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Issue #169
Vol. XV, No. 12
May 1991
Publisher
James M. Ward
Roger E. Moore
Fiction editor
Barbara G. Young
Assistant editor
Dale A. Donovan
Art director
Larry W. Smith
Production staff
Gaye O'Keefe Angelika Lokotz
Tracey Zamagne
Subscriptions
Janet L. Winters
U.S. advertising
Roseann Schnering
U.K. correspondent
and U.K. advertising
Bronwen Livermore
Qdncencs]
Special attractions
10
16
2 0
26
Preparation is everything
A collection of helpful hints for AD&D® game heroes.
New Weapons For Old — Jordan Clarke Hayes
Get a claymore for your dwarf and a flamberge for your fighter!
Creative Casting — Joel E. Roosa
Tenser's floating disk as a flying missile platform? You bet!
Learn Something New Every Day — Gordon R. Menzies
Whether you'd like to learn alchemy or street fighting, here's the
article you need.
The Strategy of Tactics — Jordan Clarke Hayes
Should you bash the ogre or back off a bit? New melee tactics for the
AD&D® game.
41
50
55
61
66
72
81
88
112
Other features
The Voyage of the Princess Ark — Bruce A. Heard
Nothing went right in Jahore—until the Princess and crew appeared.
The Role of Books — John C. Bunnell
The last of the unicorns returns in a new edition.
The MARVEL® Phile — Dale A. Donovan
Who's the cycle-riding, flaming-skulled hero we all know and love?
The Role of Computers — Hartley, Patricia, and Kirk Lesser
Elvira needs your help! You see, there's this old haunted mansion. . .
Swordfish and Saucery — fiction by Deborah Millitello
Even the cleverest of spells sometimes has a little catch.
Role-playing Reviews — Ken Rolston
How do you "spell" magic? A look at some all-new magic supplements
for gaming.
In Harm's Way—At Home! — Michael Hollinger
If your super heroes like a little excitement, build them a danger
Bazaar of the Bizarre — Ed Greenwood
A return to the Realms for a look at a dozen deadly daggers.
Through the Looking Glass — Robert Bigelow
History on instant replay: the sinking of the Bismarck.
Departments
5 Letters 34 Convention Calendar 102 Dragonmirth
6 Editorial 95 Forum 108 Gamers Guide
3 2 TSR Previews 9 8 Sage Advice 109 Twilight Empire
COVER
The heroes have found their dragon—but will they survive the final confrontation?
Denis Beauvais captures the terror and excitement as the adventurers meet their
quarry—or their doom.
4 MAY 1991
What did you think of this issue? Do you have
a question about an article or have an idea for a
new feature you'd like to see? In the United
States and Canada, write to: Letters, DRAGON®
Magazine, P.O. Box 111, Lake Geneva WI 53147,
U.S.A. In Europe, write to: Letters, DRAGON
Magazine, TSR Ltd., 120 Church End, Cherry
Hinton, Cambridge CB1 3LB, United Kingdom.
DM do's & don't's
Dear Dragon,
I've played the AD&D® game for quite a time,
and I was wondering if you could publish an
article about being a good Dungeon Master.. .
maybe something like what the DM should do
ana what he shouldn't.
As stated in the AD&D 2nd Edition Dungeon
Master's Guide, in "The Fine Art of Being a DM,"
being a good DM "involves a lot more than
knowing the rules" (page 7). Later on is written:
"There are hundreds of tricks, shortcuts, and
simple principles that can make you a better,
more dramatic, and more creative game master.
But you won't find them in the Dungeon Mas¬
ters Guide."
Well, in the AD&D Campaign Sourcebook and
Catacomb Guide, I have found some answers
and a lot of help, but it is not enough. So please,
I'm sure there are a lot of people who will
appreciate such an article.
Baruch Richter
Haifa, Israel
Hmm. The best information that TSR has
published on becoming a good DM for the
AD&D game (beyond the two editions of the
DMG) consists of the following:
-DMGR1 Campaign Sourcebook and Cata¬
comb Guide: You've already mentioned this
product, which contains nearly 100 pages on
the art of "DMing" and anotlwr 25 pages on
setting up detailed dungeon campaigns. This is
one of the best DM's aids ever published.
-Dungeon Master's Design Kit: The funda¬
mentals of adventure design are laid out (com¬
plete with organizing forms) in this accessory,
which comes in three booklets. Setting up,
detailing, playing through, and wrapping up
adventures are covered in great detail. This is
another extremely valuable product.
-RAVENLOFT™ boxed set: The "Realm of
Terror” book has a short but valuable section on
"Techniques of Terror" and adventure ideas for
horror campaigns (pages 129-137). This material
is easily used in any AD&D campaign for pro¬
ducing more memorable campaigns.
