. This allows the character to maintain the re- poison in the soil called seed of cinnabar.
quired contact with cinnabryl without carrying the precious metal itself. The However, contact with a shiny red metallic
absorbed molecules function like depletable cinnabryl in all respects. The im- ore called cinnabryl, produced by geologi-
planted cinnabryl depletes before material cinnabryl does, if the character is cal activity on beds of seed of cinnabar,
carrying both an object of cinnabryl and holding implanted molecules simultane- will undo the effects of the poison. Contact
ously. Use: at will, though implanted molecules must dissipate before this power with living beings also causes the cinna-
can be used again. bryl to become depleted, so that it loses its
4 Crimson Skin: The characters skin turns silvery red, providing partial immu- healing properties. Fully depleted cinna-
nity to damage from any natural or manmade weapon. In this condition, the bryl becomes red steel, a dull red metal as
character ignores 1d6 hp of nonmagical damage from each successful physical strong as steel but with half the weight.
attack, to a minimum of 1 hp damage per attack. Certain powerful individuals of the
5 Gaseous Form: The character and his equipment turn gaseous, allowing him Savage Coast discovered that they could
to fly 90 per turn and pass through very small openings (key holes, cracks, cause a sudden, massive depletion of cin-
porous rocks, etc.). nabryl by ingesting essence of cinnabar, a
6 Heroism: This ability produces effects identical to those of a potion of heroism. precious and rare alchemical distillate,
If the character is a spell-caster or a thief, ignore this ability and roll for another while in contact with a sufficient quantity
one on this chart. of cinnabryl. The reaction of this distillate
7 Immunity to Energy, 10' Radius: Negates up to 10 hp of natural or magical in the body allows a character to gain
damage based on fire or electricity within a 10' radius centered on the character. special abilities derived from the magical
8 Invulnerability This abilitys effects are identical to those of a potion of invul- and alchemical properties of cinnabar.
nerability Essence of cinnabar is, however, a virulent
9 Neutralize Cinnabryl: The character instantly causes all cinnabryl within 10' poison, causing an immediate and perma-
around him to become totally inert and stop depleting. This negates all special nent loss of one point of Constitution per
abilities drawn from cinnabryl until those affected move out of the area of ef- dose (no save allowed). Despite this cost,
fect. The ability-neutralizing effects apply to the character using this power as essence of cinnabar has become the object
well, excluding this ability itself, which lasts a turn, This power does not affect of epic adventures, sinister quests, un-
someone using a cinnabryl implant (#3 above). speakable treacheries, and bloody wars. It
10 Pyric Brand: This ability creates a burst of red light equivalent to a light is the Savage Coasts Unholy Grail!
spell, blinding for 2-12 rounds all creatures facing the character within a 10 Essence of cinnabar comes in small vials
radius (or a 30 radius in the dark). A saving throw vs. spells is required to pre- of a single dose. Each dose increases the
vent this blindness. Use: once per day, instantaneous duration. drinkers contamination by a single degree
11 Quick Silver: The character gains the ability to accelerate his reactions, (a degree being a measurement of con-
allowing movement at twice the normal speed and twice as many melee or mis- tamination). One hundred coin-sized units
sile attacks (but not spell attacks) as normally permitted. of cinnabryl (100 Ci) are also required per
12 Regeneration: The character regenerates lost hit points at the rate of 1 hp degree of contamination wanted. For
per turn. At 0 hp, the character passes out normally but could withstand up to example, to reach the second degree of
10 hp of additional damage before actually dying. Use: constant once activated. contamination after having reached the
first, two doses of essence of cinnabar
DRAGON 45
and 200 Ci would be required; two points else (provided such a use of the wish spell (see the Dungeon Master’s Companion,
of Constitution would be lost as a result. were allowed at all). Constitution points page 21). It would be appropriate to have a
See Table 1 for further details on contami- lost during the absorption of essence of player make several die rolls for life pro-
nation levels. cinnabar can never be restored, even if longation, then have the DM secretly pick
In addition to an innate ability, each dose the character is cured, except by use of a one at random every time his character
of essence of cinnabar augments the char- wish (one wish per point). This spell and increases his longevity in this manner.
acters longevity at the rate of one year all magical items with wishes are almost Keep them guessing.
per hit die or experience level. For exam- unknown on the Savage Coast because of Very low Constitution can become a real
ple: Gombar the minotaur (6 HD) imbibes their over-use. problem. DMs should be nasty with
two doses, which give him another 12 Note that an instant cure of cinnabar power-crazed characters! When a Consti-
years to live. Note that seed of cinnabar, contamination is instantly lethal to some- tution score reaches 2, adjust the PCs hit
cinnabryl, and essence of cinnabar do not one who has lived past his normal life points further downward (-4 hp per HD/
affect undead or magical creatures like expectancy. Seed of cinnabar also makes Level) and drop Strength and Dexterity 2
dragons. common people more irritable than nor- points. At a Constitution score of 1, apply
High-level characters of the Savage Coast mal, which accounts for the history of a -5 hp per HD/Level penalty; if the char-
are often tempted to sacrifice their stam- violence among the nations of the Savage acter is still alive by then, reduce his
ina in order to gain what is referred to Coast. Strength and Dexterity by half, rounding
among them as cinnabars immortality. On the subject of life expectancy, it is a down. At a score of 0, the character turns
The more notorious figures gained several good idea not to reveal to a player what into depleted bolognaR.I.P
centuries of life in this way. the exact longevity of his character is
In most cases, an ability generated by
the essence of cinnabar is innate and can
be called upon at any time, as long as the Table 5
user wears pure, undepleted cinnabryl. Special Abilities From Essence of Cinnabar: Degrees 8-9
The character must physically touch cin-
nabryl to use these abilities or maintain 1d8 Ability and description
their effects (hence the use of cinnabryl 1 Anti-Magic III: The character becomes immune to the effects of one first-,
bracers, rings, and so forth). All of the second-, or third-level spell, either clerical or magical in nature. The first eligible
abilities described in Tables 3-6, unless spell affecting the character automatically triggers this ability and alerts him of
noted otherwise, can be used at will only the activation. The character may cast spells normally.
once per day, for a duration of one turn. 2 Contaminate: The character surreptitiously contaminates one living creature
A player usually cannot choose a specific with cinnabar (no save). The contamination takes one day per level or hit die of
ability nor a specific ability table to roll the victim, as long as the character can remain within 10' of the victim for at
from if his character increases his degree least one full turn each day of the contamination process, or in physical contact
of contamination. Each time a character for at least one full round each day, or partake of the same food or beverage
imbibes a dose of essence of cinnabar, roll each day. The attempt fails if any of the above is interrupted. The character
1d12 on Table 2 to find out on which table knows when the contamination takes effect only when the victims skin takes a
(Tables 3-6) special abilities are found. reddish color; the victim reaches Degree 1 of contamination. Use: at will, one
victim at a time until the attempt fails or succeeds.
The catch 3 Counter Drain: The character causes a level-draining creature to drain its
If a Savage Coast native left his home, own hit dice each time it would affect the character (no save). If the PC counter
the seed of cinnabar poison in his blood drains the creature to 0 HD, the character gains a 5% chance per drained hit die
would eventually pass out of his body, of recovering one lost point of Constitution.
breaking his bodys delicate balance with 4 Life Sublimation: A human character using this power ages 50 years in order
the metal cinnabryl. Remember: Cinnabryl to regain one lost point of Constitution. The character can use this ability at will;
is poisonous to uncontaminated people however, the character will not necessarily know what his exact lifespan is (see
(see DRAGON issue #171). The absence of the Dungeon Masters Companion, page 21). The first time demihumans use this
cinnabryl also prevents the use of all spe- ability, halflings age 75 years, dwarves 150, elves 550. Effects are permanent.
cial abilities drawn from cinnabar and 5 Planar Phase: The character can enter the Astral Plane and remain there for
negates all permanent changes that such up to six hours. While there, the character can see into the Prime Plane up to 60
abilities may have had on the character. It from his position.
may ultimately bring death to one who has 6 Power Storing: At the characters discretion, before damage is rolled, he can
already exceeded his normal biological life instantly absorb magical energy such as magic missiles, fire balls or lightning
expectancy, by causing a permanent loss bolts cast at him. The character can later release the absorbed energy through a
of 1 hp per day spent without cinnabryl. red steel weapon, when successfully hitting an opponent or an object. The en-
This explains why no cinnabryl- ergy causes a bonus of 1 hp damage for each hit die absorbed. The energy other-
augmented explorer or conqueror ever wise remains stored in the character up to one hour, after which it dissipates.
succeeded in reaching far beyond the Energy can be absorbed only once a day at the rate of 2 HD per degree of con-
Savage Coast. They all eventually died tamination. Unabsorbed hit dice that remain cause damage to the character
from contact with their cinnabryl talis- normally.
mans, which most of the affected persons 7 Red Blur: The character can move up to 10 each round at a blinding speed,
jealously kept to themselves, or from the either to automatically dodge all physical attacks that round or to pass through
lack of cinnabryl, for those who grew far solid obstacles (e.g., walls and doors) without damage to either the obstacles or
too old for the Immortals taste. Very few himself. The character may not dodge and attack during the same round. He
are those who are aware of the risks in- may move through obstacles and attack normally.
volved in using this dangerous metal in all 8 Scarlet Storm: The character creates a red shimmering force field to repulse
its forms. opponents. The field instantly pushes away inanimate objects of less than 2,000
A wish spell could conceivably remove cn and all man-sized or smaller creatures, shoving them up to 60 away on a 30
any contamination, but that would ruin wide front (no save). Any immobile obstacle in the victims way inflicts 1d6 point
the character, just as this spell would ruin of damage on the victims. Larger creatures must save vs. spells to move toward
any other standard character class if the character, and do so at half speed.
someone wished his class to be something
46 AUGUST 1991
And monsters, too seed of cinnabar poison faded from their Letters
Over thousands of years, mines and blood. There are many tales about these
caves polluted with cinnabar have allowed horrid creatures. Rumor has it among In GAZ10 The Orcs of Thar, I noticed
for the existence of monsters that can common folk that those who abuse cinna- King Doth had a 12th-level lizard man
assimilate cinnabryl ore. This contamina- bar die loathsome deaths, and return later sidekick. I realize the lizard men were
tion gives the monsters innate abilities that to haunt their foes as cinnabar liches. probably cut from the Gazetteer in edit-
come with the higher contamination de- ing, but I was wondering if they were the
grees normally caused by essence of cin- Special thanks to the D&D Product same as those in the HOLLOW WORLD
nabar. These creatures were never able to Group, the DRAGON Magazine staff, and set? If not, could you please state the
spread beyond the Savage Coast since they my wife for their invaluable help and differences?
carry within themselves the toxic essence patience in the design of Red Steel. The “normal” lizard men found in the
of cinnabryl, which would kill them if the HOLLOW WORLD set are assumed to be
identical to the ones described in the new
D&D game set (or the Basic Set for those
of you who do not yet own a copy of the
City Trail, Shipping Lane Clear Terrain new set). Haarss the Ambusher (a critter
from the HOLLOW WORLD set) is de-
Town Battle Site H i l l s scribed as a 4-HD creature since he is a
“unique” NPC. Nothing there would pre-
Village Ruins Mountains vent you from using the GAZ10 guidelines
for the creation of humanoid PCs to make
Border Plateau Haarss a level 4 lizard man. That’s what
T o w e r
these optional rules were designed for.
Castle Swamp River The same goes for King Doth’s paramour,
Gaakie-Green-Snout. Her adjustments are:
City Temple Steppes Cataract St +1, In -1, Wi -1, Dx +1. Her XP
advancement table would start this way:
Light House Forested Hills Volcano
Teenager: -1,200 XP, 1d8 hp, Lvl -1
Tribesman: 0 XP 2d8+1 hp, Lvl 0
Ship wreck Light Forest Glacier
Scout: 1,200 XP 3d8+2 hp, Lvl 1
Marauder: 3,600 XP 4d8+3 hp, Lvl 2
Camp Heavy Forest Badlands
And so on. Gaakie has 8d8+13 hp at her
Scale: ONE HEX EQUALS 8 MILES
level. You can figure the rest!
©1991 TSR, INC.
48 AUGUST 1991
FORUM
“Forum” welcomes your comments and opin- fun. The kender will invariably get into situa- I am writing this letter in response to Mr. Dirk
ions on role-playing games. In the United States tions in which no ordinary PC should be al- Waters letter in issue #165. In his letter, Mr.
and Canada, write to: Forum, DRAGON® Maga- lowed to survive, and it is incumbent upon the Waters expressed several negative views about
zine, PO. Box 111, Lake Geneva WI 53147 U.S.A. DM to be forgiving, nudge circumstances a bit, thieves. I disagree with many of his points,
In Europe, write to: Forum, DRAGON Magazine, and let everybody have fun. I cannot say at First, most thieves are feared, hated, and
TSR Ltd, 120 Church End, Cherry Hinton, what point a kender has misbehaved badly illegally operating black-hearted scoundrels.
Cambridge CB1 3LB, United Kingdom. We ask enough that his life is forfeit, but it is a lot However, this is not always the case. One has
that material submitted to “Forum” be either further along than it would be for a greedy only to flip through the many literary works
neatly written by hand or typed with a fresh human rogue. that feature honorable thieves. Consider Tas-
ribbon and clean keys so we can read and I am fortunate that I seldom encounter a selhoff from the DRAGONLANCE saga books,
understand your comments. player who wishes to dominate the game. I Sure, he often stole from his companions, but it
cannot claim that I have been very effective, was his nature and he had no evil intentions.
I have been a DM for several years now, and I either. But I do know, in principle, the DM is in Fafhrd and the Gray Mouser were notorious
run a small campaign with a few friends of control. You can turn your attention, blatantly thieves, yet they are also the greatest heroes in
mine. I have grown accustomed to their styles and deliberately, to the other players, and ask all of Nehwon. Bilbo Baggins, of The Hobbit,
of playing, but there is one problem that I have them in turn, So, what are you going to do? started out as a thief for a band of dwarves,
yet to solve. I would like some help if possible. The original game had one player speaking to Finally, one of the greatest heroes of all time
I try to be as fair as possible when I run an the DM, and all the other players spoke to that was a thief. In my opinion, this character em-
adventure. I give the PCs and the NPCs an equal player. No crowding or shouting at the DM to bodied the epitome of the honest thief. Of
and fair chance at solving and surviving prob- get your player preferential treatment, there. In course, I am speaking of Robin Hood! I am sure
lems that arise. When I create an NPC for the the worst case, you can get away with favoring even Mr. Waters campaign could accept a thief
group, I try to be as fair as possible. I try not to the other players until the pushy one gets the who lived by the creed steal from the rich and
make the character too powerful, because then point. The hardest situation involves the quiet give to the poor.
the players have no fun as they sit back and player, whose opinions and interaction are as As can be seen from the characters mentioned
watch the NPC do all the work and get all the hard to solicit as if the player had just had a bad above, a thief is not necessarily distrusted by his
experience. But I also try not to make the char- day with his pet basilisk. He needs tender, party, significantly weaker than his companions,
acter too weak, because then that character is attentive treatment. In time, with more confi- or looked down upon. Sure, Fafhrd, Mouser,
of no use to the adventure. I have made these dence, players like that tend to blossom and are and Robin Hood were feared, hated, and operat-
mistakes before and I have learned from them. fun to have around. ed illegally, but so what? Practically all great
But it seems that every time I create an NPC Many of the games I play, I have only my wife fantasy heroes (the Fellowship of the Ring, the
for the group, the players want to kill him off, to accompany me. And I am too deeply addicted Companions of the Lance, Conan) are feared
get the NPCs equipment and any valuable items to restrain myself to those occasions where we and hated by somebody, but those who oppose
that might be carried, and keep all the treasure can gather a group. We routinely violate the two them are almost always evil beings trying to
and experience that is gained during the adven- fundamental rules: one player to one PC; and thwart the cause of good. Law is also subject to
ture for themselves. Despite my best efforts to the DM plays nothing but NPCs. It can be done, interpretation. People familiar with the Inquisi-
reason with them, they still have these thoughts All you need is maturity and discipline. You have tion of Blackthorn in Origins Ultima V computer
and actions when I introduce any NPC. to have the right goals: fun, challenge, and role- game understand that the heroes (the Avatar
Can any fellow DMs help me with this dilem- playing. I have seen few young players who can and his companions) are hounded by the law of
ma? Any input would be appreciated. let go of the thrill and self-aggrandizing nature a mad monarch (Blackthorn). The fact that
Andrew M. Curtis of PC advancement. It is completely natural but thieves have to go to a thieves guild to train and
Warren NH cannot co-exist with multiple PCs or the DM are forced to lie about their occupation is really
playing a PC, for you will almost certainly cheat, beside the point Also, what better way to turn
I have just finished one of the most stimulat- and that takes all the fun out of the game. young urchins into honest thieves than to be
ing Forum columns (issue #1651 in years, and I Mistakes: Every DM makes them. There is just trained by one?
just have to add my copper shavings to the pile. too much going on. If you realize it in time, you This letter is not written to put down Mr.