-BU King's Festival and B12 Queen's Harvest:
These are two modules for the D&D® game, but
they should be picked up by novice DMs for
AD&D games as well. Each contains a wealth of
information on how to manage an adventure,
how to spot problems and plow through them,
and other useful tips.
-Magazine articles: If you can get a copy of
DRAGON issue #112, check the index in that
issue under "Dungeon Master, advice to" for
past articles on the subject of good game mas¬
tering. More recent articles on this topic in¬
clude: “No Campaign Ever Fails," in issue #111;
"The Elements of Mystery," and "Fun Without
Fighting," in issue #117; *The GM's Ten Com¬
mandments," in issue #122; "Dungeon Etiquette,"
in issue #130; "When Game Masters Go Bad"
and "The Mix-&-Match Module," in issue 135;
the entire special section of five articles in issue
#143; "The Dungeon Alone, in issue #157;
“Inside Information," "Romance and Adventure!"
and "It's sort of like a wand..." in issue #161; and
“The Game Wizards" column in issue #162. In
addition, look at the Best of DRAGON Magazine
anthology, vol. IV for "Five Keys to Success," and
vol. V of that anthology for "Keep 'Em Guessing,"
“‘Mind of the Monster;" and "Instant Adventures,"
among other good articles.
- The revised D&D boxed set: This newly
released set is geared to teach anyone who
reads through it all the essentials of being a
player and a Dungeon Master. The designers
recommend Ms product for all novice DMs.
If any reader (or author) has any other recom¬
mendations on games, modules, or articles that
offer tips on how to become a better DM, send
them to us and we'll print the best.
Around the
roadblocks
Dear Dragon,
Several years ago, I read an article in DRAGON
Magazine on the subject of including disabled
gamers. It was brilliant-practical, yet hopeful. It
may have been six or seven years ago.
Since I recently became deaf through illness
(failed my saving throw!), it would help my
gaming group greatly if you could write and tell
me which issue contained that article and any
related materials that I may have missed.
Thank you for your time and attention, and
for the pleasure your magazine has given us.
Kathy Anne Powell
Takoma Park MD
The article you were thinking of might have
been Judith Sampson's "Adventuring With
Shaky Hands," from DRAGON issue #53, in the
"Up on a Soapbox" column. Ms. Sampson, who
has cerebral palsy described the difficulties
involved in taking part in a role-playing game
and how she overcame them. This article is now
hard to obtain, as that issue is long out of print
(it was published in September 1981).
An editorial on the problems facing handi¬
capped and disabled gamers appeared in issue
#137 (“Roadblocks"). It was followed by several
letters in "Forum" in issues #145 and #146 that
offered ideas and support on the topic.
Continued on page 48
DRAGON 5
The answers (sort of) at last!
Last month, we published an editorial
test for everyone who ever wondered
what it was like to work on the TSR maga¬
zine staff. This month, we present the
answers, with a little philosophy on edit¬
ing and some thoughts on what we look
for in the submissions that our readers
send to us.
Editing fantasy game material is a de¬
manding job. You have to read not only the
current rules for a game, but you might
need to know the old game rules, too, as
well as have a broad knowledge of medi¬
eval civilization, world mythology, hand-to-
hand weapons, modem fantasy literature,
and so on. On top of that, you must have a
strong grasp of editing skills, knowing
where to put the commas, how to reword
an unclear sentence, how to check a quot¬
ed reference, and where to find the infor¬
mation you need on a particular monster
or character class.
When editing, style is important. There
are often no fixed and absolutely correct
ways to edit game material, but you have
to pick a way that works and stick to it.
Consistency is critical to an editor in any
field, but in this particular field you will
drown in a sea of chaos without it.
And now, the answers. As you look
them over, you'll see that there was often
more than one correct answer to a ques¬
tion. And, indeed, some questions were
booby-trapped. In fact, they all were
booby-trapped. Editorial comments from
staff members others than myself (Roger)
are in brackets and italics.
1. Gone are the days when you could
stick the letter "s" on the end of a mon¬
ster's name and have that be a plural.
What you often have instead are plurals
like the following, which we have verified
as best we can in AD&D® game books,
dictionaries, and other sources:
a. Allosauruses (because this sounds rath¬
er clumsy, you could use a simpler but
broader term, "allosaurs," though pale¬
ontologists prefer to avoid the issue by
using the species name as an adjective
for "herd" or "family," as in "the Allo-
saurus herd"; take your pick)
b. ballistae (which is preferred) or balhstas
(this copies the styles used for
"medusa"—the jellyfish, not the
monster—in some dictionaries) [I hate
"ballistae." Count my vote for “ballistas."