I am providing thoughts in response to the say, Oh, no, waitthat die roll was good Waters or the DM and his campaign he men-
letters of Dirk Waters, Bonnie Patterson, Ron enough, after all. If it is too late, you can: a) tioned. I only wanted to defend the thief class
Dippel, Michael Repka, and Rick Maffei. I have start the scene over (not my recommendation); and show that it does have good points. One last
been playing the D&D games for about 12 b) invent a circumstance, on the fly, behind the thing: Arent fighters, rangers, paladins, wiz-
years, with perhaps 80% of my games as DM. scenes, that accounts for it (use with caution); or ards, and priest also professions as well as
There is just no substitute for experience in c) make it up to the player in a subsequent character classes?
running an entertaining, durable game. You encounter (usually the most harmless way). For Anjuan Simmons
cannot run a game without great confidence in example, you forget about the clerics prayer Wichita Falls TX
yourself. You have to invent rulings on the fly spell, and someone dies of a poison sting that
and judge situations no rulebook could antici- would not have landed. When you realize it,
pate. You have to lean more heavily toward you can decide the character is not dead, only I would like to respond to Dirk Waters DM
what is fun (and within reason) than what the deeply comatose, and covertly sneak an elixir of (from the letter in DRAGON issue #165) with a
rules imply. health into the next treasure pile. Alternatively, simple message: Lighten up, will you? This DM
I dont like the thief class eitherwhen treat- say the character defeated a monster due makes the thief class seem utterly evil and self-
ed as thieves. However, in my world, the various mostly to your mistake and obtained a powerful interested. He seems to have taken too literally
governments invariably train agents in skills wand thereby. Well, you can arbitrarily decide the maxim that there is no honor among
remarkably like those of the thief class, and the the monster had fewer hit points than it ap- thieves. If this was the case, then they would be
streets generate somewhat less-expert versions peared (it could be an entirely new species, if too busy double-crossing one another to go
of the same skills. The thief class is too interest- necessary), and you can decide the wand only adventuring, and this is clearly not the case.
ing to reject on moral grounds, so tweak it. has one or two charges in it. If an identify spell Although theft is illegal, it is not always hated;
I dont run DRAGONLANCE® campaigns (I said otherwise, so what? That spell is notorious- for the best example, read the Robin Hood stories.
leave that to my wife). However, I sympathize ly unreliable, anyway (grin). Describing a thieves guild as a wretched hive of
with a DM or player facing a well-played ken- I hope these ideas are of some help to others. scum and villainy is purely a subjective judgment,
der. The DM is deeply obliged to remember this Lyle Wiedeman If thieves ever want to aspire to great robberies,
is a game, and the people are gathered to have Santa Ana CA there must be order to allow intelligence gathering
50 AUGUST 1991
and planning. How could these things ever happen Discworld novels by Terry Pratchett, in which the PCs are more powerful if controlled by a
if no one trusted each other? theft is licensed by the government, and there power-hungry DM. In the gaming session that I
And why cant a party trust its thief? As Mr. are strict quotas to stop arbitrary thefts. have played in, the DM kept his PCs out of the fray
Waters (rightly) says, thieves are weak, so if Graham Ross if they were not needed. He did not use them to
they are ejected from their parties, they will London, U.K. find or keep treasure, but they were most helpful
have big problems unless very near civilized in healing and other skills, if the PCs had them.
areas. My thieves never robbed directly from I would also like to comment on the place-
their companions simply for this reason. ment of magical items in the game. In the ses-
I am writing in response to Michael Repkas
Thieves should not be looked down upon, letter in issue #165. In it, he states: This prac- sions mentioned above, my DM gave us certain
because they add essential skills to any dun- tice [when a DM plays one of his characters as a magical items, but he used circumstances that
geoneering group. If their weaknesses give caused us to use those items rarely and wisely.
PC] is grossly unfair to the other players.
cause to look down upon them, what do we say One of the PCs had an amulet that could reveal
As a DM, I have played some of my characters
of 1st and 2nd-level magic-users or 1st-level invisible creatures. He almost died when he
as PCs, and I treated them like any other PC.
clerics in the D&,D® game? You shouldnt judge a Now, youll notice the previous sentence was in
tried to use the amulet on a retriever (needless
character by lists of skills but by how that the past tense. This is because I had a character, to say, lightning was always his phobia there-
character is played. after). Even though his game was a Monty-Haul
an assassin, and as a DM I knew where there
Why should thieves have to make such feeble campaign, the money and sometimes the magi-
was a sword that made its user invisible. The
excuses about their origins when they excel at cal items were used to buy information or more
player characters came to a place where they
deception? A title such as Professional Treasure supplies. The campaign had all the alignments,
could either swim in this green stuff and find
Hunter, as used in J. R. R. Tolkiens The Hobbit, classes, and races that any DM would be proud
the sword, or they could take a rickety old
is far enough from thief to be usable without of. These differences often caused plots and
bridge across. The players PCs took the bridge,
causing trouble. Thieves could act as henchmen grudges among the PCs that were quick to
and my PC swam and found the sword. As soon
or guards, or cloak themselves so that any resolve themselves in the thick of battle. Having
as the players realized I had found a magical
possessions would be unnoticed. Starting money thieves in the party never made any difference
sword, they said it was unfair, and the game
for fighters can be as low as only 30 gp, barely until our semi-powerful deep gnome tried to
stopped because everyone started arguing.
enough for leather armor and a decent sword, pick a high-level rangers pocket. We did not kill
Upon thinking about my mistake, I realized
so the Im a fighter answer is reasonable. So him for his crime; we had a high-level cleric in
the players were right, and now I dont use my
long as the thief stays out of trouble, no one the next town put a quest on him. This was
characters as PCs. I guess this all boils down to
would have reason to suspect him. funny for the players and even that character.
the fact that I agree with what Michael said.
Mr. Waters DM seems to regard all thieves as My advice for DMs is that you should play
Here is a warning to all DMs: Never use your
irredeemably chaotic evil, but this is just not the your PCs as if they knew only what the party
own characters as PCs.
case. The scout he created does exactly what knows, and that you should always listen to
Scott Wilbur
my groups thieves always did, and they had your players if they think that things are unfair
Carver MA
none of the magical protection that the 15th- or you are favoring certain PCs. Remember, this
level scout he mentions had. is only a game, and the players should have fun
As a final note, if that group wants to see how playing and not arguing with the DM.
thieves can be used with humor but still as an I would like to comment on the letter by Michael Eric Durfee
effective class, I suggest they read any of the Repka in DRAGON issue #165. Yes, he is correct, Barstow CA
DRAGON 51
I am writing in response to Michael Repkas preach a problem from the wrong angle, with- series of modules (FRE1-3). These were particu-
letter in DRAGON issue #165. I am now in an out having to resort to the sudden appearance larly lethal due to the disruption of magic and
AD&D campaign in which there is a total of of the ubiquitous crazy-old-man-type NPC. I the lack of higher-level healing magicwe had
three people. I am the head DM, and my cousin have a ready-made character for inveigling 14 fatalities (including one execution and two
and his friend DM some adventures. It usually characters into adventures, and I have a backup ex-PCs belonging to players who dropped out)
ends up with each person having two or three to aid the party if needed, all rolled into one during the three adventures. My own character
PCs per adventure, even the DM. character. The character will be far more trust- was killed twice, a record shared jointly by two
We have found that it is very hard for the DM ed by the party than an NPC, making it possible other characters. There were a reasonable
to play his PCs in a dungeon that he created. I for me to get the characters into adventures amount of means to raise slain characters about.
even played my PCs as if they were totally more easily and logically than have the NPC However, characters were raised only if the
stupid. Soon I found out that a DM cannot play meet the party at an inn and hire them. party (i.e., the players) were happy to have that
his character in a dungeon that he created The third reason for a DM having a character character back, and if the player indicated that
because a PC should give input about what to do in a party isnt one that I personally have had to he wanted to continue with that character. Both
next and not just sit there. To fix this problem, I face. This is the case where the DM only has times, my character was raised without any
let one of the other people in my campaign play two or three players in his group. In this situa- intervention or pleading on my part, as the
my PCs at some kind of risk. Because no one tion, a DM-run character can cover areas where players felt that Morag was an essential part of
believed a DM would kill his own PCs, the other the party is weak or lacking in useful skills. the group and deserved to be raised.
members of the campaign always made my The final reason that I can see for using a DM- As far as treasure and experience are con-
characters go first in dangerous or scary situa- run character is actually the reason that I start- cerned, my own character receives no more
tions. To fix this problem, I let the players see ed doing so in the first place. When you are the favoritism than any other character. Yes, I will
that by putting my PCs in front was not going to only DM in a group, with no other gamers put magical items especially for her, but then
help them. They were once facing a trap and around, this is the only way you get to actually I will also do the same for the other characters.
said that my character would try to get through play a character, rather than a cast of NPCs who Regarding experience points, I feel that my
it first and deactivate it. I rolled to see if he appear and disappear regularly. character deserves more than the usual 50% XP
would make it, and he didnt, so I killed him. To use a DM-run character fairly, the DM award given to normal NPCs, but not as much
This surprised the other players because they must remember that although this could be a as the actual characters played, and I dont
didnt think that I would kill one of my PCs so favored character, the character is still actually consider my character eligible for idea points,
easily. I told them that I can always start a new only an NPC and must be treated as such-no role-playing points, or the constant goals points.
character, and that they need to play my PCs as pampering, unbelievable immunities, grand- The first two categories normally make up at
if they were their own. standing during adventures, or overpowered least 25% of the award I give out. The charac-
Now, we have a lot of fun in our campaign magical items. The DM must use character ter I ran in the Avatar series, Morag Rowanman-
because the DM can bring his character knowledge in his dealings with other characters, tle, did end up the highest level (9th) of the PCs,
through an adventure that he created. I know though I feel it is acceptable for a DMs PC to act but this was because of the characters who
that I can let other people play my PCs safely, as a conduit of useful information that the started back in Arabel at the start of FRE1, only
and all the other members know that I will play character could logically know. Morag and two others lasted through to the
their PCs as if they were my own. This way gets For example, a low-level party is exploring end. The other two were both multiclassed; a
rid of the DM character that knows about every some ruined tombs when it disturbs an old fighter/cleric and druid/mage. They obviously
last trap, treasure, monster, and secret door in casket containing a wight. The party hasnt didnt progress as quickly as Morag did, and the
an adventure. This also allows everybody to found the enchanted sword the DM had placed druid/mage was slain during FRE2. In general, I
have a PC in an adventure and not get into a in the area so they could fight this creature. have found that my own character ends up the
DM-only-and-players-only situation all the time. They have never encountered a wight before lowest level of the party, as he effectively gets
This way of playing works in our three-person and are ready to leap to their doom. The DM, less experience than the other PCs.
campaign, but it could also work in a larger not wanting to slaughter characters and deprive I will admit that the potential is there to abuse
campaign. If a DM is going to have a PC in an them of hard-won levels unfairly, can have his the system when using a DM-run PC. If you feel
adventure he created, then the DM must let own character remember a bit of information that you cant be fair to the players and other
someone else play his character, because it is he heard in a tavern tale, about how creatures PCs if you run your own character, then dont
hard for the DM to run the adventure and play that looked like this one are only supposed to be use the PC when you are DMing. If, on the
a PC at the same time. vulnerable to enchanted or holy weapons, or other hand, you do feel that you can run the
Christiaan Stoudt some such thing like that. In other words, warn character and be fair to the others, then go on
Fort Worth TX them using DM knowledge, but in such a way ahead and do so. However, you should also
that it sounds as though its character knowl- listen to the feedback from the players. They
Id like to reply to Michael Repkas letter in edge. Certainly, the DM often should fudge rolls will give a very good guide as to whether you
issue #165 on the subject of DMs running a for his character, but only where it is of benefit are abusing the system.
character in an adventuring party in an adven- to the flow of the adventure, not to the benefit In conclusion, if I was to try even half of the
ture that he is DMing. of his or any other character. A DMs character things attempted by the DM described in
Basically, my conclusion after reading over can be very useful for finding secret doors, Michael Repka's letter, then I would have a
Michaels letter was that his problem doesnt lie spotting the vital clue that has been missed, etc. graveyard full of dead characters (mine) and no
with this practice, but with the DM in question. But the DM mustnt abuse this; he must do this players. The DM he writes about should be
To elaborate, I have been playing and DMing for only when the characters have tried and failed, spoken to by the players and told to reform (or
over seven years. In all my campaignsno or have neglected to search the area. else). Everything he describes is a result of bad
matter the gaming system being usedthe DM The DM must always keep in mind that the DMing, not the policy of a DM running his own
always has a character in the party. There are players are the integral factor with which his character in an adventure.
several reasons for this. adventure either succeeds or fails, not an awe- Des Garrett
First, we normally alternate DMs within the struck audience for the grandstanding heroics Ballincollig, Ireland
same campaign. Ill be a DM for a time, then of his own character. Yes, you can have your PC
another DM takes over and runs an adventure, perform (or attempt) an act of heroism to save
taking up from the point where I ended. This the party, but not until the PCs have had a
gives myself and our other DM a chance to play chance to do this for themselves. What Michael
a character fully. As our adventuring parties said about the character being invulnerable to
tend to travel extensively (one campaign motto dragon breaths that injured the rest of the
was: Are we wanted here? with the straight- partythat was an abuse of the character by
Changing your address? If so, tell us
faced reply: Not yet!), this precludes the option that DM, and was grossly unfair to the other immediately. The Post Office will not
of the DMs character from staying behind at a players. Under no circumstances can the DMs forward second-class mail without
campaign base while the other characters go character be invulnerable or have powers that prior notice, and we cannot replace
adventuring. the other PCs cannot have. In fact, as far as Im issues that are lost in this manner.
Second, I have always felt that, by having a concerned, my character is often more likely to Please send us your address change
character in the party, I can feed information be the victim of an attack, rather than a as soon as possible (with your most
and hints about puzzles and problems to the characterespecially when the next blow could recent mailing label) so that you won’t
players, especially when their line of reasoning kill a PC who doesnt deserve to die. For exam- miss any issues!
meanders down the wrong track or they ap ple, we have just completed the AD&D Avatar
52 AUGUST 1991
DRAGON 53
Darkspyre (Event
Horizon Software)
DRAGON 57
you receive bar graphs identifying how returns to Mushashis side at a smaller simply headlong combat. Patience is re-
many armies each empire possesses, size, no longer useful until Mushashi res- quired to win these latter encounters,
which cities are controlled, how much cues a captive or uses magic. Mushashi There are many parts of the land to
gold each empire has, which empires are isnt invincible, either, and perishes after discover in both books. (Darm Tower, a
in production, and who is winning the taking one hit. place Adol must visit in Book I, has 21
game. Additionally, a hatred chart shows Mushashis mission, in addition to defeat- levels!) Adol will find villages, shrines,
which enemies truly detest or loathe you, ing the Union Lizard, is to rescue hos- towers, mines, forests, and dens. Lots of
or simply hold you in distrust or just plain tages. He is well rewarded when rescuing time is spent traveling between all such
apathy. As for those whose hatred is captives and receives points, extra lives, or locations, as there are mini-quests that
high-well, look no further for where an a power up. With the latter, Mushashi has help Adol accomplish his overall task.
attack might spring forth. a beam shot instead of his throwing stars, Along the way, Adol runs into important
Warlords is a fine entertainment product and his punches and kicks are stronger. characters whose voices can actually be
combining elements of fantasy and strat- Another opportunity for additional heard, courtesy of the Turbographx CD
egy in a medieval setting. Youll obtain high points is a bonus stage after completing a player. Cinematic sequences at the begin-
dollar-to-play value. Given that you may level. Mushashi jumps off a skyscraper, his ning, middle, and end of the game are well
have as many as eight friends involved, object being to hit the ninja who come out done and are extremely satisfying to
youve got a great game for group partici- of the windows during his descent. Bonus watch. The CD-quality music is quite good,
pation. Warlords is one of those products points are awarded on the number of although hearing it over and over again
that should be ported to other systems, eliminated ninja. does make one edgy. Fortunately, there is
such as the Macintosh and Atari ST, and Shadow Dancer offers incredible, enough musical variety to keep almost
should make its way into video entertain- flicker-free animation. The music and anyone happy.