- Barbara]
c. Cyclopes (not "cyclopses")
d. jermlaine (same as the singular form)
e. ninja (there is no difference between
singular and plural forms in Japanese)
f. Omitholestes (same as the singular
form; see also “Allosauruses")
g. phlogiston (this word has no plural
form!)
h. portcullises
i. samurai (see "ninja")
j. shadowpeople
k. shamans (some say "shamen," but that's
wrong) [What about "shawomen"? -
Barbara] [“Shafolk"? "Shaguys"? -Dale]
(Nope.)
l. sons of Kyuss
m. svirfnebli (a weird one, rather like the
D&D® game race of the faedomae,
whose singular form is "faedome")
n. violet fungi (this word is plural, but it is
often listed in AD&D game references
in this manner, contrary to normal
style, and I've heard some people say
"violet fungis"; the singular form, of
course, is "violet fungus")
2. Medusa was the name of one of three
monstrous sisters, the Gorgons, who had
snaky hair and could turn men to stone
with a glance. Being the only mortal sister,
Medusa fell victim to Perseus's sword and
mirrored shield. Thus, answers (a) and (c)
are correct. I have no idea how the word
"gorgon" came to represent a metal-scaled
bull with a petrifying breath.
3. Due to an editorial error, the AD&D
2nd Edition Monstrous Compendium spells
the AD&D 1st Edition monster huecuva
(from the FIEND FOLIO® tome) as
"heucuva" (c). The latter is now the official
name of this creature.
4. The best answer to the question
"What is a Bohemian ear-spoon?" may be
found in Unearthed Arcana, page
124, m the section on polearrris.This
device is mentioned briefly in the
AD&D 1st Edition Players Hand¬
book, page 37, but is not described.
5. The most correct answer is (b). A
trapper stays on the floor, and so does
gray ooze, which does not stick to walls.
Editors must constantly look up monster
references since so many of them seem so
much alike—especially the various slimes,
molds, fungi, oozes, jellies, etc. [I voted far
(d); then I didn't have to look up all those
monsters! - Barbara]
6. If you kept up with the AD&D 1st
Edition books, you might have thought the
only species name that was correctly
spelled was "kopoacinth" —but that name
was changed in the Monstrous Compendi¬
um, Volume Two (see question #3). Correct
forms of all the given monster names,
using the AD&D 2nd Edition rules, follow:
a. bulette e. kapoacinth
b. couatl f. obliviax
c. koalinth g. thessalhydra
d. kuo-toa h. yuan-ti
7. This question deals with creativity, the
elusive quality that can make or break a
module or article submission. Thus it re¬
ceives a longer-than-usual answer.
The best answer here is (c): We, meaning
TSR, have never published a dungeon or
setting based on a klein bottle, but we
have published many other environmental
horrors. A mobius-strip dungeon was in
"The Curse and the Quest," in DUNGEON®
issue #26. Baba Yaga's home is a tesseract
in "The Dancing Hut," in DRAGON® issue
#83. Time-travel paradoxes infest the
dungeon in "A Hitch in Time," in
DUNGEON issue #24. "Forbidden Moun¬
tain:' in DUNGEON #6, details a completely
non-Euclidean dungeon that will have
mappers in fits. Longtime readers might
recall the "episodic dungeon" composed
solely of illusions (all derived from dreams,
too) in "The Titan's Dream," from
DUNGEON issue #2. Finally, though nei¬
ther DUNGEON Adventures nor DRAGON
Magazine has ever published a dungeon
based upon Lewis Carroll's stories about
Alice, the TSR Games Division has done so
twice (EX1 Dungeonland and EX2 The
Land Beyond the Magic Mirror, both un¬
fortunately now out of print).
This listing does not scratch the surface
of the bizarre settings and dungeon twists
introduced into other TSR fantasy mod¬
ules. D&D module CM4 Earthshaker has a
6 MAY 1991
"dungeon" inside a gigantic steam-powered
robot. The interior of a crashed starship
(full of electronic robots) is explored in the
old AD&D module Expedition to the Barri¬
er Peaks, republished as part of SI-4
Realms of Horror. IM1 The Immortal
Storm takes high-level D&D game heroes
to Chicago; the AD&D adventure "The City
Beyond the Gate," from DRAGON issue
#100, takes place in London. The Demon¬
web, a geometric-paradox dungeon with
an impossibly interwoven series of corri¬
dors and rooms, appeared in the AD&D
module Q1 Queen of the Demonweb Pits
(reprinted in GDQ1-7 Queen of the Spi¬
ders). A dungeon set up like a sliding-
square puzzlebox appears in DUNGEON
issue #29 ("Ex Libris"), and a dungeon
whose rooms are guarded by a deck of
many things was designed for DUNGEON
issue #19 ("House of Cards").
We've also seen and printed settings
including a mind-flayer spacecraft, a dwar-
ven planetarium, a dungeon in a giant
flying crystal over a lava pit, an astral
fortress, a dungeon built into a buried
dragon's skeleton, an undersea dragon's
lair, two exploding dungeons, and a village
that eats people. Among the "mundane"
environments we've seen are a buried
clock tower, a circus, a teleporter-tower
network, a dungeon in the shape of an
orcish god, a dungeon carved into a tree,
an elephants' graveyard, a country garden
enlarged 50 times, a city in an extinct
volcano, a sewer-system dungeon, two
cloud castles, and a gnomish diving bell.
The point is that originality is a highly
valued quality that your editors look for
with every submission. We have seen the
most outlandish dungeons that could be
imagined, so any new submission must
compete with some very creative prede¬
cessors. But this should not be a deterrent
to any writer—it should be a challenge.
Dungeon designers must go beyond what
has been done before and take gamers
into new adventuring environments.
But don't do the palace of Orcus, the
inside of a hollow planet, or Castle
Greyhawk. TSR's already published those,
too (the last twice).*
8. Surprise, surprise! They're all horri¬
ble! Opinions here vary widely, but I per¬
sonally think the answer is (d), because I
cannot use the tinker invention tables in
DRAGONLANCE® Adventures to save my
life. As a side note, AD&D game players
unfamiliar with the delights of the hive-
brood should get a copy of AC9 Creature
Catalogue and look it up on pages 68-70. If
this isn't one of the most dangerous and
complicated creatures in any role-playing
game system, I don't know what is (for an
example in game play, see the D&D mod¬
ule "Of Nests and Nations," in DUNGEON
issue #13, in which a few of these critters
take on an entire city). Authors should
triple-check all complicated character and
monster statistics to make life easier for
the editors. We will be grateful for it. [The
number of spells in (a) just make me
tremble. — Dale] [I'm personally glad to see
the last of the AD&D 1st Edition (non-
Oriental) monk. - Barbara]
9. There are two answers here. The
behemoth (a) was an uprated hippo from
the Monster Manual II that was never
converted to the AD&D 2nd Edition game,
as far as I know. And, so far, no Mon¬
strous Compendium appendix (or any
other AD&D game source) has mentioned
anything called a "goliath" (e). The gargan-
tua, greater titan, and colossus have ap¬
peared in the Kara-Tur, Outer Planes, and
SPELLJAMMER™ appendices, and the
leviathan is hidden in the "Whale" entry in
the Monstrous Compendium, Volume Two.
This and some later questions (#16 and 17)
point up the need to be as familiar as
possible with the game material you edit.
10. All of the names are misspelled. I
was being mean with this question, but
the point here is that monsters with un¬
familiar names (and especially Oriental
and other foreign ones) should be careful¬
ly checked. Sometimes only an apostrophe
is missing, but it's still wrong. The correct
forms are:
a. hengeyokai
b. dot cu'o'c
c. shirokinukatsukami (the longest mon¬
ster name in the AD&D game; please
don't send us an article or module on
it!) [Or we'll send one of these to your
house. -Dale] [Spoilsport! - Barbara]
d. korobokuru
11. This was a trick question, since
"sorceror" is misspelled and thus will
appear in no dictionary at all (except for
listings of frequently misspelled words).
Excluding that entry, the answer depends
heavily on which dictionary you're using. I
cannot find "ninja" or "psionics" in Web¬
ster's Third New International Dictionary
(unabridged), though I've seen the word
"psionics" used elsewhere in science-
fiction and fantasy literature. "Ninja"
doesn't even appear in some Japanese
dictionaries. I'm told. Smaller dictionaries
may have none of the correctly spelled
entries here. This problem is sometimes a
bane to gaming editors, but you can al¬
ways fake it and go on from there.
12. You'll find the rules for spellfire in
FR7 Hall of Heroes, on pages 49-50. The
"sage" who writes "Sage Advice" gets
asked this question all the time.
13. As far as I am concerned, the best
answer is (c). A good author can come up
with a way around everything else, but
you can't use Godzilla in a detailed game
module unless you have the rights to do so
from the company that licenses him. (You
can mention Godzilla in an article and
discuss his movies, but you cannot pro¬
duce products based on him.) [But you
could change "Godzilla" to “Herman," and
the PCs still wouldn't stand a chance. I
vote for (d). —Barbara]
14. You might find this part boring [and
it is-Dale], but editors who don't pay
attention to their company's trademarks
will get their hands slapped or worse.