ment systems as well. Currently available sound effects are good, though not up to The animation in the cinematic se-
for PC/MS-DOS and Amiga computers, Revenge of Shinobi’s standards. The details quences is the best weve seen for a Turbo-
Warlords is one of those rare strategy are outstanding (enemies actually duck graphx game. Y’s Books I and II is well
games that will appeal to fantasy role- behind boxes to reload their weapons worth the investment, as you get two
playing gamers and adventurers from all after firing at Mushashi), and the back- games in one offering. Book II of Y’s was
walks of life. It is highly recommended. grounds are stunning. This is another not included in other computer or video
game that shows off the high quality of game versions, but it is packed in with this
Shadow Dancer ***** the Genesis machine, and we highly rec- CD. Y’s is a great adventure game that
Sega (415-742-9300) ommend it. offers long play value, music, cinematic
Sega Genesis version Price n/a sequences, and role-playing action, It is
After breaking up the Neo Zeed organi- Ys Books I and II ***** definitely a must-get for any Turbographx
zation in the Sega game Revenge of Shino- NEC (708-860-9500) CD owner,
bi, Mushashi (also known as Shinobi) spent TurboGraphx-16 version $60.00
some time in New York with his former NECs entrance into role-playing games Zombie Nation **½
student, Kato, and his dog, Yamato. Kato through the use of CD-ROM technology Meldac of America (213-286-7040)
learned of kidnappings at a local elementa- makes this game an awesome hit. In Book NES version Price n/a
ry school; he tried to stop them but was I, you play Adol, a warrior who must Zombie Nation is a fast arcade shoot-em-
killed. Mushashi must now stop the Union recover six ancient books that hold the up that scrolls horizontally. A strange
Lizard who killed Kato. key to returning prosperity to the land of projectile from space has landed, releasing
Shadow Dancer is an extremely well- Ys Once that task is accomplished, Adol an evil being, named Darc Seed, who turns
done sequel to the visually stunning Re- sets out in Book II to return those books to the population of the U.S. into zombies
venge of Shinobi. Mushashi must complete six statues and face the source of the evil and the Statue of Liberty into a creature
four levels of action in order to enter the that has been plaguing the land for over that does his bidding. To make things
Lizards hideout, where he will face the 800 years. worse, Darc Seed takes control of many
leader of this new and powerful organiza- This game is played from an overhead deadly weapons, including the most pow-
tion. Each level consists of three stages. point of view, with Adol, other characters, erful weapon of all, the samurai sword,
The first two stages call for Mushashi to and his surrounding area displayed on the Shura. You play Namakubi, a samurai in
rescue hostages. The last stage is a fight screen. At the bottom of the screen, Adols Japan who knows of the true power of
with the boss of that level, who must be hit points, magic points (in Book II), experi- this sword. You hear the news of Darc
defeated before you can continue to the ence points, and gold are displayed. A bar Seeds successes and fly to the U.S. to
next level. at the bottom of the screen displays Adols rescue innocents and to prevent Darc Seed
Mushashi wields a sword, fists, feet, and hit points. from using the sword.
throwing stars in battle. An option allows Adol must gain experience to increase Namakubi flies through the air to de-
the player to handicap himself by not his hit points, strength, defenses, and (in stroy Darc Seeds earthly weapons as well
allowing Mushashi to have the throwing Book II) magic points. This is accomplished as the zombies. Namakubi fires two shots
stars, thus completing the game with only by finding items such as swords, armor, at once: one falls toward the ground and
close-combat fighting techniques. He is and shields that increase his strength or the other moves horizontally, being useful
also armed with ninjutsu magic, which he defenses, or by using money to purchase against airborne targets. Along the way,
can use once per stage to defeat his ene- these items that might help him on your hostages can be rescued to recover Nama-
mies. Columns of fire, tornadoes, or mete- quest. Gold is found by defeating the evil kubis health or add to his shot power. The
orites can be summoned to quickly alter creatures throughout the land. number of heads at the bottom of the
the odds in Mushashis favor. Combat is initiated by causing Adol to screen show Namakubis health; when all
Finally, Mushashi can send Yamato to run into one of the creatures. A bar that of them have turned into skulls, the game
hold an enemy. This is particularly effec- displays the opponents hit points appears is over.
tive when an enemy is shooting at beneath Adols hit-point bar. The game The graphics are decent, but flickering
Mushashi from a distance, and Mushashi determines the relative strengths and during this game occurs many times. This
cannot defeat the foe without being shot. defenses of both combatants; To win the is not an original game, nor is it the best
Yamato holds an enemy long enough for combat, Adol must continue to run into arcade entertainment out on the market.
Mushashi to finish the job, but he cannot the opponent until the enemys hit-point It is an average game that we would rec-
stop every type of enemy, nor can he hold bar is gone. Adol will also encounter evil ommend only after you have played and
one for long. If he begins to lose, Yamato bosses who require more strategy than won other shoot-em-up games.
58 AUGUST 1991
5. Save the monster.
6. Add him to the party and give the
items to the characters.
7. Outside, drop the monster from the
party.
8. Reenter the inn and add the monster
to your party.
9. Repeat the last three steps until you
are satisfied. Remember, dont save the
monster in the inn after he has dealt out
the items!
Ian Burt
Edina MN
62 AUGUST 1991
4. HAL—NASA—Logic approximately six. 2. Pay attention to dreams.
5. XAVIERAFree Sex Union 2. Before entering the training hall, re- 3. The zipper should be the main place
Phenomenology768 move the armor from the characters you for storage. It seems to have unlimited
6. GOLDBank of BernePhilosophy wish to engage in the duel. During the duel, room.
7. LUCIFERKGBLogic your opponent (who is a clone of your 4. The ogre will get tired of you eventu-
8. GREYSTOKEMusabori Industries character in every respect) will not wear ally, as he has allergies. What commonly
Hemlock his armor. Thus, you can equip your char- causes allergies? Where can you get this?
9. SANGFROIDMaas Biolabs acter with the armor and kill your oppo- How can it become really big?
Phenomenology6114 nent quite easily. You will be awarded 100 5. Stop time when big chunks of disaster
10. WINTERMUTETessier Ashpool XP for each level of the opponent you slay. are coming directly toward you, then
Sophistry12288 3. There is a jewelry shop in Phlan that climb the chunks.
11. PHANTOMPhantomLogic24576 sells a fine composite bow that is the 6. Visit the Rocs Nest before stopping
12. NEUROMANCERAllard Tech equivalent of +3 to hit. I suggest that you this disaster, as you will obtain a hopeful
Kuang Eleven + Logic49152 get this bow for all of your fighters as spell.
David Grau soon as you get enough money. The bow 7. Make sure nothing you have can be
Howell NJ costs 25,000 gp! ruined by water before moving out of an
4. In Mantors library are five special air bubble (like spell books, especially).
Pool of Radiance (SSI) books that you will need. 8. While its nice to shrink things, its
1. Lux is the word that causes the 5. You will need a certain holy symbol to nice to be small sometimes, too, especially
ghostly figure in the Temple of Bane, enter the Temple of Bane, located next to when youre in an oubliette. Remember
guarded by the hobgoblin army and orcs, the wealthy area. the previous hint when you get small.
to reveal his name and some other useful 6. Make certain you search everywhere 9. You arent the only thing that can
information. This word can also be used in Kovel Mansion. There are tons of trea- shrink.
on other ghostly figures that youll en- sure, including +4 leather armor. 10. The idol may have a cube in his
counter in Sokal Keep. 7. The kobolds at the nomad camp are mouth, but he wont swallow it. He also
2. Samosud is for use against the remain- tough as well as tedious. Save your game wont open his mouth unless a state (alive
ing undead in Sokal Keep. between each wave, and help the chief in and something else, caused by a spell)
3. Be kind to all prisoners and bands of the final battle. demands him to. The other state has to be
weak, scrawny monsters. Parlay with 8. In the buccaneer camp, buy a pass to timed, or it wont work.
them kindly, and you could obtain useful see the captain. Make certain you have a 11. Dont move around on the glacier!
information. Detect Magic spell, then attack him. His 12. Haggle with the merchant, but re-
Geoff Morton armor, shield, and sword are very powerful. member how much money you possess.
Spokane WA Mike Rhodes Start with something far below that, un-
Roscoe IL der one-quarter of your cash. Make sure
1. There is a way to get the Manual of you initially state which rug you want.
Bodily Health from the library more than Search for the King (Accolade) 13. Did the merchant give you the right
once. To do this, you must have two par- This rhythmic hint comes from Accolade rug?
ties of characters (you probably could do it itself to assist you in solving Accolades Andrew Mussell
with one party). Have the party that wont first graphic adventure: Brandon WI
complete the game go into the library and
get the manual (the basilisk has it). Then, Poor Les, though gallant, is a rather mea- Spirit of Excalibur (Virgin Mastertronic)
save the party and reboot the program. ger fella 1. Constantine has to use his mouth in
Load up the party that has the manual, And desperately wants to win the heart of the first scenario.
and remove the character that possesses lovely Stella 2. Ector and Nineve should be sent to
it. Reboot the program, load the party that If he could gain some brawn, he might seek Lancelot.
is to complete the game, and remove one claim his precious Queen 3. Bedivere is best suited to go to Dover,
character (he will be added later). Add the Not to mention another step in his Search but dont forget the Dragons Bane.
character with the manual to the party, for the King. 4. Mass your forces at either St. Albans
trade the manual to a fighter, remove the The Lessers or Rochester, then move them to London
character, and add back the original party after that city has been attacked once.
member. This can be done a number of Secret of the Silver Blades (SSI) 5. Search through Camelot to find some
times to enhance your player characters. 1. The old man in the unlabeled house useful items.
Manuals work best on fighter types. Man- south of the mayors house can give you Kelly T. Loucks
uals must be used in camp, and one must some great information and artifacts. Cooperstown NY
rest for approximately 20 game days for 2. The well (once youve killed the an-
the effect to take place. cient red dragon) and the Temple of Tyr
2. If there is no way for your level-one are safer places to encamp than the may- Thanks for staying with us for another
character to rest, save the party, then ors house (unless Marcus and the Fire column. Please send in your comments,
reboot and modify the characters hit Knives are all dead). and most especially your game hints, to:
points back to their full value. This works 3. You really dont need a thief in this The Lessers, 521 Czerny Street, Tracy CA
only on characters who have not been adventure; you can live without backstab- 95376. If you wish to send us a fax, our
trained. bing. Youll also be bashing a lot of locked fax number is 1-209-832-5742. Remember,
Jonathan Witt doors. your hints and tips save desperate folk
Orangeville, Ontario 4. Check all of the acolytes and priests from untimely demises. Take care, and
rooms in the Temple of Tyr. Check the game on!
1. In the slums, as well as in other blocks glass behind the altar for a secret door.
where you need to vanquish random Kevin Chase
encounters, locate an area with a wall in Pennington NJ
front of and flanking your party. Run into
the wall in front of you while searching. Spellbreaker (Infocom/Activision)
This causes random monsters to flock to 1. Be certain to get some refreshments,
your party and lowers their numbers to even though you are never hungry.
64 AUGUST 1991
score. The spell doesnt allow characters
to gain experience or skills. Spell-casters
are not affected by anything from which
the target suffers, such as Fear, Fanati-
cism, or Demoralize. The spell may be cast
on those with fixed or normal INT, but the
latter resist the attempt by matching their
Magic Points against the POW of the cast-
er The user generally has to name what
he is looking for before casting the spell.
For example, a caster could say he is look-
ing for the whereabouts of a friend of the
target by searching the targets mind. The
caster can find one piece of information
per search; then the spell must be recast.
66 AUGUST 1991
Every day after his death, he loses 1D3 possessing an INT. If removed, the object Forget 1 point
STR, CON, DEX and APP. When these loses one point of INT per melee round ranged, instant, stackable, reusable
abilities drop to zero, the adventurer is until it is placed near a living being as Moon Goddess
actually dead and cannot be resurrected defined earlier. This spell causes a spell-casting target to
or Reanimated. He cannot heal damage, If the object of intelligence is placed on involuntarily forget a spell not currently in
and any ingested foods sit in his stomach another being, spirit combat ensues be- use. For each point of this spell, either two
until they rot or burst his belly. The char- tween the object and intelligent being. The points of Spirit Magic, one point of Divine
acters body continues to rot and degener- winner controls the body of the intelligent Magic, or one sorcery spell may be strick-
ate, giving off a putrid odor that cannot be being, and the other being is suppressed en from the mind of the target and com-
stifled. Additionally, while Reanimated, the and unable to act. This suppressed intelli- pletely forgotten. Once done, the
adventurer can use POW only for Magic gence cannot be drawn upon for spells, spellcasting target must either rememorize
Points, not for ability rolls or sacrifices. skills, memories, or use of INT for spell the spell (if it was written down some-
This spell is used to bring an adventurer memorization. The being dominant in the where), completely relearn the spell, or
back to life so he may tell an important body uses its own skills and spells; only sacrifice POW again at a temple to relearn
fact, cast an important spell, walk to a the INT of the being is changed if pos- it. The caster can cast Forget at only those
temple for resurrection, etc. sessed by this person., When the object is spells he knows are possessed by the
removed, the natural being either regains target. Learning of the existence of these
Sustain 2 points control of the body, or, if the body had no spells may be gained through using the
touch, instant INT (as with the original possessor of the Lankor Mhy Mind Read; by seeing the
This spell heals the effects caused di- objects intelligence), it falls into a trance spell in operation, then postulating what it
rectly by hunger, thirst, and exposure. for a number of rounds equal to its CON. was; or by asking the spell-caster what
Each casting heals 1D6-1 points of dam- It then loses one general Hit Point per spells he has. If the caster believes the
age done by these conditions. If the target melee round after that. Obviously, the target has a certain spell when he actually
is for some reason unwilling, the caster separation of the object and being it domi- doesnt, his effort to eliminate it via Forget
must make a Magic Point vs. Magic Point nates could prove fatal in a number of fails automatically.
resistance check. minutes. As a result, this spell is rare and
should be found only with experienced Group Casting 2 points
Transform to Undead 6 points Shamans. ritual Ceremony spell, stackable, reusable
ritual Enchant spell *memorization only Common
This spell allows the caster to enchant This Ceremony allows members of the
himself to the form of an undead. A caster Transfer Wound 2 points same cult to cast spells and add their ef-
may place his essence in the form of a touch, temporal, passive fects. The Group Casting spell can be used
ghoul, mummy, vampire, or zombie. The This spell allows a caster to exchange
spell costs the full POW of the caster, and wounds with a single target, meaning that
if it fails, he dies. When the spell is cast, a caster can heal the damage of another
the caster appears to die; any procedure by casting this spell and receiving the
for creating the specific undead must then targets wounds. For the spell to work, the
be performed on the body. As an example, caster must first match Magic Points vs.
a mummy requires evisceration, spicing, Magic Points with the target on the resist-
binding, and drying. On the other hand, ance table. Once this is done, the spell
ghouls, vampires, and zombies need no trades the damage to one location with the
real preparation. Upon emergence from damage to the same location on the target.
the ceremony, the undead has Magic All protection from armor is ignored in
Points equal to what they were before the the trading of damage. For example, if a
spell was cast, and he has all attributes, caster is unharmed, and he casts this spell
alterations, and special abilities of that on the arm of a stricken companion who
specific undead. Magic Points must be has taken four points of damage to the
regained through the method used by the arm, the caster then has an arm with four
specific undead. If the APP formula is points of damage and general hit points
different from the natural one, it must be down by four. The target has the opposite
rerolled. This spell is rare for two reasons: effects and is thus four points better. If the
It is an especially vile and evil one, and it is damage were reversed in this case (the
used only once by the caster. Once used, caster being damaged), the target would
the undead caster is reluctant to teach it instead have received four points of dam-
to anyone else. age and the caster would be better off.
If this spell is used between creatures
Transfer Soul 4 points* with different hit locations, the nearest
ritual Enchant spell location is affected. For example, a dragon
Transfer Soul allows a caster to transfer has wings and a tail, thus a human caster
the seat of intelligence, memories, and can only transfer damage to the dragons
knowledge of spells and skills to an inani- corresponding hit locations; he can, how-
mate object. This provides the obvious ever, have damage traded from the wings
asset of rendering spells such as Mindblast and tail. In such a case, the damage to
ineffectual; it also does the same to blows wings goes to the other partys chest and
to the head. The target object for this spell the damage to the tail goes to the others
must be inanimate. The method of en- abdomen. Only one location can be affect-
chantment is the same one used for cap- ed per casting; subsequent locations that
turing creatures within items, though the are given attention need their own cast-
Control spell is unnecessary. If the en- ings. This spell is useful as both a weapon
chantment fumbles, the caster dies. If the and a healing implement.
spell is successful, the target object must
always be kept on the person of a being
DRAGON 67
only by members of one cult; if one or Remove Characteristic (Except free if the owner expends Magic Points to
more casters are not of that cult, the spell POW) 3 points match against the STR of the withholder;
automatically fails. Members of the Group touch, instant, unstackable, one use the more Magic Points expended, the
Casting spell can share the same Divine Ruling Deity better the chance of the weapon being
spells, Magic Points, INTs, and effects of This Divine spell can remove any spe- freed. When restrained from returning to
the spell cast using the Group Casting. The cific characteristic and make a creature its owner, the weapon hums faintly. The
casting time for this spell is one melee incomplete, as per the rules in the Crea- weapon cannot be ordered to return while
round per member. The cost is one Magic ture Book (pages 4-5). The characteristic it is attacking something. If a weapon has
Point per member, in addition to the must first be lowered to one or zero, been moved beyond 100 meters from its
points spent on the actual spell. At the temporarily or permanently, before this owner, it cannot be ordered to return.
end, the spell previously chosen to be spell may be cast. Once cast successfully,
stacked with this spell may be cast. the affected creature or character be- Undetectable to Species Variable
For example, an Orlanthi may choose to comes incomplete, unable to use that no range, temporal, stackable, reusable
cast Shield 2 using Group Cast with seven characteristic, its related skills, and tallies. Ruling Deity
other Orlanthi adventurers. For the next This spell makes the casters target com-
seven rounds, those involved can do noth- Retrieve Weapon 1 point pletely undetectable by one particular
ing without causing the spell to fail. At the ritual Enchant spell, stackable, reusable species. This creates invisibility, silence,
end of seven rounds, all seven casters War God, Hunting God and any other masking effect to the senses
have Shield 2 cast on them. As another When cast on a weapon by its owner, and sensibilities of the members of the
example, the Orlanthis above wish to cast this spell gives the weapon the ability to affected species. The point value needed
Lightning. Four of them have the Divine return to the owners hand. When en- pertains to the Danger Class in which the
spell at one casting, and the spell is stack- chanted, a point of POW is expended on species is placed; a god or a Gloranthan
able. One uses Group Casting, and the the weapon; it can then be magically re- dragon needs a 10- or 12-point spell, but
others stack their Lightning spells to pro- trieved. If a weapon is lost, taken, or these cases are exceedingly rare. The
duce a four-point effect capable of doing thrown, the caster need only think of the target remains undetectable until it either
4D6 damage to one hit location. Also, the weapon and expend a Magic Point. If the initiates a definite act (such as attacking,
Magic Points matched against the targets weapon is within 100 meters, it flies or speaking aloud, or casting an offensive
are equal to the total of the seven: 60 crawls back to the owner at one meter per spell) or the spell duration elapses. Re-
points. This spell is uncommon and is second, taking the shortest route possible; member that only a particular species is
found only with priests of cults, not with the choice of which mode it uses for move- affected by a spell. This may have some
initiates or mere adventurers. ment is defined by the spell-caster when effect in the course of an adventure if
the weapon is enchanted. If the weapon is some of the antagonists see a
grabbed by someone, it can only be pulled foe and some do not.