Trademarks are among a company's most
valuable assets and should be protected,
even if readers find it annoying (who pays
you, anyway?). The answers are:
a. FIEND FOLIO® tome (originally a ™ but
upgraded later)
b. POLYHEDRON™ Newszine
c. CHAINMAIL game (no trademark!)
d. HOLLOW WORLD™ boxed set (this was
trademarked after the set came out)
15. None of these words must be hy¬
phenated. In fact, depending on which
game company you work for, which de¬
partment you're in, and which dictionary
you use, there are any number of ways to
write these words. Take your pick, but
whatever you choose, be consistent. The
italicized words are currently preferred
by DRAGON Magazine staffers, but we
might change our minds eventually and
adopt a new "permanent" style.
a. chainmail, chain mail, or chain-mail (as
an adjectival form)
b. demihuman or demi-human
c. spellcaster, spell-caster, or spell caster
d. greatsword or great sword
e. freelance, free-lance, or free lance
f. roleplay, role-play, or role play
16. Here's another question related to
staying abreast of the latest game develop¬
ments [I thought of this question. — Dale],
The AD&D 2nd Edition statistics for derro
are described in (c) WGR1 Greyhawk
Ruins and (e) WGA3 Flames of the Falcon;
the statistics sheets are identical (see #17).
Derro do appear in the Monster Manual II,
but that's an AD&D 1st Edition product.
They were cut from the GREYFFAWK®
appendix to the Monstrous Compendium
for lack of space, but you wouldn't know
that. Some readers may remember that
the DRAGONLANCE® saga included derro
as a degenerate dwarven race, the
Theiwar, in some early modules; the Mon¬
strous Compendium, DRAGONLANCE
appendix, describes Theiwar in terms
making it clear that they are very much
like derro.
17. You look in the Monstrous Compen¬
dium, Outer Planes appendix, under (d)
yugoloth [This was my question, too. -
Dale], Game editors need to be aware of
the latest products and how they will
affect the material they publish. I went for
almost a year before discovering that
derro had been published in AD&D 2nd
Edition format in two different modules,
both major releases.
Continued from page 86
DRAGON 7
[ail
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Th^I
indl
IHJdi
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Fill out and mail the subscription card in this issue.
if die card is missing, write to:
Sutjsc ri pt ions; T5R Ltd. subscrl ptl on s
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Add an exotic edge to combat in the AD&D® 1st Edition game
Most players in AD&D® 1st Edition cam¬
paigns own copies of the 1st Edition Players
Handbook and Unearthed Arcana. These
two books allow players access to the statis¬
tics of every weapon imaginable—almost.
Wouldn't it be refreshing for the Dungeon
Master to surprise the local party with a
few entirely new blades, crossbows, and
similar instruments of orc-felling? The
following weapons are intended for use by
DMs who wish to add extra spice to then-
fantasy battles.
Basilard: The basilard is derived from
a short, bladed weapon of the same name
employed between the 12th and 15th
centuries in medieval battle. The basilard
differs to a small but significant degree
from a short sword in balance and shape.
The hilt of a basilard has a lopsided H-
shape, with the crosspiece of the letter
being the weapon's handle and the upper
legs of the H being placed as the blade's
hand guards. The weapon's blade is a slim,
perfect V-shape from point to hilt with no
expanse of metal formed by parallel edges,
as is usual with most swords. Due to its
shape, the basilard is an exceptional stab¬
bing and thrusting weapon that can func¬
tion as a chopping device if necessary.
The basilard's speed factor of 2.5 places
it between a short sword and a dagger in
quickness. If a basilard-armed fighter is in
combat with an opponent wielding a short
sword, and both combatants rolled the
same number for initiative, the fighter
with the basilard would strike first in that
melee round. DMs may allow thieves and
assassins, as well as fighters and rangers,
to gain proficiency with the basilard.
Claymore, dwarven: This sword is
similar to the two-handed sword of hu¬
mankind, being about the size of a bastard
sword. The heavy blades of dwarven
claymores are made of the highest-quality
metals and are kept razor sharp, allowing
the weapon to be nearly as useful against
.armor as a human two-handed sword.
by Jordan Clarke Hayes
Newly sharpened nonmagical swords of
this type have a + 1 bonus to hit that lasts
for the first six melee strikes.
Dwarves have fewer reservations about
allowing nondwarves to gain possession of
their claymores than they do about giving
up their cherished war clubs. However,
few nondwarves desire to employ such
weapons, because the dwarven style of
forging their claymores yields a blade with
a weight imbalance beneficial to wielders
with a low center of gravity, but feeling
quite odd and fatiguing to taller and less
stocky warriors. In game terms, this pecu¬
liarity can be handled by requiring the use
of two proficiency slots when any taller
race gains proficiency with the dwarven
claymore. Halflings cannot employ the
dwarven claymore, and only the largest
and most able of gnomes (both surface and
deep) would use the weapon, although
gnomes suffer no penalty when learning
to use it. No nondwarf can gain weapon
specialization with the dwarven claymore,
in any event.
For a dwarf, a dwarven claymore would
cost about 22 gp. The price would, in all
likelihood, be significantly higher for a
member of another race.
Club, dwarven war: This is a fairly
common weapon among the older houses
of the bearded folk, but it is not often
found in the use of other races. A massive
weapon in anyone's hands, the dwarven
war club is a large, steel-reinforced weap¬
on appearing much like a mace, doubly
thick at the striking end than at the tail. It
is used by dwarven priests and warriors.
War clubs are made from heavy wood
with an iron or lead core, inlaid with
round or slightly pointed studs of steel.
These projecting studs add a great deal of
bludgeoning weight to the war club, mak¬
ing the weapon very effective against
heavy armors that absorb the shock of
lighter blows, but less effective against
light armor that allows the wearer to
avoid such attacks. This club is a two-
handed weapon for dwarves and all other
beings of human size or less, but it can be
wielded one-handed by larger folk such as
gnolls and ogres. A dwarven war club,
because of its size and bulkiness, cannot
be used by halflings and gnomes.
Dwarves do not commonly offer such
weapons for sale, though members of then-
own race may purchase an unadorned war
club for 10 gp. The bestowing of a dwarven
war club upon a nondwarf is an honor
similar to the giving of elven chain mail to an
outsider by elves. Only those deemed wor¬
thy by dwarven standards might be given a
chance to take possession of a war club. If
an honorable dwarf sees a member of an¬
other race bearing a war club obviously
taken from a fallen dwarf, his reaction will
surely be one of disgust, if not violence.
Dwarves of moderate to high status have
war clubs ornately carved and decorated
so that the value of these weapons may be
significantly higher than their base price.
Such carvings often are written lineages
dating from the first clan member who
employed the war club and lived to pass it
on to another of his kin. Despite its
worked appearance, there is no such thing
as a "dress war club'' that exists purely for
10 MAY 1991
show; all are true weapons.
Crossbow, disk: This rare form of
heavy crossbow fires an extremely thin
steel disk from a horizontal shaft. The
weapon is decidedly more effective than
other crossbows or bows against lightly
armored targets at close range, and can
inflict severe wounds against them. How¬
ever, the disk crossbow is not nearly as
deadly against well-armored foes.
The disk-firing crossbow resembles a
heavy crossbow. A wood block with a slit
parallel to the crossbow's handle and the
absence of a bolt shaft on top of the cross¬
bow reveals the weapon for what it truly
is. Fighters and rangers are the classes
most prone to using it.
As with the doubled crossbow, but to an
extreme degree, this weapon should be
encountered rarely and only in expert
militia or mercenary units unless the disk
crossbow is added to the list of what char¬
acters can purchase at the beginning of a
campaign. The fact that the disk crossbow
fires a projectile of carefully forged and
sharpened metal is a factor that contrib¬
utes to its rarity, limiting its manufacture
to humans, dwarves, and elves.
Crossbow, doubled: The doubled
crossbow is essentially two light cross¬
bows joined with the same stock and
handle. Two separate triggers, side by
side, are included along with two separate
bolt shafts and strings, one over the other.
The design considerably decreases the
crossbow's range in comparison to that of
the standard light crossbow, although the
light crossbow and the doubled crossbow
fire exactly the same type of bolt. Both
strings of this odd but useful weapon can
be cranked back with a single hook, mak¬
ing this a rapid-firing weapon (by AD&D
game standards) that can fire two bolts
per melee round in the hands of someone
who has proficiency with this weapon. A
warrior employing the doubled crossbow
without having a proficiency with it can
fire only one bolt per round until he has a
chance to stop firing for one round to
reload both parts of the two-fold weapon.
Someone with standard light or heavy
crossbow proficiency would still be treat¬
ed as having no proficiency with a dou¬
bled crossbow.
A fighter or ranger who gained weapon
specialization with a doubled crossbow
would get the standard crossbow speciali¬
zation bonuses, except that additional
attacks would not be gained until 13th
level. At 13th level and above, the special¬
ist can fire two bolts in the first round and
have the weapon cocked and loaded by
the end of the round; at the start of the
second round, he may fire the two loaded
bolts, then have the weapon cocked and
loaded again to fire two bolts at the
rounds end. This rate of fire (two, four,
two, four, etc.) continues thereafter. These
crossbows are almost exclusively em¬
ployed by expert missile troops because so
few crossbow makers have the skill or
knowledge to craft these devices. Humans
and dwarves are the races most favoring
their use.
Mace, great: The great mace is a larger
version of the basic footman's mace. Its
huge, awkward head, when properly
wielded, deals crushing blows hindered
little by armor of any type. The great
mace appears as a standard (if oversized)
spiked or studded steel head atop a long,
heavy length of wood that is often rein¬
forced with bands of steel that help to
prevent the haft from breaking or crack¬
ing under the strain of a blow. The limita¬
tions of the great mace, like so many
heavy melee weapons, are its unwieldy
size, great weight, and sheer bulkiness.