68 AUGUST 1991
DRAGON 69
TM
Armored fighting vehicles on the roll in the TOP SECRET/S.I. game
When youre surrounded by 50 tons of (APC) for insertion. An enemy tank might until the bullets come too close.
steel and shooting bullets the size of your make the perfect getaway car, too. The For game purposes, the crew of a
arm, youre unstoppable, right? Administrator may also want to know buttoned-up (hatches closed) AFV cannot
These are guidelines and rules for using what the commandos meet if they stumble see anything within 30 of the tank. Be-
tanks in a TOP SECRET/S.I. Commando across an enemy armored force. Put the yond this, the driver can observe objects a
campaign. Commandos do not use tanks following information in your portfolio, maximum of 45° to his left and right. The
often, but never take anything for granted just in case. gunner may only see things within 30° to
in the covert line of work. If your game the left and right. If the tank crew at-
agent or commando finds himself support- Tank tactics tempts an INT check to hear something, it
ing a guerilla movement, the movement Driving a tank would be easy except for suffers a -10 penalty if the engine is
might give him an armored fighting vehi- two things: Tank drivers can neither see running and a -3 penalty if it is not.
cle (tankers call them AFVs). Most insur- nor hear anything outside the tank. With Characters have normal vision when ex-
gents keep a few tanks, whether theyre the hatches closed, an AFV crew sees the tending their heads through the hatches,
any real use or not. Guerillas figure at world through metal slits, while head- but they still suffer a -5 penalty on hear-
least the tanks will look mean in a victory splitting noise shakes the tank from all ing INT checks if the engine is running.
parade if they win. In the meantime, they sides. Anyone outside can waltz up and When tanks stumble into a trap, though,
let the foreign advisors (i.e., your charac- write his initials on the tanks turret. they usually have help. Armored vehicles
ters) drive them. On other missions, agents Therefore, smart tankers seldom close never travel alone. They operate in pla-
might use an armored personnel carrier their hatches. They keep their heads out toons of three to five vehicles and almost
always have infantry with them, men who classes of offensive ammunition: high mount an AAMG (antiaircraft heavy ma-
can clear away ambushes. The foot sol- explosive and antitank. High-explosive chine gun); it is not mounted for antiper-
diers ride armored personnel carriers shells cause more damage in a wider radi- sonnel use, although characters might
which keep them from slowing the ar- us to exposed targets but always have an modify it with a successful metalworking
mored column too badly. antivehicle (AV) rating of zero. The AV check.
Tanks can also hide. In defense, they rating of antitank shot, along with explo- AIFV: This vehicle is used in the Nether-
routinely use hills and other obstacles to sion types for both kinds of shells, appears lands, Belgium and the Philippines. Armies
protect their hulls, leaving only the turrets on Table 2. often use it to recover damaged tanks
and guns exposed. Consult page 73 of the When a vehicle is hit by a cannon round, from the battlefield.
TOP SECRET/S.I. Player’s Guide for the it must immediately roll on the Crash Table AMX-10: Many models of this APC exist.
effects of cover. Armored vehicles use a (page 86, Player’s Guide). A high-explosive hit The French often put a 105 mm gun on
special reverse slope tactic to protect causes a crash only if the operator fails a the AMX APC, converting it to a light tank
themselves on inclines. They go to the side driving check. After checking the Crash with a crew of four. The French export
of a ridge that is away from the enemy Table, roll 1d6. On a 1 or 2, the tank loses its these tanks widely.
and lower their guns as far as possible. largest functional weapon. This can be fixed AMX-30: This widely exported and often-
Then they drive upslope until only the gun only at a military garage by a character with modified tank can reload its main gun in
and turret protrude over the crest. The the appropriate weapons skill (Tank Gun, four game turns.
hill provides hard cover for the hull, but Machine Gun, etc.). ASU-85: The Soviets air-land this light
the tank can shoot into the valley beyond. Cannon may also fire smoke or illumina- tank hunter to protect paratroopers and
To determine whether a shot hits an ex- tion rounds. Each smoke shell blankets a other elite forces from enemy armor.
posed part of its target, consult Table 1. circle 50 in diameter. Anyone attempting BMP: This is a light APC often used by
One can use the normal called shots and to fire through the smokescreen suffers a paratroopers or special forces.
bumping rules (page 73, Player’s Guide) in -100 penalty on weapon skill checks. The BMP: The BMP is often adapted for
vehicular combat. When moving, armored wind disperses smoke after 1d6 turns, or scouting or carrying radar.
vehicles dash between bounds or cov- faster if the Administrator rules that the Centurion: This tank is used throughout
ered areas. Ideally, a bound protects the wind is especially strong. A flare shell the Third World.
tanks behind it but allows them to fire in drops burning magnesium by parachute, Chieftain: A gunner can reload this
support of other tanks. If no suitable cover illuminating a 1,000 radius for 3d6x10 tanks main gun in four game turns.
is available, gunners create it by firing seconds. Leopard II: A gunner can reload this
smoke shells (noted later). No tank cannon holds more than one tanks main gun in four game turns.
Gunners suffer a -40 penalty to their round at a time. Most AFVs carry 50-70 Merkava: This inventive Israeli tank has
skill checks when firing cannon from rounds for the main cannon. Standard wide rear doors, allowing the crew to load
moving vehicles. Therefore, tanks move loading times appear in Table 2. Certain and change its ammunition quickly. Its
using overwatch maneuvers, in which tanks have specialized loaders, described large interior allows four passengers to
half of a platoon remains still and ready to on Table 3. ride along with the crew.
shoot while the other half advances. The The Administrator may design vehicles M4 Sherman: This World War II tank is
faster form of overwatch, called leap- with customized devices. One example still used in the Third World.
frog, works as follows: 1) Group A ad- would be a flail, a rotating bar in front of M48, M60: Both are still in the U.S. arse-
vances to a firing position behind a bound; the tank that beats the ground with nal and widely used in the Third World.
2) Group B drives to group A and passes it, chains. It detonates all mines in the vehi- PT-76: This light Soviet tank requires 10
to a new bound; 3) Group A drives to cles path, harmlessly and automatically. game turns to reload its main cannon.
group B and passes it; etc. This leaves the See Watch Your Step! in DRAGON® issue Scorpion: This tank is widely used in the
platoon divided at any given moment. #148 for more details on land mines. Middle East.
Cautious tankers use caterpillar move- Advanced tanks also carry night-vision S-Tank: This famous defensive tank has
ment, in which, at step #2 above, group B equipment, which functions like a triple- a low profile that allows it to protect
joins group A at the bound before either range version of the infrared flashlight everything but the gun behind cover while
advances to a new position, and so on. and goggles described on page 11 of the still firing. It carries a bulldozer blade to
Overwatch maneuvers give the station- Equipment Inventory entrench itself. The S-Tank cannot shoot
ary tanks a watch bonus of +5 on initia- In the near-future setting of the TSAC4 while moving, and its fixed gun can only
tive (pages 62-63, Player’s Guide). The real ER.E.E.Lancers supplement, vehicles may fire straight forward. However, once it
advantages of tactics appear through depend on elaborate electronic equipment starts shooting, the crew can reload their
common sense, not numbers. Caterpillar and can be hermetically sealed against main cannon in two game turns. Sweden
movement does not receive any movement chemical weapons. In order to steer, these is the only country that uses this tank, but
penalty, but the tanks only go half as far in vehicles must depend on video cameras, others experiment with it.
each step. For the same reason, this ma- which make wonderful targets for sharp- T-34: The Soviets and Czechs ship this
neuver makes it harder for enemies to shooters. A mad scientists custom-built World War II tank to their less reliable
catch the groups separated. If the Admin- tank might have hi-tech sensors, geiger Third World allies, including some insur-
istrator keeps track of which tank is counters, computer brains, or force-field gent groups like the PLO.
where and who can see what, astute tac- generators. If any of this equipment is T-series: The Soviets export all these
tics work the same way they do for real mounted outside the tank, gunners can tanks to the Third World. Only the T-80 is
tanks, by concentrating maximum fire- disable it with called shots. exclusively Russian. The T-55 requires 10
power at minimum risk. game turns to reload the main cannon.
Vehicle notes The T-62 requires seven game turns to
Gunnery and equipment The following are special notes and reload. T-72 and T-80 tanks can be reload-
Tanks carry many specialized sorts of comments on the vehicles described in ed in four turns, but their automatic load-
ammunition. Common sorts include solid Table 3. The Weapons column shows the ers break easily. Add five friction points to
shot for carving through armor; high bore in millimeters of a vehicles main any mission that involves them (see pages
explosive for use against infantry; HEAT, cannon. Cannon and ATGMs (antitank 36-38, TSAC5 Commando).
which uses a shaped charge to penetrate guided missiles) are described in Table 2. UDES: This experimental vehicle is intend-
tanks; and Hetz, HESH, and other special- Page 5 of the Equipment Inventory covers ed to correct the disadvantages of the S-
ized shells to defeat composite armors. For HMGs (heavy machine guns) and LMGs Tank. Current models use a Marder APC
game purposes, assume that there are two (light machine guns). Many tanks also chassis. If it is ever produced, the Swedes
DRAGON 71
will probably develop a new body, more like usually make their own repairs, using tool through an APCs gun slits, in addition to
the S-Tank. A special UDES, the XX-20, uses a kits in their vehicle or from nearby bases. penalties for firing while moving, etc.
jointed hull that can twist itself into new Generally, if characters have gotten a tank, (page 74, Player’s Guide).
shapes for crossing obstacles or taking cover. they can get the tools to fix it. Up to eight An APCs foot soldiers ride as long as
Tank driving performance: Armies people may work on the same vehicle they can, usually leaving their vehicles
neither build nor rate AFVs for fancy (thereby reducing time to one hour). How- about 600-900 behind the front. Climbing
driving. Assume that all AFVs have the ever, anyone without the basic mechanic out of the vehicles is dangerous in enemy
generic acceleration, handling, and brak- skill must pass a default roll of ¼ DEX to fire. APC units try to release their infantry
ing statistics shown on page 15 of the contribute useful work. simultaneously, to keep enemy machine-
Equipment Inventory. gunners from concentrating on the dis-
Tank destroyers mounting squads one at a time. Once on
Life inside Main battle tanks are always getting foot, soldiers advance about 300 behind
Tanks are hot, cramped, noisy, and often bigger, faster, heavier, and more expen- the tanks, and 300 in front of their empty
broken down. In the USSR and France, the sive. A lot of forces would rather not try APCs. They communicate with tank com-
army selects the shortest 5% of its recruits to keep up. However, they do not want manders using hand signals, loud voices,
for tank crews. People over 56 can bare- main battle tanks to massacre them. Thus, or, in some cases, telephones on the backs
ly squeeze into their tanks. Tankers regu- they use tank destroyers, which are weak of the vehicles. In defense, infantry stands
larly suffer slashes, fractures, and tanks designed to ward off bigger ones. in front of everything, to stop troops with
amputations from their machinery. Com- Little nations, notably Austria, favor these light antitank weapons (LAWS) from creep-
mandos in tanks lose half a psychological- vehicles since their governments cannot ing up on their vehicles (see Hunting
index point per hour (pages 27-28, afford armies of super-tanks. Special- Tanks is Fun and Easy! in DRAGON issue
Commando). P.I. losses increase to a full operations groups also use tank de- #171 for details on antitank weapons).
point in Soviet or French tanks. Anyone stroyers, since 80,000-lb. monsters will Like other armored vehicles, APCs are
over 56 suffers doubled PI. penalties in complicate airdrop insertion. Further- finicky and uncomfortable. Characters
any countrys vehicles. more, a 90 mm cannon may be small in a receives five friction points for using an
Typical tanks carry four crewmembers. tank battle, but it usually satisfies com- APC. Riders on transports do not need to
The driver sits in the hull and can put his mandos who otherwise get only handguns. perform the maintenance associated with
head out his own personal hatch when he tanks. Passengers in armored personnel
dares. A commander, gunner, and loader The little APCs carriers also pay one PI. point per day,
squeeze into the turret. If characters try In brushfire operations, armor does two in the BMP or BMD, but only one-half
to operate a tank without the loader, it not need to mean the latest juggernaut fit point in the M2, M3, M113, AMX-10 and
takes twice as long to prepare each shot. for World War III. Guerillas and their Marder. The comfortable LVTP-7 has no
Modern Soviet tanks use mechanical feed- enemies usually use APCs and reconnais- PI. cost at all.
ers and do not need a loader. sance cars in place of main battle tanks.
U.S. vehicles break down on average Little vehicles often go faster, and, to an Conclusion
every 180 miles. We like to tell ourselves insurgents AK-47, 2 of metal plate might Heavy weapons add more to the game
that Soviet tanks malfunction every 150 as well be 2. An armored transport makes than simply being deadlier toys for secret
miles. Commandos accumulate 10 friction a useful base for commandos on long agents. They force characters to think
points on any mission in which they use missions, since it has room for supplies, before they fight. With clever tactics,
tanks and 12 if they use Soviet models. rescued friends, captured enemies, etc. agents can defeat tanks. Since their ene-
The Israeli Merkava, however, contains Furthermore, main battle tanks cost for- mies can do this, too, game balance re-
large doors for easy servicing and costs tunes, and the recent ones have secret mains unchanged. Armored vehicle data
only five friction points. instrumentation on board. Anyone issuing also makes the TOP SECRET/S.I. world
Characters suffer double friction-point ordinance for risky work prefers to give more complete. Special forces must expect
costs if they fail to provide normal mainte- out APCs. to meet heavy weapons. It seems much
nance for their AFVs. All tanks require Against light opposition, APCs behave more plausible for agents to trap a T-34 in
eight man-hours of work per day. Tankers like tanks. In an armored battle, they some steamy jungle than to chase through
disgorge their passengers and provide New York firing Uzis from red Porsches.
cover while the foot soldiers and tanks Articles of this sort traditionally include
Table 1
advance. An APCs infantry must dismount reminders that the TOP SECRET/S.I. game
Hit Location Against AFVs
before it can fight. The Soviet Union once is not a war game. It may not be, but
instructed foot soldiers to stay in their spiesand especially commandoscertainly
1d10 Location
vehicles and fire through gunnery slits, take an interest in military activity.
0 Cannon barrel
but this tactic worked so poorly for Syria
1-2 Turret
in the 1973 Middle-East war that all armies
3-8 Hull
abandoned it. Riflemen suffer a -30 pen-
9 Treads
alty on weapons skill checks when firing
Table 2
Tank Weapons
Range
Weapon AV Dam/Exp Min. Med. Long Load Weight Speed
20-50 mm +25 1d8/Gre 1,500 4,500 3 — —
51-80 mm +50 1d8/Mis 1,500 3,000 4 — —
81-110 mm +70 Gre/Tan 2,000 6,000 5 — —
111+ mm +90 Gre/Tan 3,000 10,000 5 — —
AV = antivehicle rating; Dam/Exp = damage for antivehicle shot, and type of explosion for high-explosive shot; Gre = grenade-
type explosion; Mis = missile type explosion; Tan = tank projectile (see page 80, TOP SECRET/S.I. Player’s Guide).