However, the great mace is not nearly as
expensive or difficult to repair as such
weapons as the two-handed sword and is
therefore more accessible to groups of
non-noble warriors. Troops employing
great maces in large numbers are almost
always of an elite and physically powerful
type (minimum strength 9) in order to
wield their armor-rending weapons.
Morning star, double-balled: This
two-handed weapon is quite similar to the
normal morning star except that, as its
name implies, two separate chains and
spiked balls are affixed to the weapon's
haft. This weapon of human design is
generally effective against any armor and
is exceptionally useful against lightly ar¬
mored opponents. In combat, to-hit and
damage rolls are made separately for each
ball of the weapon. The two balls are
smaller than the one on a single-balled
morning star, to avoid making the weapon
too heavy and clumsy to handle.
A three-balled morning star can be made
with even smaller spiked balls (doing
1-4 *3/1-3 *3 damage), sharing all char¬
acteristics of the two-balled weapon in¬
cluding separate rolls for each ball to hit.
Beyond this three-ball limit, however, the
weapon becomes ineffective because of
tangling, clumsiness, and the light weight
of the spiked balls.
Spear, hook-tailed: This variant com¬
bination polearm is a thrusting weapon,
not balanced for throwing, with a steel
hook affixed to the butt end. The point is
used as a normal spear with the standard
armor-class adjustments, while the butt
end is used to fell mounted opponents
much like a guisarme or bill hook. If a
dismounting attack is successful, minor
damage from falling from the horse is
caused (1-6 hp, with dexterity check on
4d6 for half damage); and any further
attacks that round on the individual who
was knocked down are at +4 to hit (as is
usual vs. prone opponents).
Obviously, only one end of the spear
may be used at a time, so at the beginning
of each round a user of the hook-tailed
spear must state which end he is going to
employ. When an individual wielding this
spear opts to employ the opposite end of
the spear, he must accept a + 1 penalty on
that rounds initiative roll. Due to the time
and space required to change weapon
ends, groups of warriors armed with
hook-tailed spears often have half of their
number use the hook end of their weapon
to knock opponents to the ground, where
the remainder of the troop can fall upon
the unfortunate victims with the spear
points of their weapons, thereby disposing
of enemy warriors quickly and relatively
easily. However, whichever end of this
weapon is not being used is bound to get
in the way of the wielder and those close
to him, possibly causing injuries (15%
chance per round of a nonproficient user
making an unintentional attack against
anyone standing within range; reduce this
to 1% per round for proficient user). In a
fairly short time, troops using hook-tailed
spears switch to using glaive-guisarmes, on
which the hooks are mounted behind the
spearheads.
Proficiency with a hook-tailed spear
takes one proficiency slot. The hook-tailed
spear requires special consideration when
applying the weapon specialization rules
found in Unearthed Arcana. A fighter
specialized with a hook-tailed spear should
be allowed the normal melee-weapon hit
and damage bonuses but should not gain
three attacks every two rounds until 7th
level. The maximum number of attacks
per round a hook-tailed spear specialist
could gain would be two, at 13th level
(usually hooking a victim, then spearing
him). Note that the specialist does not have
to abide by the changing/initiative penalty
rules outlined here.
Weapons are not shown to scale with
each other.
12 MAY 1991
Like most spearlike weapons, the hook¬
tailed spear does double normal damage
(with its point) on a hit against a charging
opponent, if the weapon's butt has been
set to receive the attack. A hit with the
hook end of the spear against a charging
opponent takes advantage of the -1
armor-class penalty taken by the charger.
Only humans use this clumsy weapon (and
they rarely use it for long).
Sword, flamberge: The flamberge is
based vaguely on a medieval sword. It is a
long, two-handed weapon with a broad,
wavy blade, useful against armors such as
splinted, banded, scale, chain, and plate.
Cavaliers, paladins, nobles, and knights
would logically have armor-penetrating
weapons such as the piercer and flam¬
berge swords. These types of warriors
traditionally engage in conflicts against
other rich warriors who in all likelihood
would invest in good suits of armor.
Sword, mariner’s: The maranim was
a stout human race in my AD&D cam¬
paign that lacked height but sailed expert¬
ly. They developed a midlength blade as
wide as a broad sword, the result being an
effective close-combat chopping weapon,
perfect for land as well as shipboard use.
On the mainland, the "maranim sword"
became the "mariner's sword" and, later,
. the "guard's sword" to the common folk,
k The mariner's sword has a double-edged
l\ blade between a short sword and long
I X sword in length, sharply tapering only
I 1 at the point. It is a one-handed sword
I 1 used largely by humans and elves.