72 AUGUST 1991
Bibliography
The information in this article is authen- Bond, Ray. Modern Weapons. London: 1988. For details on many AFVs, all
tic, although standard trench/obstacle/ Salamander Books, 1985. with color drawings, consult this book.
grade data has been extrapolated to cover Dunnigan, James F. How To Make War. U.S. Army. The Army Almanac. Washing-
Soviet tanks where such information is New York: Quill, 1983. ton, D.C.: U.S. Government Printing
unknown. The following sources were Lewis, Robert. Modern Fighting Vehicles. Office, 1950.
consulted: Stamford, Conn.: Longmeadow Press,
Table 3
Armored Vehicle Statistics Table
Vehicle (Nation) Speed Prot. Crew + Pas. Range Trench Obstac. Grade Weapons
APCs
AIFV (NATO) 38/3.9 -80 3+7 304 5.3 1.5 60 25 mm, LMG, ATGM
AMX-10 (Fr) 40/4.4 -90 3+8 372 8 2.3 60 20 mm, LMG
BMD (USSR) 36/6 -80 3+6 199 8 2.6 60 73 mm, LMG, ATGM
BMP (USSR) 49.7/5 -80 3+8 310 8 2.6 60 73 mm, LMG, ATGM
BRDM (USSR) 60/6 -70 3 466 8 2 60 HMG, LMG
BTR-50 (USSR) 26/6 -70 2+14 156 8 2 60 LMG
BTR-60 (USSR) 48/6 -70 2+14 300 8 2 60 HMG, LMG
4K (Au) 40 -80 2+8 323 6.9 2.6 75 LMG
LAV 25 (Swi) 63/6 -80 3+6 485 8 2 70 25 mm, LMG
LVTP 7 (US) 45/8.4 -80 3+25 300 7 2 60 HMG
M2/M3 (US) 41/4.5 -100 3+6 300 8.3 3 60 25 mm, LMG, ATGM
M113 (US) 42/3.6 -70 2+11 300 5.5 2 60 HMG, LMG, ATGM
Marder (Ge) 46.6 -100 4+6 323 8 3.3 60 30 mm, LMG
MCV 80 (US) 46.6 -80 2+8 310 8.2 2.6 60 30 mm, LMG
MTLB (USSR) 38/3.7 -80 2+11 310 7 2.3 60 LMG
Main battle tanks
AMX-30 39 -100 4 295 9 4.1 60 105 mm, HMG, LMG
Chieftain (UK) 30 -135 4 280 10 3 60 120 mm, HMG, 2xLMG
Centurion (UK) 21 -125 4 150 8 3 60 105 mm, 2xHMG, LMG
Leopard I (Ge) 39 -125 4 225 9.8 3.7 60 105 mm, HMG, LMG
Leopard 2 (Ge) 35 -140 4 210 10 3 60 120 mm, 2xLMG
M1 (US) 39 -140 4 336 8 3 60 105 mm, HMG, LMG
M4 Sherman (US) 25 -100 4 120 7.5 2 60 75 mm, HMG, LMG
M48 A3 (US) 30 -100 4 288 8.5 3 60 90 mm, HMG, LMG
M48 A5 (US) 30 -125 4 288 8.5 3 60 105 mm, HMG, 1-2xLMG
M60 (US) 29 -125 4 280 8.5 3 60 105 mm, HMG, LMG
Merkava (Is) 27 -130 4+4 311 10 3 60 105 mm, HMG, LMG
OF-40 (Is) 40 -120 4 373 9.8 3.6 60 105 mm, HMG, LMG, AAMG
PT76 (USSR) 26/6 -70 4 250 7 3 60 76 mm, 2xLMG
S (Swe) 30/4 -125 4 242 7.5 2.9 60 105 mm, 3xLMG, AAMG
T-34 (USSR) 32 -90 4 150 8 3 60 85 mm, HMG, LMG
T-55 (USSR) 30 -90 4 180 8 3 60 100 mm, HMG, LMG, AAMG
T-62 (USSR) 36 -100 3 288 8 3 60 115 mm, LMG, AAMG
T-72 (USSR) 36 -130 3 300 8 3 60 125 mm HMG, LMG, AAMG
T-80 (USSR) 36 -135 3 240 8 3 60 125 mm, HMG, LMG, AAMG
TAM (Ar) 46 -120 4 342 8.2 3.2 65 105 mm, HMG, LMG, AAMG
Type 61 (Ja) 36 -100 4 248 8 3 60 105 mm, HMG, LMG
Type 69 (Ja) 31 -110 4 248 8.8 2.6 60 105 mm, HMG, LMG, AAMG
Type 74 (Ja) 26 -110 4 166 8.9 3.3 60 105 mm, HMG, LMG, AAMG
UDES (Swe) 46.6 -80 3 323 8 3.3 60 120 mm, HMG, 2xLMG,
AAMG
Vickers (UK) 31 -100 4 373 8 3 60 105 mm, HMG, LMG, AAMG
Tank destroyers
ASU-85 (USSR) 28 -100 5 161 7 3.6 70 85 mm, HMG, AAMG
IK-91 (Swe) 43/6 -100 4 342 9.7 2.6 50 90 mm, HMG
Jagdpanzer (Ge) 43 -100 4 249 6.6 2.5 60 90 mm, LMG, AAMG
Panzerjager (Au) 40 -100 3 323 7.9 2.6 75 105 mm, HMG
Scout vehicles and light tanks
Ratel (SA) 62.2 -80 3+7 620 6 1.5 60 20 mm, LMG
Type 63 (Ch) 25 -80 3 150 7 2 60 85 mm, HMG, LMG
Type 73 (Ja) 43.5 -80 3+9 186 7 2.3 60 HMG,LMG
Scorpion (UK) 50 -80 3 400 6 1.6 60 76 mm, HMG
Speed = Maximum speed (land/amphibious); Prot. = Protection; Crew + Pas. = Passengers (necessary crew + extra passengers);
Range = range in miles; Trench = maximum width in feet of trench that can be crossed; Obstac. = Maximum height in feet of
obstacle that can be overridden; Grade = maximum grade climbed, in percent.
Nations: Au = Austria; Ar = Argentina; Ch = China; Fr = France; Ge = Germany; Is = Israel; Ja = Japan; NATO = North Atlan-
tic Treaty Organization; SA = South Africa; Swe = Sweden; Swi = Switzerland; UK = United Kingdom; US = United States; USSR
= Soviet Union.
DRAGON 73
Completing
The Complete Fighter’s Handbook is an
excellent supplement to the AD&D® 2nd
Edition rules, particularly for campaigns
with a majority of warrior characters. It
has detailed rules on fighting, new weap-
ons, and tips on role-playing. Best of all are
the
Complete
the warrior kits, which create warriors
with specialized backgrounds and appro-
priate abilities.
There are a few quirks and gray areas in
the book, however. For instance, a com-
ment on page 58 implies that single-class
fighters, paladins, and rangers can special-
ize in more than one weapon; they cant.
The Player’s Handbook, on page 52, states
that such specialization is an optional rule
that allows a fighter (only) to choose a
single weapon and specialize in its use.
Other gray areas involve the races and
classes allowed to the warrior kits. While
Fighter
the book generally leaves these areas wide
open, the following seems logical:
Assassins, nomads, and northmen
Kits allowed by class
Fighter: All warrior kits are allowed. fighters all
Paladin: The amazon, cavalier, gladiator,
myrmidon, noble warrior, peasant hero,
and outlaw/pirate (in evil lands) are al- by David Howery
lowed. The barbarian, beast rider, savage,
and wilderness warrior seem too primitive
but could be allowed. The swashbuckler is
too roguish and chaotic, while the ber-
serker is definitely too chaotic.
Ranger: The amazon, barbarian, beast
rider, berserker, peasant hero, outlaw (in
evil lands), savage, and wilderness warrior Assassin
are allowed. The cavalier, gladiator, myr- Description: This kit was detailed for
midon, noble warrior, and swashbuckler thieves in the Complete Thief’s Handbook,
are too city-based for a rangers back- on pages 26-27, and this section is recom-
ground, while the pirate is in the wrong mended for reading by the players of
environment. fighter assassins. While assassin is a
general term for people of all classes who
Kits allowed by race kill for pay, here it describes a particular
The barbaric kits (barbarian, beast rider, type of hired fighter. An assassin may
berserker, savage, wilderness warrior) work freelance or belong to an assassins
seem best restricted to humans, since the guild. He must have a minimum strength
demihumans are usually clannish and and dexterity of 12, a minimum intelli-
civilized, lacking the barbarians grim gence of 11, and be of any non-good align-
demeanor. The amazon also seems unique- ment. Thus, only fighters among all
ly human but could be extended to other warrior classes can be assassins.
races. The cavalier, noble warrior, and Role: Assassins are paid killers. They
swashbuckler are appropriate for humans, care nothing about fair play or honorable
elves, and half-elves (its hard to imagine combat, wishing only to carry out their
the shorter races being good at horseman- contracts in the safest and most secret
ship or dueling). The gladiator, myrmidon ways possible. Fighter assassins rely more
and outlaw/pirate are appropriate to all on brute force than thief assassins, and
races. The peasant hero seems right for the handiwork of the former is more
humans, halflings, and half-elves. evident as deliberate murderwhich
serves as a warning to other potential
These are only suggestions, and the victims. While some assassins are dedi-
are excellent examples of making a fight- cated to evil, others are just cynical or
ers background affect his abilities. But the mercenary (neutral); a few might see their
list of kits cries out for expansion. This work as a necessary evil for a greater
article gives three new kits, using the cause, particularly if they slay only evil-
same format as the handbook. aligned beings. The assassins goal is to
74 AUGUST 1991
remain unknown and unseen, a feared
agent of his guild.
Secondary skills: Any urban back-
ground skill is appropriate for the assas-
sin. Agricultural or wilderness skills are
possible, but unlikely.
Weapon proficiencies: The assassin
can use any weapon, though many prefer
small stabbing weapons that are used with
one hand (particularly the dagger and
short sword, but not the bastard sword or
spear) and small, piercing missile weapons
(e.g., a hand crossbow or short bow, or
thrown daggers, shuriken, etc.). Assassins
can specialize but only with a melee weap-
on, as restricted earlier; such favored
weapons are frequently seen and serve as
trademarks for a particular assassins
style.
Nonweapon proficiencies: Assassins
may choose proficiencies from the gen-
eral, warrior, or rogue lists, all at the listed
costs (i.e., rogue skills are not doubled in
cost). However, he cannot learn agricul-
tural or wilderness skills. Required: Dis-
guise, Trailing. Recommended: Alertness,
Blind-Fighting, Gather Intelligence, Herbal-
ism, Land-Based Riding, Observation,
Tightrope Walking, Tracking, Tumbling,
Voice Mimicry. (See the Complete Thiefs
Handbook, Chapter 2, for details on new
proficiencies.)
Equipment: Assassins prefer to wear
only leather armor. If they wear any heavi-
er type of armor, they are unable to use
their special benefits. Different types of
deadly devices and unusual weapons are Nomad Recommended: Bowyer/Fletcher, Animal
used by assassins, and fighter assassins Description: The nomad is a horseman Handling, Endurance, Survival (Desert),
might be trap or weapon collectors. In from the vast steppes, similar to Mongols Direction Sense.
general, see the Complete Thief’s Hand- from our world. He excels at riding horses Equipment: When created, the nomad
book, chapter 5, for details on items that and shooting bows. A nomads life is harsh, must purchase either a riding horse or a
fighter assassins might be allowed to use. and he may place a low value on human pony. The nomad must also buy a bow as
Poison is also widely used because of its life. Nomad armies of mounted archers are soon as possible.
rapid killing power; see the Complete fearsome opponents because of their mobil- Special benefits: The nomads back-
Thief’s Handbook, chapter 7, for details. ity. Horses, cattle, and sheep are vital to a ground includes intensive training in arch-
Special benefits: The fighter assassin nomads life, and loyalty to ones clan and ery and riding. Because of this, the nomad
is able to move silently as a thief of equal chief is demanded of all. Nomads spend suffers no penalties to attack rolls or rate
level (use Table 19 in the Dungeon Master’s most of the day in the saddle. To be a no- of fire (see the DMG, page 76) when firing
Guide, page 23; dexterity and racial bo- mad, the character must have a constitu- from a moving horse. However, range
nuses apply). If an assassin surprises an tion of 14 and dexterity of 13. penalties are still in effect.
opponent, is not himself surprised, has a Role: A nomad in an AD&D campaign Special hindrances: Nomads prefer
melee weapon in hand, and is within me- will likely be an outcast if the campaign is mobility over heavy protection; thus, they
lee range, the assassin can automatically set in a civilized land. Nomads rarely leave will wear only leather, studded leather,
hit his opponent once and do double dam- their clans. Others may consider him to be ring, scale, or chain mail armor. Since they
age; this is in addition to his normal attack. cruel and taciturn. Nomads value their spend so much time on horseback, no-
This ability works only against humanoid- friends highly but tend to be curt with mads walk with a bowlegged gait and
shaped creatures of small or medium size, outsiders. Rangers and fighters may be suffer a -1 to their base movement rate
and it assumes that the assassin does not nomads, but paladins may not. on foot.
require a magical weapon of greater Secondary skills: Most of the second- Wealth options: Nomads receive the
power than he has in hand to hurt the ary skills are urban in nature and thus normal 5d4x10 gp. As with other barbar-
target. inappropriate here. Nomads skills could ic kits, the nomad must spend all but 3 gp
Special hindrances: The assassins include bowyer/fletcher, hunter, and or less. As noted above, the nomad must
main drawback is the unlawfulness of his trapper/furrier. All nomads have a basic buy a horse or pony and a bow.
trade. If found out as an assassin and knowledge of livestock and horsemanship. Races: Only humans may be nomads.
captured, he can expect no mercy from Weapon proficiencies: When cre- Note: The Horde boxed set for the
the law. If an assassin is identified but not ated, a nomad must take proficiency with AD&D FORGOTTEN REALMS® campaign
captured, a bounty of 10x1d100 gp will the short composite bow or short bow, the describes a setting appropriate for nomad-
be placed on his head. scimitar, and the lance. The fourth slot type characters.
Wealth options: The assassin receives may be used for any desired weapon.
the normal 5d4x10 gp. Recommended: lasso, knife.
Race: Humans and half-elves (and half- Nonweapon proficiencies: Bonus
orcs, if such are allowed) may be assassins. proficiency: Land-Based Riding (horse).
DRAGON 75
otic and carefree, while others are grim volunteers, and go raiding to gain land and
Northman and fatalistic. All have a zest for combat. treasure. Ultimately, he wants to die glori-
Description: The northman is a war- Northmen adventurers are easily notice- ously in battle.
rior from the cold fjords and mountains of able out of their home environment be- Special benefits: The benefit of being
the far north (obviously, he can be from cause of their size and appearance. Nobles a northman lies in his bonus proficiencies.
the far south, too, and be known as a often hire them as personal guards. In addition to being a fine swimmer, the
southman). In our own history, we can Northmen are loyal to the death if they northman is skilled in oars, sails, and
draw on the example of the Vikings. vow service to a chief or employer. keelboats.
Northman lands are poor for farming, so Secondary skills: The sailor skill is Special hindrances: Because of their
the northmen take to the sea and raid appropriate. raiding reputation, northmen have a +3
warmer lands for food and treasure. Weapon proficiencies: Required: penalty on reaction rolls when in lands of
Northmen are superb and daring sailors. battle axe, long sword. If the PC is a fight- the people who suffer from their raids.
Although they seem similar to the barbari- er and wishes to specialize, he must Wealth options: Northmen receive the
ans, northmen have a real civilization. choose one of these above two weapons normal 5d4x10 gp.
They make excellent boats, armor, and for specialization. Recommended: short Races: Only humans may be northmen.
weapons. Northmen are physically large, bow, knife, spear, hand axe. Note: This warrior kit would fit very
much more so than other peoples. They Nonweapon proficiencies: Bonus well into the Norse campaign setting pub-
have pale skin, blue or gray eyes, and proficiencies: Swimming, Seamanship. lished in HR1 Vikings Campaign Source-
blonde or red hair. Rangers and fighters Recommended: Navigation, Survival (cold), book. This 96-page sourcebook (TSR
may be northmen, but paladins may not. Endurance, Rope Use, Fishing. Product No.: 9322) details a fantasy Viking
When rolling height and weight, the play- Equipment: Northmen are disdainful civilization using the AD&D 2nd Edition
er should use the above average random of armor heavier than chain mail and rules and includes deck plans of ships
rolls. Northmen must have a minimum often wear armor lighter than that. In boats, a map of the Vikings world, and
strength of 14. combat, they prefer large shields. A north- character classes and magic unique to the
Role: As with other cultures, northmen mans goal in life often is to command a setting.
have a variety of attitudes. Some are cha- longship with full crew, either hired or
76 AUGUST 1991
Playing
the
Crowd
Oratory and mob rule
in your AD&D ® campaign
by Thomas M. Kane
Duke Dedric had expected more merce- and mob rule fit excellently into AD&D® ers range by 20. Orators suffer a +2
naries around the old rabble-rousers campaigns, both because of their inherent penalty on this roll unless they have ideal
hideaway, but his troops had little trouble excitement and because the DM can accu- acoustical conditions, such as those in a
breaking inside. He had watched for some rately depict the behavior of an irrational theater, cathedral, forum, or stone grotto.
sort of trick until the end, when a cell crowd with reaction rolls and ability One can find a natural amphitheater in a
door finally slammed shut on the traitor, scores. From a game-mechanics point of city or countryside by passing an intelli-
Jiak Pierus. Apparently, the rebels never view, rules for crowd behavior open new gence check on 1d20. The site will be 1-8
had any real strength at allexcept at strategies for adventuring by restoring miles from where the character began
talking. Now that Duke Dedric had eradi- importance to the charisma statistic, searching. Finding a speaking site does not
cated the crowns enemies, he could start which too many players ignore. require any special proficiency, but the
dreaming about his reward. The king character must have lived in or at least
always enjoyed hearing about triumphs, Getting the point across explored the area.
and as the duke urged his carriage Persuasive speech influences only people The Speakers Maximum Audience Table
through the streets, he happily anticipated who hear it. In a world without electronic shows the maximum number of people
telling his tale. He would describe the brief amplification, orators with strong lungs likely to be within an orators range. As-
skirmish in a bland tone, and then observe have a potent advantage over quieter sistant speakers can repeat a speech for
that compared to baiting dragons, dispers- rivals. A clear, carrying voice certainly distant parts of the audience, but this sort
ing the Young Dynasty conspiracy consti- forms part of ones charisma score. Still, of oratory by committee negates all cha-
tuted no more than a trifle. even the loudest speakers also relied on risma bonuses on the crowds reaction
It was at this point when Duke Dedric techniques such as posting friends rolls. It does not prevent charisma penal-
smelled the smoke. throughout an audience to relay the ties though, since an unpopular person
A bonfire burned in the intersection speech to people in the back of the crowd. has a stigma to overcome whether his
ahead, fueled by furniture from a nearby Alexander the Great liked to assemble his representatives reinforce the public preju-
villa. Townspeople flooded the streets on troops in natural amphitheaters before dice or not.
all sides. Urchins ran among them, delight- addressing them.
ed at the excitement of an insurrection. A For game purposes, a speaker can ad- Getting results
red glow around the castle walls indicated dress quiet listeners as far away as 120. In Whether the audience decides to obey a
that the people had surrounded the palace the typical crowd, words carry only 60. speaker is one of those questions that can
with their barricades. The mobs stamped, Members of a shouting, frenzied mob only be answered in the context of an
shook fists, and yelled slogans. It wasnt cannot hear anyone until quieted. A speak- adventure. However, one can establish
difficult to hear what they were shouting: er may attempt a single charisma check on general principles. Determine a crowds
Down with the king! Hang the duke! Free 1d20 to hush an audience with gestures. If response to oratory using charisma reac-
Pierus! Free Pierus! the roll succeeds, a mob will become a tion modifiers and the table on page 103 of
Duke Dedric decided to attend on his crowd (60 speaking radius) and a crowd the 2nd Edition Dungeon Master’s Guide.
sovereign another evening. Right now, he will become an audience (120 speaking Note which favorable reaction adjustments
had to worry about escape. radius). To appeal for silence, a character from the table on page 18 of the 2nd Edi-
must be on a rooftop, at a podium, or tion Player’s Handbook should be subtract-
Orators ruled the Roman mob, the otherwise at the center of attention. Wiz- ed, not added, to the die roll. When
Greek polis, and the Paris bourgeoisie. ards might use spectacular magic to get deciding if the speaker is friendly, indiffer-
Adventurers will certainly want to sway noticed. ent, threatening or hostile, consider not
the crowds of fantasy worlds too, follow- After beginning to speak, an orator can only the orators demeanor but what the
ing the tradition of Marc Antony, Pericles, attempt a second charisma check on 1d20. crowd expects. A beloved hero may roll on
and the heroes of the Trojan War. Oratory If this roll succeeds, it extends the speak- the Friendly column even when he deliv-
ers a scathing rebuke. When a hated ty-
rant pleads with a peasant mob, he must
roll on the Hostile column no matter
how obsequiously he behaves.
If a speaker gets a hostile reaction, the
mob will attack. Its assault can take
many forms. Patrons of the theater
might throw fruit, while angry
peasants prefer stones.
Politically astute demonstrators might Panic and insurrection should impose morale checks on mobs
simply gaze sullenly while one of their Some mobs respond much more readily liberally. Even revolutionary leaders suffer
spokesmen makes arrangements with a to leadership than others. Panicked mobs a +3 penalty on reaction rolls when urg-
local hit man. When the masses throw have no organization and often have only ing their followers to take such risks as
things, assume that 2-12 missiles come in vague ideas of why they are rioting. Ora- provoking a battle with guards by striking
each victims direction per round, in addi- tors must calm them before giving further the first blow. Therefore, leaders prefer to
tion to any missiles fired by particularly orders. Speakers suffer a +3 penalty on give their followers no choice, by enticing
important (i.e., dangerous) characters. all reaction rolls to reflect the crowds the police into attacking first.
Even in a full riot, the adventurers deserve irrational mood. Until someone takes Crowd leaders generally carry weapons
a chance to survive. Naked weapons can control, rioters mill about without pattern, that they use to provoke attacks by the
clear a path through all but the angriest often wandering toward danger rather constabulary. Missile weapons obviously
throngs. If intimidation fails, remember than away from it. Looters lurk around provide the smallest chances of arrest.
that a maximum of six people can fight a the fringes of such gatherings; if nobody However, in a crowd of semi-armed peo-
single victim at once. The DM should also suppresses them, thousands of people may ple, it can be hard for guards to identify
make a morale check for the attackers join in the robbery. If something startles the source of a sword stroke or pike
every time one of them falls; although the peoplebe it an earth tremor, a mon- thrust. Resolve individual combats in a
crowds can be vicious, they are seldom ster, or archers firing into the crowdthe crowd using the normal AD&D rules.
brave. mob will panic (a general wisdom check After each round, anybody friendly to the
The following guidelines show what on 1d20 may be rolled for the mob as a mob may attempt to escape among the
reaction an orator needs for various feats. whole, assuming an average wisdom of people. On a successful dexterity check on
10). A panicked mob runs in a random 1d20, the fugitive gets 10 farther from his
1. To get a crowd to do what it wants to direction. It is impossible to address run- pursuers than he was when he started
do anyway, any reaction above cautious ning people, and any important character (this benefit is undone if the pursuers also
will succeed. Cautious merely means the caught in such a mass must pass a dexteri- make their dexterity checks!). If the above
speaker needs to keep talking and make ty check or take his armor class in hit was successful, the fugitive may attempt a
another roll. On a roll of Friendly, the points of trampling damage (e.g., AC 8 second check on the next round to vanish
crowd gets a +1 bonus to its morale. This means 8 hp damage, AC 0 or less means into the crowd, ending the chase. When
applies to actions like a prebattle pep no damage). city guards cannot capture their antago-
talk. Crowds of political revolutionaries dis- nists, they must pass a collective wisdom
2. A speaker volunteering information play almost the opposite characteristics. check to avoid attacking the crowd in
the crowd wants (He went thataway!) They are decidedly hungry for oratory, general. If you do not have ability scores
needs a reaction of Friendly or Indiffer- have definite objectives, and almost always for the guards, assume they have a wis-
ent to make people believe him. obey established leaders. Even spontane- dom of 12.
3. To inspire a crowd with an attractive ous revolts against tyrants cannot occur Agitators usually display cunning strat-
but new idea, an orator needs a result of unless enough people know when and egy in streetfighting. They can escape
Friendly. On a result of Indifferent, the where to meet. Therefore, one can usually pursuit through windows or sewers and
crowd will listen long enough for the find manipulators behind a revolution, be know how to maneuver detachments of
speaker to attempt another roll. they beggars cartels, trade guilds, reli- their mobs around city blocks, thereby
4. To calm an excited crowd, a speaker gious sects, discontented nobility, or pro- isolating guards in specific streets. Mobs
must achieve a result of Friendly. Indif- fessional agitators. If the party helped can also wall up alleys as forts, using fur-
organize a revolt, it gains a -1 bonus on niture, wagons, dead animals, etc. If the
ferent or Cautious mean the people
refuse to listen, no matter how long the reaction rolls from the crowd. insurgents have effective missile weapons,
orator rants. A result of Threatening Adventurers who want to put down a even trained soldiers will suffer terrible
actually increases the chaos, if possible, revolution must cope with the NPC agita- losses in storming such barricades. The
and Hostile has the obvious effect. tors who will try to revive it. To simulate a BATTLESYSTEM rule book can be used
debate before the crowd, have each oppo- to produce details on mob units in war.
5. To dissuade a crowd from its intent nent attempt a reaction roll for his speech. Once a rebellion consolidates, an insur-
(e.g., to break up a lynch mob), one must If both succeed, the crowd remains unde- rection can take either of two courses.
first calm it, as described under #4, then cided, and both debaters must roll again. When the insurgent leaders have common
obtain a Friendly result on a second If both fail, the crowd drifts away either ground with established authority, they
reaction roll. to pillage or follow a third leader. When can often reach a compromise with the
6. When the adventurers are members resolving debates, remember that anyone government. This gentlemanly sort of
of a crowd, rather than speakers, they can opposed to a crowd-desired revolution uprising occurred fairly often in Paris of
instigate applause, boos, or calls for justice must roll on the Hostile column of the the late 1600s, when disgruntled noble-
by setting a vigorous example and getting reaction table. Any outsider who attacks a men incited riots against Cardinal Ma-
a Friendly reaction. The DM may decide mob leader must immediately roll on the zarin. (Gamers with an interest in this
what constitutes vigorous, but PCs are Hostile column to see if the crowd surges period should read Twenty Years After, by
encouraged to be flamboyant. Cheerlead- forward to kill him. Note, however, that Alexandre Dumas.) When the rebels insist
ing involves far less danger than speaking use of this table can also make the mob on completely overthrowing society, their
before a mob. Although rioters might run away (probably trampling people, as uprising must usually end in a battle. Two
surge forward to attack an irritating described earlier). To win the crowds classic examples are the French and Rus-
speaker, a dissenter who merely shouts sympathy, a speaker must prove that he is sian Revolutions. Note that, in both cases,
from the crowd can usually lose himself a loyal rebel who simply believes in nonvi- the bloodiest fighting occurred not during
among the people. When the PCs are olence, considers armed struggle prema- the overthrow of the government, but in
merely spectators in a crowd, any reac- ture, and so on. fighting among the victorious factions.
tions of Threatening or Hostile apply to Despite their leadership, revolutionaries
only 1-12 NPCs in the immediate area. seldom achieve the discipline of armies. The price of fame
Note: Among many other things, point People generally begin a revolt in a state Public heroes often create crowds with-
#6 applies to the moment when a trium- of euphoria, thrilled by their collective out meaning toor wanting to. For exam-
phant gladiator lets the audience choose ability to defy authority. But, once the ple, any priest known for miracles can
life or death for his victim by signaling demonstrators suffer setbacks, the upris- expect lepers and dying folk to dog his
thumbs up or thumbs down. ing risks degenerating into a riot. The DM steps, hoping that the brush of his robe or
80 AUGUST 1991
start hurting themselves by imitating his his publicity agent distributed souvenir
ring from his finger might cure them
Each such gathering steals 1-10 items feats and a crowd of swooning damsels chisels with stone tablets, and promised all
(including torn pieces of clothing) as should thrill any bard, until he learns that the fans autographs.
relics. PC is quite aware of these
thefts. Attacking these supplicants might
Start a riot. It would take 1-6 hours to
attend to everyone in such a mob, but if Speaker's Maximum Audience Table
the PC grows callous, one of the suppli-
cants can always be a current or future Speaker's range (round down)
emperor in disguise. Further excitement Type of crowd 60' 80' 120' 140'
could occur if the PC's reputation exceeds Village street 1 2 4 6
his power, and many of the petitioners ask Village market* 10 20 50 65
for the impossible. This becomes worse 30 50 108 150
City market***
yet if the priest has a false reputation for Arena*** 300 530 1,200 1,620
curing highly contagious disease. Mob 600 1,200 2,660 4,000
Other character classes can have related
problems. People might follow a notorious *Includes city streets.
thief to catch him in the act. Revolution- **Includes crowds that gather around carnival acts, popular heroes, magic dis-
aries might proclaim a popular knight as plays, public executions, etc.
their leader, hoping to force him into the ***Includes theaters or assembled troops.
role. No matter where his true loyalties lie, Note: This table assumes that a speaker's voice projects forward in an arc extending
the knight may have to join the rebels or 90° to the front of the speaker: A few extra people might hear by standing di-
face arrest by constables who have heard rectly behind the orator; but these will be scarce enough not to matter unless
and believed what the insurgents say. they are PCs or major NPCs.
The dangers of fame reach their full
potential in a light-hearted campaign.
Groupies, innocents, and admirers can
plague any hero. A paladin might face
moral dilemmas when young admirers
DRAGON 81
WINCON II, Aug. 16-18
This SF convention will be held at King Al-
82 AUGUST 1991
DRAGON 83
most events. Registration: about $9/day and $20/ Center in South Bend, Ind. Events include an NOWSCON 91, Sept. 28-29 OH
weekend until Aug. 31; about $10/day at the RPGA AD&D® tournament, Napoleonic minia- This convention, sponsored by the Northern
door. Send an A4 + SASE to: Vincent Graux, 10 tures games, and a dealers area. Registration: Ohio Wargaming Society (NOWS), will be held at
Boulevard Leon Gambetta, f-73000 Chambery, $7. Write to: Mark Schumaker, P.O. Box 252, the Brookpark National Guard Armory in
FRANCE; call: (33) 79 96 18 16 at GMT +2; or Elkhart IN 46515; or call: (219) 294-7019. Brookpark, Ohio. Events include an RPGA
use Internet: [email protected] or graux- tournament, AD&,D®, and American Civil War
.imag.UUCP. FRON 007, Sept. 14-15 miniatures games. Other activities include a
This convention will be held from 10 A.M. to dealers area and a game auction. Registration:
SPUTRAEF VII, Sept. 6-8 10 P.M. at the Stadthalle in Frankfurt Bergen $15/weekend or $10/day, both of which include
This convention will be held at Sankt Hans Enkheim, Germany. Activities include role- a one-year membership in the NOWS. Event
Skole, Skibhusjev 188 in Odense, Denmark. playing games in German and English, SCA fees are included. Write to: NOWSCON 91, PO.
Events include AD&D® 2nd Edition, CALL OF demos, live-action RPGs, a miniatures-painting Box 29116, Parma OH 44129.
CTHULHU*, VIKING*, and BLOOD BOWL* contest, a PBM meet, and SPACE HULK* and
games. Registration: DKK 60/weekend. Write to: BLOOD BOWL* tournaments. Registration: DM NOVACON, Oct. 4-6 TX
Benny Miller, Solfaldsvej 12, stuen 4, DK-5000 3/day, or DM 5/weekend. GMs and those in This gaming convention will be held at the
Odense C, DENMARK; or call: +45 66 12 05 81. costume are admitted free of charge. Lodging is Memorial Student Center on the campus of
available. Write to: 252, c/o Martin Kliehm, In Texas A&M University in College Station, Tex.
GAMEFEST 91, Part 3, Sept. 13-15 IL der Roemerstadt 164, D-6000 Frankfurt am Events include AD&D®, CHAMPIONS*, TRAVEL-
The Gamemasters Guild of Waukegan, Ill. Main-50, GERMANY; or call: (49) 69-574579. LER*, CYBERPUNK*, TWILIGHT: 2000*,
presents convention at Friends Hobby Shop. GURPS*, AXIS & ALLIES*, CAR WARS*, STAR
Events include miniatures games and fantasy CAFE CASABLANCA, Sept. 27-29 CT FLEET BATTLES*, DIPLOMACY*, TITAN*,
and adventure role-playing games. Registration: This live-action role-playing game convention will TALISMAN*, CIVILIZATION*, and microarmor
$6/day, or $9/weekend. RPGA Network and be held at the Days Hotel in West Haven, Conn. games. Other activities include 24-hour Japani-
HMGS members will receive discounts. Write to: Players will take the roles of characters from mation and open gaming. Registration: $8/
Gamemasters Guild of Waukegan, c/o Friends movies like Casablanca and The Maltese Falcon. weekend. Write to: MSC NOVA, Box J-1, College
Hobby Shop, 1411 Washington, Waukegan IL Registration: $35 preregistered. Write to: Cruel Station TX 77844-9081; or call: (409) 845-1515.
60085; or call: (708) 336-0790. Hoax Prod., c/o Lawrence Schick, 226 N. 2nd St.,
New Freedom PA; or call: (717) 235-2929. RUDICON 7, Oct. 4-6 NY
TACTICON 91, Sept. 13-16 CO This convention will be held on the campus of
This convention will be held at the Ramada VALLEYCON XVI, Sept. 27-29 MN the Rochester Institute ofTechnology (RIT) in
Hotel of Denver/Boulder, Colo. Events include This convention will be held at the Regency Rochester, N.Y., and is sponsored by RWAG and
games of all kinds, RPGA tournaments, auc- Inn in Moorhead, Minn. Guests include Marga- the RIT student government. Events include
tions, figure-painting contests, seminars and ret Weis and Erin McKee. Activities include an RPG and war-gaming tournaments, miniatures-
demos, and a live-action role-playing game. art show and auction, video rooms, RPGs, pan- painting and art contests, a large dealers room,
Registration: $15/weekend preregistered. Write els and workshops, a banquet, and a live game historical miniatures games, and a con party
to: Denver Gamers Assoc., P.O. Box 440058, show. Registration: $5/adults, $4/13-17 yr. olds, complete with a costume contest. Registration:
Aurora CO 80044; or call: (303) 363-8967. $3/3-12 yr. olds, preregistered. Children under 3 $5/weekend. Dealers are welcome. Write to:
free. Dealers are welcome. Write to: VALLEY RUDICON 7, c/o Student Govt., 1 Lomb Memori-
EMPERORS 21st BIRTHDAY, Sept. 14 IN CON XVI, P.O. Box 7202, Fargo ND 58108. al Dr., Rochester NY 14623.
This convention will be held at the Century
CON*CEPT 91, Oct. 5-6
This convention will be held at the Nouvel
Hotel in Montreal, Quebec. Guests include Diane
Duane and Peter Morwood. Activities include
panels, exhibits, a dealers room, a masquerade,
an art show, an auction, and gaming. Registra-
tion: $20 before Sept. 21; $23 at the door. Write
to: CON*CEPT 91, PO. Box 405, Station H,
Montreal, Quebec, CANADA H3G 2L1; or call
(days): (514) 453-9455.
84 AUGUST 1991
DRAGON 85
LEGION*, CALL OF CTHULHU*, RIFTS*, and BORDERCON, Oct. 12-13 NH contest. Registration: $12 before Sept. 20; $15
historical games, with a silent auction of game This convention will be held at the Salem, NH, thereafter. Send an SASE to: BORDERCON 91,
materials, a miniature-panting competition, a Econolodge between Boston, Mass. and Con- PO. Box 7457, Kansas City MO 64116-0157; or
dealers; room, and food. Registration: $4/day or cord, N.H. Events will include TITAN*, STAR call: (816) 455-5020.
$7/weekend before preregistered; $5/day or FLEET BATTLES*, TWILIGHT: 2000* games, and
$10/weekend at the door. Game fees range from an APPA Baseball tournament. Other games and CUBECON 91, Oct. 19 PA
$2 to $4. Send large SASE to: The game Empori- a dealers room are also featured. Write to: Sponsored by the BCCC Gaming Guild and the
um, 3213 23rd Ave., Moline IL 61265; or call: Denice Keller, c/o Econolodge, 1 Keewayden Dr., Circle of Swords, this convention will be held at
(309) 762-5577. No collect calls, please. Salem NH 03079. Butler Community College in Butler, Pa. Activi-
ties include RPGA events, board, miniatures,
WARP II, Oct. 11-13 OK P.E.W. KHANU I, Oct. 12-13 PA and role-playing games, with a dealers area,
Sponsored by the War and Role-Playing Games This convention, organized especially for and a miniatures-painting contest. Registration:
Assoc., this convention will be held at the South gamers who enjoy political, economic, minia- $5 until Sept. 5; $7 thereafter. Send an SASE to:
west Airport Hotel in Tulsa, Okla. Events include tures, and board games, is being held at the Circle of Swords, P.O. Box 2126, Butler PA
an AD&D® 2nd Edition tournament, with New Villa Inn in New Cumberland, Pa. Beyond 16003; or call Dave at: (412) 283-1159.
RAVENLOFT, BATTLETECH*, CHAMPIONS*, the types of games listed above, other activities
SHADOWRUN*, and AXIS & ALLIES* games, as include a dealers area and our guest of honor, CONTRARY 91, Oct. 24-26 MA
well as a dealers room, combat demos, and a Craig Taylor. Registration: Fees vary from $5 to This convention will be held at the Quality Inn
movie room. Registration: $8/weekend in ad- $11, depending on date and length of registra- & Conference Center in Chicopee, Mass. Events
vance, $12/weekend at the door. Write to: tion. Write to: M. Foners Games Only Empori- include several first-run RPGA events, AD&D®,
WARP, 5103 S. Sheridan, Tulsa OK 74145; or call um, 200 3rd St., New Cumberland PA 17070; or GURPS*, CALL OF CTHULHU*, SHADOWRUN*,
(918) 743-1025. call: (717) 774-6676. TORG*, and RUNEQUEST* games. Other activi-
ties include a Halloween costume party, a paint-
TITANCON 91, Oct. 11-13 VA BORDERCON 91, Oct. 18-20 MO ing contest, and an auction. Registration: $15 in
Sponsored by the Historical Simulation Socie- Cohosted by the Role-Players Guild of Kansas advance, or $20 at the door. Write to: CON-
ty, this TITAN* game convention will be held at City and the Heart of America Historical Minia- TRARY 91, 626 N. Main St., East Longmeadow
Old Caball Hall, on the campus of the University tures Gaming Society, this convention will be MA 01036; or call: (413) 731-7237.
of Virginia in Charlotte, Va. Our Game Point held at the Rodeway Inn in downtown Kansas
Average system insures continuous TITAN* play City, MO. Events include RPGA sessions, with GAELCON 91, Oct. 26-28
for all to see, and is used to determine Team AD&D®, PARANOIA*, CALL OF CTHULHU*, This convention will be held at the Royal
Champions and seeding of individuals for the TORG*, SHADOWRUN*, TALISMAN*, WAR- Hospital Kilmainham, Kilmainham, Dublin 8,
Individual Championships games on Sunday, HAMMER*, AXIS & ALLIES*, BATTLETECH*, Ireland. Events include AD&D®, CALL OF
Trophies will be awarded. Registration: $5 until MARVEL SUPER HEROES, and CHAMPIONS* CTHULHU*, PARANOIA*, WARHAMMER FAN-
Oct. 4; $10 at the door. Write (and make checks games. Guests include Harold Johnson and Tim TASY ROLEPLAY*, and MEGATRAVELLER*
payable) to: Brian Bouton, 5 S. Dooley Ave., Beach of TSR, Inc. Other activities include a games, plus trade stands and special guests.
Richmond VA 23221; or call: (804) 358-5517. dealers area, an auction, and a miniatures Registration: £3/day, or £8/weekend. Write to:
Irish Games Assoc., c/o 49 Russell Ave., Clonliffe
Rd., Drumcondra, Dublin 3, IRELAND.
86 AUGUST 1991
Skullport have found their way into Skullport. it, a whole ring of these skulls there!
A sect of drow have taken over the They were talking low, so I didnt hear
Continued from page 14 abandoned temple complex to the north- much, but they were talking fast and
behind-the-scenes proprietress. Vhondryl east of Skullport and dedicated it to Eilis- furious. There were even a couple of fresh
lets people believe she owns the establish- traee. Sources tell of their growing skulls hanging there, still having beards
ment, while Raella, a lawful-neutral 8th- numbers, not only from new worshipers and flesh, but talking just the same!
level mage, acts as a simple barmaid. but from soldiers and slaves. Their pur- When the adventurer moved and made
Raella and Vhondryl have been compan- poses are mysterious, and they guard the some noise, the lights went out and the
ions for years, having saved each others complex closely and fiercely. There are skulls disappeared. The fighter claimed to
lives numerous times. Vhondryl knows fears abroad that this growing temple may find this Council of Skulls somewhere on
that Raella uses The Deepfires as a place disrupt the delicate balance of power Level Seven of Undermountain. This cant
to collect information for the Lords of within Skullport. be confirmed, since from the night he told
Waterdeep, but this secret is kept between Iljrene, a purported witch, has stunning- this to patrons of the Burning Troll, the
the two of them. Raella and Laeral are ly executed one of the Hired Horrors in adventurer has been missing.
relatively close acquaintances and ex- plain sight on the streets of Skullport with
change information often. Laeral describes various pyrotechnic spells. To everyones An ominous exit
Vhondryl as a powerful but vain and surprise, the Skulls didnt respond in any Laeral paused thoughtfully, and we
petty potion peddler. way whatsoever. waited attentively for her to continue.
Of late, an assemblage of silent phantom Alas, kind chroniclers, that is all I can
The rumor mill turns humans has been wandering the streets readily impart to you now. Milord Khelben
A lone adventurer was fished out of the and catwalks of the port. Ephemeral, mute, anticipates my return hence, and the
Sargauth two weeks ago. He died soon and totally oblivious to their surroundings, Blackstaff is not one to be kept waiting.
after being rescued, muttering about gold these phantoms are dressed in ancient She readied herself to leave, and then
awash with blood, and thousands of eyes, battle armor, rich court clothing, or drab paused, her black and silver gown swirling
horrible green eyes! muslin robes. The figures seem to be from with her sudden action. Enigmatically
There are rumors of a cave under Skull all walks of life with no connection to each smiling, she left us a final warning: Do ye
Islea cave with walls and floor of solid other at all. No one has successfully com- and yours tire of this dangerous port and
mithril! Local dwarves have laid claim to municated with the phantoms, and they plan to tread a path back into Undermoun-
it, despite a number of threats from pow- disturb the patrons of Skullport, absently tain? Some advice for ye, then: Avoid the
erful foes. The cave is reached through walking through people and buildings. passage known as Taglaths Gap, which is
the Skullpool river basin, and only small A recent adventurer entered Skullport named for the ghost that lurks there,
demihumans can fit through the tunnel with a wild story regarding the Skulls of where he was murdered. Your pardon
that surfaces into the cavern. No mithril the port. He claimed to have stumbled which gap is it? Oh, but that would be
has been mined yet, though a few nuggets across a cavern in which he saw, as he put telling!
88 AUGUST 1991
by Skip Williams
If you have any questions on the games creatures will be dust before the spell will character suffer damage if his clone
produced by TSR, Inc., Sage Advice will hurt them. If an object is consumed by this is hurt? Can the clone automatically
answer them. In the United States and spell, the spell ceases to function. pass for the character? Could the
Canada, write to: Sage Advice, DRAGON® clone steal a dragons egg and frame
Magazine, PO. Box 111, Lake Geneva WI What is the duration of the second- the character for the deed?
53147, U.S.A. In Europe, write to: Sage level ghoul touch spell from page 98 There is a link between a clone and its
Advice, DRAGON Magazine, TSR Ltd., 120 of The Complete Wizards Hand- original; this unfailingly alerts each crea-
Church End, Cherry Hinton, Cambridge hook? The summary at the begin- ture to the others existence, but it does
CB1 3LB, United Kingdom. We are no ning says one round per level, but not transfer damage between the two or
longer able to make personal replies; the text says 3-8 rounds. provide any additional information, such
please send no SASEs with your questions The casters ability to use ghoul touch as how far apart the two beings are. The
(SASEs are being returned with writers lasts one round per level. Victims who are clone is almost indistinguishable from the
guidelines for the magazine). touched and fail their saves vs. paralyza- original, as it has all the originals memo-
Join the sage this month as he looks at tion exude a carrion stench and remain ries and abilities. A particularly clever
spells and magical items in the AD&D® paralyzed for 3-8 (1d6+2) rounds. clone might try to make mischief by com-
2nd Edition game. mitting crimes in the originals name, but
Can an anti-magic shell be cast on note that the clone’s prime motivation is to
a building in conjunction with per- slay the original before insanity sets in,
Just how quickly will a continual manency? If so, could spells be cast which usually takes a week. Note also that
light spell consume an object its inside the building? Could spells be beings who know the original quite well
cast on? If cast on a creature, will it cast from inside at targets outside? might be able to detect the clone, as the
cause harm if left in place long Anti-magic shell cannot be made perma- original invariably has at least 2-8 months
enough? If so, how quickly? Does nent. (Permanency affects very few spells; worth of recent knowledge that the clone
the spell run out when it consumes see the Player’s Handbook, pages 190-191.) does not. (The clone has the originals
the object its cast on? In any case, anti-magic shell has a spheri- abilities and memories at the time the
This is up to the DM, but the process cal area of effect; it does not conform to flesh sample was taken; once this is done,
takes hundreds of years for soft materials the shape of the area where it is cast. No it takes 2-8 months to grow the clone. The
such as wood, and thousands of years for spell can pass into, through, or out of an gap in knowledge might be even longer if
hard substances such as gemstones. Per- anti-magic shell. the clone wasnt started immediately after
ishable materials, such as most foodstuffs, the flesh sample was taken.)
will rot normally long before a continual What happens to a character when Finally, note that dragons are pretty
light spell can affect them. Likewise, most he co-exists with his clone? Does a hard to fool and even harder to steal from.
A clone would have to be exceptionally
clever and lucky to successfully make off
with a dragons egg, and a dragon hunting
for a stolen egg isnt very likely to attack
the wrong suspect. Very smart dragons,
however, might try to force or convince
the original to join the hunt for the egg
and confront the clone.
90 AUGUST 1991
like the sunray spell. DMs are free to ever, an unknown and variable duration saving throw when the enchant an item
decide if the swords sunray power can be might make casting this high-level spell far spell is cast at the beginning of the proc-
used while attacking; its reasonable to too chancy for some campaigns. A reason- ess. If the save fails, the item is destroyed
assume the vigorous overhead swinging able compromise might be to keep the (it crumbles to dust). If the save succeeds,
required to evoke the sunray would pre- total duration secret from the caster, but no more saves are required, as charges
clude attacks. On the other hand, the rules tell him if the spell has ended before he replaced in the item are not new spells
arent precise about what vigorous over- declares his actions for the round (see the cast into it.
head swinging really is, so its not unrea- PHB, page 93).
sonable to assume that the wielder cant Can a vorpal weapon be used to
just add an overhead flourish or two while The description for the ring of sever an extremity, such as a tenta-
attacking. If you decide to allow attacks spell storing says a character of cle from the Evards black tentacles
while maintaining the sunray, you might appropriate class and level can spell or a dragons tail, if the wield-
want to impose a to-hit or initiative penal- restore spells cast from the ring. er is attacking the dragon from be-
ty (say, -2), or both. Note that a dim glow Does this mean the ring can be re- hind? Can a weapon of sharpness
persists for one turn after the swinging charged without using an enchant sever a head or neck, or only ex-
stops, no matter which option you choose. an item spell? Or is the enchant an tremities such as arms, legs, tails,
item spell required, as stated in the and tentacles?
What are the dimensions of the rules about recharging magical Vorpal weapons sever only heads and
beams created by the sunray spell? items on page 88 of the DMG? necks; if the DM decides the wielder can-
Is the caster continually surrounded One of the unique properties of the ring not reach the neck, nothing is severed.
by a sunny glow while the spell of spell storing is that it can be recharged Weapons of sharpness can sever all types
lasts? If not, does the caster know easily. Any spell-caster who can memorize of extremities except for heads. Whether
when the spell will end? the appropriate spell can recharge the or not the tentacles from Evard’s black
This question sparked only slightly less ring. This is an exception to the general tentacles qualify as extremities in this case
spirited arguments that the previous one. rules on recharging magical items. is up to the DM. Since the tentacles can be
The beams are spherical bursts of light damaged by weapons, they probably
with a 5 radius. No glow surrounds the When an enchant an item spell is should be treated as part of a creature,
caster, but the caster can create one burst used to prepare an item for recharg- vulnerable to severing by weapons of
each round (unless he is attacking or per- ing, does the item have to make a sharpness and precisely targeted spells
forming some other action other than saving throw for each spell cast into such as magic missile.
movement) anywhere within the spells it? If the save fails and the items
range. I cant think of any overwhelming enchantment is disturbed, can the How does the gender change
reason to assume that the caster should item be reenchanted? caused by a girdle of femininity/
know how long the spell will last. How- An item to be recharged must make one masculinity change the victims
DRAGON 91
ability scores? What if the victim metal, leather, or heavy cloth. A glove at going to be just as overly powered as a
changes to neuter gender? least covers the palm and back of the character wearing three or more rings.
Theres nothing in the girdle’s item de- hand, though it can go from the fingers all Furthermore, game logic assumes a magi-
scription to suggest that the victims ability the way above the elbow. A girdle is a cal garment must fit reasonably well to
scores change at all. Only the victims belt, simple or elaborate, worn about the function. The items cease to function if a
gender changes. Note that the AD&D 2nd waist or hips. A robe is a garment fitted to character layers them on until he looks
Edition game assumes gender has no mea- the body and usually worn over other like a walking laundry basket.
surable affect on a characters ability clothing; minimally, a robe covers the Some garments do overlap in normal
scores. torso from the neck to the waist, but use. A robe can be worn with a cape,
usually is longer. A robe may or may not mantle, or cloak, but a character can wear
Can magical gauntlets be worn have sleeves. Any garment that covers the only one robe and one cape, mantle, or
over magical gloves? Can magical body, from a shirt to a dress, might be cloak. Bracers can be worn with gloves or
bracers be worn with magical called a robe. A cloak, cape, or mantle is a gauntlets. Some gauntlets are made to be
gauntlets? Can two different types loose, usually sleeveless outer garment worn over gloves; indeed, there is no
of magical bracers be worn at the hung from the shoulders and worn over reason why a campaign cant have some
same time (e.g., bracers of defense other clothing. Generally, a cloak is long gauntlets that fit over gloves and some
and bracers of archery)? Can two and full, covering the body from the neck that do not. Many people in the Middle
different girdles be worn at the to below the knees and sometimes to the Ages wore two belts; one was high on the
same time (e.g., a girdle of many ankles. A cape is shorter and narrower waist to hold up breeches or hose and to
pouches and a girdle of giant than a cloak, covering the back from the hold pouches and tools, and one rode on
strength)? Can magical cloaks be neck to the waist. but sometimes longer. A the hips, usually to support a sword or
worn with magical robes? Can magi- mantle covers the shoulders, front and other large weapon. Sometimes people
cal boots be worn over magical slip- back. Cloaks, mantles, and robes can be wore two belts crossed over the hips and a
pers? hooded, but capes are not. Boots are stur- third on the waist. I suggest that two
First, lets define a few terms for gaming dy, close-fitting garments that cover the magical belts or girdles be the absolute
purposes: A bracer is a forearm protector. foot from toe to ankle and sometimes the limit, and only if they have different func-
It can be as compact as a very wide brace- entire leg as well. Slippers are lightweight tions (e.g., one that augments ability scores
let or large enough to cover the whole and cover the soles of the feet, toes, and or skills, such as a girdle of giant strength,
forearm; bracers are made of metal, leath- heels, but might cover the ankles as well. and one for carrying equipment, such as a
er, or heavy cloth. A gauntlet is a hand Generally, two or more items can be girdle of many pouches). A character can
protector that covers at least the wrist and worn together if they cover different parts wear only one set of outer footgear. Any
back of the hand, although it might also of the body. There are both logical and garment thin enough to be worn inside a
cover the fingers and most of the forearm; game-balance reasons for this. Obviously, a pair of shoes or boots would be called a
gauntlets are made of metal, leather and character wearing two or more cloaks is sock, not a slipper.
92 AUGUST 1991
94 AUGUST 1991
by Marlys Heeszel
DRAGON 95
the seas in a seemingly endless search for round it, only to realize they not only have Empires Trilogy, has also written gaming
answers. There they are faced with new no hope of ever finding their way back material for several TSR products and
problems, as the elves who reluctantly out, but have no hope at all. Others come works as a book editor for TSR, Inc.
give them passage also demand labor in willingly, eager to bargain with the deni- Knight of the Black Rose tells the story
payment. The farmer and the giff are zens of the dread demiplane, uncaring of of Soth, an undead knight. Lord Soth
forced to learn the skills of sailing, skills the price that will be extracted bit by sends his seneschal, a ghost named Cara-
that stand Teldin in good stead as he con- agonizing bit over all eternity. The land doc, on a mission to the Abyss. A member
tinues the search that eventually takes him eagerly welcomes those who are truly evil, of the Knights of Solamnia before his
into Krynnspace and beyond aboard a luring them with open arms into a place defection to the dark queen Takhisis, Soth
gnomish dreadnought, the Unquenchable. designed just for thema place from seeks the soul of Kitiara Uth Matar. He
Book two of the Cloakmaster Cycle will which there is no escape. already has her body, now a rotting corpse
be available in October. Into the Void, by The first of the RAVENLOFT novels for with a permanent expression of fear and
Nigel Findley, continues the story of Teldin 1991 is Vampire of the Mists by Christie horror on its face. Known in life as the
Moore and his search for the mysterious Golden, which will be available in Septem- Death Knight because of the merciless way
cloaks creators. When the Unquenchable ber. Golden, a member of the Society for he ruled his lands (and because of the
is attacked by space pirates, Moore is Creative Anachronism, is a contributor to wives who conveniently died when he
rescued by Aelfred Silverhorn of Toril and such publications as USA Today and Orbit tired of them), Lord Soth wants Kitiara to
is taken aboard the hammership Probe. Video. This is her first novel. spend eternity with him.
Moores relief is short lived, when he Vampire of the Mists tells the story of Soth inhabits the moldering remains of
discovers that the friendly human he Jander Sunstar, an elven vampire from the Dargaard Keep, where he is kept company
assumed to be the captain of the ship in Forgotten Realms who is pulled by the by banshees and other undead spirits. He
actuality answers to a mind flayer! mists into the realm of Ravenloft. Jander eagerly awaits Caradocs return, anxious
Unsure at this point whether possession forms an uneasy alliance with Count to place Kitiaras soul again within her
of the cloak is a blessing or a curse, Teldin Strahd Von Zarovich, who is also a vam- body. When the ghost returns empty
Moore finds it ever more difficult to know pire, although a far more willing one than handed, Soth goes into a rage, but before
who to trust and conceals the cloak and its the golden elf from Evermeet. he can finish wreaking vengeance on the
powers. He remains uneasy about travel- Strahd was once a warrior who fought poor ghost, the mists of Ravenloft wind
ling on the mind flayers ship, but finds on the side of right. Worn down by too their way into the castle to entrap both
that he has little choice. Then the ship is many years and too many wars, he be- Soth and the luckless Caradoc in their
attacked by neogi spiderships, and Moore came embittered and settled in the land of possessive vapors.
accidentally reveals the cloaks powers, Barovia. Longing for a youth that was long The mists finally clear, and Soth and
forcing him to take Silverhorn and the past and jealous of a love he would never Caradoc find themselves in a strange land,
alien captain into his confidence. experience, Strahd made a pact with a surrounded by huge wolves. When the
When a female pilot is rescued from her dark power, bringing death and destruc- wolves depart, zombies approach, and
damaged mosquito ship and comes aboard tion to his family and his land. Barovia was Caradoc heads for the hills, leaving Soth to
for the duration of the journey through drawn into the mists and became the first face the attack of the mindless creatures
wildspace to the planet Toril, Moores mind land in Ravenloft, with Count Strahd Von by himself. The death knight is victorious,
turns to thoughts of love and what might Zarovich its ruler and chief vampire. but it is a hollow victory. He knows he is
have been, if only he hadnt been given the In contrast to Strahd, Jander Sunstar being tested but is unsure why or by
enormous responsibility of the cloak. finds vampirism an eternal hell from whom. He follows the sound of the howl-
Rianna Wyvernsbane is a welcome distrac- which he cannot gain release. His elven ing wolves to a Vistani encampment and
tion, but in Teldins case distraction could nature longs for the sunlight and all things meets an old gypsy seeress. True to form,
be deadly, as an ever-growing ring of evil beautiful, but these things are denied the death follows in Seths path as he leaves
closes in around him. undead. Only creatures of the night do not the camp in ruins and kidnaps Magda, a
In future volumes, the Cloakmaster fear the elf. Brown and silver wolves hunt young Vistani woman, to be his guide
Cycle will continue to follow the adven- at his side. Zombies and skeletons guard through the strange land he now knows is
tures of Teldin Moore as he seeks to dis- the dark halls of Castle Ravenloft, mindless Barovia.
cover the secret of the magical cloak of his presence. A beautiful young woman The two travel toof courseCastle
entrusted to him by a desperate, dying keeps him company in the daytime dim- Ravenloft, and once again Count Strahd
alien. No one knows where that search ness of the castle rooms, but changes Von Zarovich welcomes his visitors gra-
will take him, or which of his traveling nightly into a werewolf who answers ciously. The undead knight and the vam-
companions will prove to truly be friends. eagerly to Strahds beckoning call. pire count have much in common,
For Jander, time in Ravenloft passes including the total lack of fear each has
RAVENLOFT novels slowly. At first he searches diligently for for the other. Soth seeks a portal through
Far from the limitless dimensions of the identity of the person who drove which he can leave Barovia, so that he can
space lies another dimension, one of un- Anna, the woman he loved, insane. But the continue his quest for Kitiaras soul.
speakable horror: Ravenloft, the demi- land feeds itself on what remains of Jan- Strahd seeks that same portal and agrees
plane of dread, where evil spawns evil and ders soul as he teaches Strahd vampire to aid Soth, but his reasons for assisting
creatures of the night hunger for human lore and reluctantly slakes his bloodlust on the stranger are ultimately self-serving.
blood. It is a land of enchantment that the frightened citizens of Strahds domain. A black-hearted dwarf and a priest who
bewitches with its beauty, even as its evil Resigned at last to his fate, Janders memo- remembers Seths part in the fall of Palan-
grows and spreads around the unwary ries of Anna dim and his desire for re- thas complicate matters, as does the Vis-
and unsuspecting, enabling it to hold both venge fades. tani girl who wants nothing more than to
the innocent and evil forever in its malevo- But fate is not yet done with Jander escape her captors with her life intact.
lent grasp. Sunstar. A Vistani seeress, a thief, and a However, nothing is as it seems in
The realm of Ravenloft is almost sentient priest of the Morninglord are all players in Ravenloft, and even the undead learn that
in nature. Constantly changing and shift- a drama that will not end as long as vam- there is yet something to fear.
ing, it stays in a state of flux, growing and pires freely stalk the nights of Ravenloft.
receding as necessary to accommodate the Book two of the new Ravenloft series, In October, we will take a look at an-
evil within its amorphous boundaries. Knight of the Black Rose, by James Low- other new fantasy world, as the DARK
Many luckless souls wander into Ravenloft der, will be available in December. Lowder, SUN novels make their premiere with the
after becoming lost in the mists that sur- who wrote Crusade, book three of the publication of The Verdant Passage.
96 AUGUST 1991
When you meet someone who travels alone,
remember your manners
by Ed Greenwood
In the Forgotten Realms, there are many
fireside tales of lone adventures who
appear out of the wilds to slay brigands,
guide caravans out of danger, destroy
taverns and worse. Most tales grow in
the telling, and over the years many loners
have fallen victim to age, disease, swords,
the elements or monsters. A few may still
be met in the wilder stretches of Faerun;
two are presented here. They know each
other and have cordial (though distant)
relations. They do not ride together.
Elsura Dauniir
Female human
19th-level wizard
S 14 D 17 C 18
I 18 W 17 CH 16
AGE: 37 SIZE: M
HT: 6' WT: 140 lbs.
HAIR: Black EYES: Gold-green
98 AUGUST 1991 Artwork by Stephen Schwartz
POSSESSIONS: Necklace of missiles (two Elsura is a shapeshifting witch, accord- forest creatures or of wandering alone.
4-HD globes left), dagger +1 (enchant- ing to many who travel the Sword Coast While still a youth, Elsura met and be-
ment upon it makes it invisible to all North. She is said to be unpredictable and friended the old archmage, Tasirin, and
but Elsura and beings able to see invisi- whimsical, with a temper as black as her soon became his cook and companion.
ble), wand of magic missiles (19 charges long, raven-dark hair when she is aroused. Some in Silverymoon made efforts to
left), two potions of extra-healing (in Elsura is known to hate slavers and those confine Elsura to within the city walls and
steel vials), a teleport spell scroll, and a who hunt for sport and not the feast. She forbid her to see Tasirin. One night, how-
magical pouch (see text) is also said to prowl the wilds often in the ever, she vanished, and was not seen in
TREASURE: 1-20 gp, 1-12 sp, 1-10 cp shape of a dainty black cat. When in this any city for many a year, returning only at
form, Elsura can be distinguished from the death of her father, Aumar The Lion
feral common cats by her eyes, a distinc- (a guards captain of Silverymoon famed
tive gold-green hue. for his battle valor and reasoned leader-
Born in Silverymoon, Elsura grew up in ship). At Aumars funeral, Elsura, now a
the company of elves and Harper folk, tall and mysterious beauty, appeared at
playing in the old, deep woods just north the tomb in cat form. While still a cat, she
of the city walls. She was always adept at cast a wall of stone spell to seal her fa-
recognizing plants and knowing where she thers resting place.
was in the forest, and was never afraid of Alustriel, High Lady of Silverymoon,
befriended Elsura at this time and invited
her to learn the Art with mages of the
Harpers. The adventuress Sharanralee
taught Elsura much about the trails and
hiding places of the northeastern
wilderlands, but found Elsura a wild
thing moody, shy, and very slow to
trust. Elsura remains a friend to many
Harpers and will aid those Harpers she
meets, but she is fiercely independent of
any ruler, band, or authority.
In cat form, Elsura is able to leap up to
30 forward and can both speak and cast
spells. She retains her own intelligence
while gaining a superb sense of smell and
90 infravision. The origin of Elsuras
feline shape shifting ability is unknown;
Elminster believes it is the result of an
ancient and powerful curse-spell of a sort
used in long-ago Netheril. Change from
form to form requires six seconds and
never involves system-shock rolls.
Weapons, items, and clothing cannot
make the shift to cat form. Elsura custom-
arily wears only a waist-and-baldric pouch
for material components; the pouch magi-
cally shifts size to fit both her forms snug-
ly. By touch and will, she can make the
pouch invisible for up to four turns, or use
telekinesis (by will, not requiring a spell)
on it for up to three rounds. Both such
powers of the pouch can be utilized once
every nine turns. In the pouch, Elsura
typically carries material components, a
pair of sandals, a pair of leather leggings, a
bit of coin, and her possessions.
Rappers and hunters in the forests of
the North often report meeting a black cat
that sings or hums as it prowls. Most
salute it and pass on, knowing they face
Elsura. Those less wiseincluding such
creatures as kobolds and quicklings, who
regard the cat as a mealsoon learn wis-
dom, to their cost.
ARMOR CLASS: 6
MOVE: 12
HIT POINTS: 51
NO. OF ATTACKS: 1
DRAGON 99
DAMAGE/ATTACK: 2-8 (hand), or by spell until, of course, he robbed the wrong affect it, however.
or weapon type person. Baelam went through much pain during
SPECIAL ABILITIES: Magical weapon-hand In Baelams case, it was the mage Thron the grafting of the hand to his own flesh.
MAGIC RESISTANCE: Nil thimm Blacksilver. Blacksilvers hoard Now, he cannot be adversely affected in
ALIGNMENT: Chaotic good included many traps and guardian crea- combat by severe pain or nausea, even
PROFICIENCIES: Weapon: long sword, tures that Baelam adroitly avoided or from magical causes such as a symbol of
short sword, dagger sling, staff, dart, destroyed. It also contained a chest that pain. He has also given up thievery for
knife; nonweapon: appraising, astrolo- chopped off all hands entering it. Baelam study of the Art. Admiration of Irrityms
gy blind-fighting, cooking, herbalism, lost his left hand and barely escaped alive. care and intelligent seeking after knowl-
rope use, spellcraft, tightrope walking, Hurt and still beset by the mages guard- edge blossomed into an interest in magic
weather sense ians, the thief dropped all his loot to seize first for what it could do, and then for the
LANGUAGES READ & SPOKEN: Common, up a man-sized metal automaton, and he Art itself.
others possible but unrevealed bore it away. Irritym was later slain by thieves seeking
SPELLS COMMONLY MEMORIZED: Abju- The automaton soon came to animated to plunder his house of magic. An enraged
ration spells often used when sighting life and nearly slew him, but Baelam used Baelam found and bloodily slew the
potential foes; alteration and a precious item of magic to destroy its thieves, but lacked the Art necessary to
invocation/evocation spells used heavily head and then sever the still-deadly limbs bring Irritym back to life. The grieving
in combat; few enchantment/charm, of the wizards strange metal golem. He Baelam then sat down to learn all he could
divination, or necromancy spells used then took the golems still-moving left arm of Irrityms Art.
and sought out the mage Irritym Wonder- For months he studied, learning little.
S 15 D 18 C 15 star of Waterdeep. Then he hid many of the mages most
I 18 W 15 CH 13 The process that followed was long, powerful grimoires somewhere beneath
difficult, and took most of Baelams trea- the city of Waterdeep and began a careful
AGE: 31 SIZE: M
sure, but when Irritym at last was done, program of trading away the lesser items
HT: 6'1" WT: 207 lbs. Baelam had a dextrous, perfectly con- and tomes he found in Irrityms home, in
HAIR: Black EYES: Hazel
trolled metal left hand and wrist mated to return for training at the hands of others.
POSSESSIONS: Ring of the ram, dagger +3 his own flesh. The hand cannot be re- In between, Baelam roamed the Sword
(when grasped and commanded to do moved. It is a +2 magical weapon for Coast cities, slaying thieves known to him
so, the dagger causes its wielder to attack purposes, can be made to glow with and taking their stolen wealth to further
blink for up to seven rounds, once blue or amber faerie fire as Baelam wills, finance his training. In the process he
every 200 turns), rope of entanglement, is AC 0, and has 66 hp of its own (it will made many enemies, including the sorcer-
ring of vampiric regeneration, and a take that much damage before being ham- er Garthagul of Calimport and the infa-
potion of healing pered in any of its functions, and can fight mous thief Ssilban The Silent of
TREASURE: 2-20 gp, 1-12 ep, 3-30 sp, 2-20 on, animated by Baelams will, even if Theymarsh.
cp, 60% chance of 1-10 gems (any types severed from Baelams body or upon his In the end, a band of lesser thieves gath-
and sizes possible) death or disintegration). The hand strikes ered in Waterdeep to slay Baelam and
for 2-8 hp damage and can handle ex- seize Irrityms remaining treasure. One
Baelam The Bold was once an infa- tremes of heat and cold without impair- night, they swarmed into the mages non-
mous thief of the Sword Coast lands. He ment of function or discomfort on descript house, armed to the teeth with
was very successful and grew very rich- Baelams part. Acid and electricity will magical protections and weapons. In an
epic battle still told of in the taverns of
Waterdeep, Baelam slew them all. Much of
Irrityms house was destroyed in the
processand Baelams mastery of the Art
was convincingly revealed, with all in the
city that night as witnesses.
When it was all over, Baelam strode
through the smoking streets in the morn-
ing sunrise to Blackstaff Tower. There he
gave what was left of Irrityms Art to
Khelben Blackstaff Arunsun, apologized
for the mess he had made (much of the
debris from his battle was strewn about
the streets and alleys around Irrityms
house), and vanished from Waterdeep.
Baelam now wanders the Realms, aiding
those he wishes to and smiting thieves and
evil mages alike, seizing the latters trea-
sure for his own. The DM should use rare
and unique spells (such as those found in
the Pages From the Mages series or in
Arcane Lore in this magazine) extensive-
ly in determining Baelams spells; he is said
to use strange magicks gleaned from his
many sources.
Baelam appears as a tall, broad-
shouldered man with jet-black hair and a
hooked nose. He is grim and black-
humored, but he can be both gentle and
courteous if he so desires.
Giant Armored Troll w/Axe (The Viking Forge) Goblin Cavalry w/ Swords (Simtac)