Sword, piercer: This fantasy blade is
based on the thin but quick and accurate
swords employed by warriors in the 15th
century when full suits of plate were in
widespread use. These thrusting swords
were designed to pierce the numerous
cracks and joints of heavy armor. The
piercer sword, however, is less useful in
parrying any weapon heavier than itself
unless made of the strongest alloys in
perfect balance (-4 penalty to save as
hard metal vs. normal or crushing blows if
used to parry). The piercer sword has
long, slim blade tapering down its entire
length, with a standard hilt and crosspiece
to protect the user. It is used one-handed,
largely by humans and elves.
Closing notes
The use of these new weapons need not
include them being wielded by player
characters. A perfect use for them is to
arm groups of unusual or previously un¬
known beings. For example, a party, lost in
an unexplored mountain range, is sudden¬
ly surrounded a group of gray-skinned
dwarves mounted on huge black mountain
goats. Encounters such as this are made
even better with the addition of strange
weapons, so each dwarf bears a strange,
metal-studded club covered with runes
and gems.
It would be unfair for a DM to deny a
character possession of a new type of
weapon outright, but finding a teacher to
aid the character in becoming proficient
with his new weapon could become an
DRAGON 13
adventure in itself. Unless the DM has a
practice of allowing proficiency with any
sword, polearm, and bow characters can
lay their hands on, hunting for teachers is
unavoidable.
Except as noted in the previous descrip¬
tions, proficiencies and specializations was developed in the author's AD&D
gained lawfully with the aforementioned campaign.
weapons are treated normally, with the
usual restrictions and bonuses. Assume
that any of these new weapons that does
not have information included on its origin
Table 1
New Weapons: Power and Size
Damage
Speed factor
Weapon
(S-M/L)
Length
required
(FR: fire rate)
Weight (lbs.)
CosMgp)
Basilard
2-5/2-7
1%'
2.5
Claymore, dwarven
2-8/2-12
414'
414'
11
Club, dwarven war
2-8/2-7
3%'
4'
12
Crossbow, disk
FR: V 2
10
175
Crossbow, doubled
1-4 x2
FR: 1 or 2
60
Disk (for crossbow)
2-7/1-6
5"
.3
Mace, great
2-9/2-8
5'
514'
10
20
20
Morning star, double-balled
2-5 *2/1-4 *2
4'
5'
16
35
Spear, hook-tailed
1-6/1-8
6'-14'+
3'
5-7
Sword, flamberge
2-9/2-16
sm
5'
21
30
Sword, mariner's
1-8/1-8
3'
2'
4.5
Sword, piercer
* Not normally for sale
* * As per disk (for crossbow)
* * * As per heavy crossbow
* * * * As per light crossbow
2-7/1-8
IV2'
3
3
12
Table 2
New Weapons: Armor Class Adjustments & Ranges
Armor class adjustment
Range
Weapon
10 Short
Medium
Long
Basilard
- 4
- 2
-3
-2
-2
-1
+1
+1
+2
Claymore,
dwarven
-1
+1
+1
+2
+2
+2
+1
+1
Club, dwarven
+2
+2
+1
+1
+1
+2
0
Crossbow,
disk
-5
- 4
-3
-2
- 2
+2
+3
+4
+4 4
10
14
Crossbow,
doubled
-3
- 2
-2
- 1
+1
+2
+3
+3 6
11
17
Mace, great
+3
+3
+2
+2
+1
+1
-1
-1
Morning star,
double-balled
-1
+1
+1
+1
+1
+1
+1
+2
Spear,
hook-tailed
(hook end)
-3
-3
-2
-2
-1
- 1
-1
-1
Spear,
hook-tailed
(spearhead)
-2
-2
-2
-1
- 1
- 1
Sword,
flamberge
+1
+2
+3
+3
+3
+3
+2
+2
+1
Sword,
mariner's
-4
-3
-2
-2
-1
+1
+1
+2
Sword,
piercer
-1
-1
+1
+1
+1
+1
+2
+2
+2
+3
14 MAY 1991
CONQUER AND RULE THE PLANETS!
The genetically enhanced troopers of the Sun Kings
of Mercury have landed on Luna. While the battle for control
of the orbital space overhead is being won by the Lunarians,
the ground war is being lost to the superior forces of the Sun
Kings. Just as the Sun Kings are about to celebrate victory, a
powerful terran space fleet descends upon a weakly defended
Mercury. So much for the diplomatic agreement from last
turn.
Now it's WAR!
Who will survive? Who will win?
Based on the popular BUCK ROGERS'* XXVc™ role-
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Special features of this game include:
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troopers.
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partner receives a free turn.
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Creative Casting
by Joel E. Roosa
Artwork by David O. Miller
Interesting uses for low-level wizard spells
Wizards generally seek to perfect their
craft, striving for higher levels of power.
In this quest, many wizards lose sight of
the usefulness of lower-level spells. Even
spells of little power can be very useful if
creatively applied, often in ways never
intended by their creators.
The following are unofficial examples of
innovative uses for lower-level spells.
Players should check with their DMs for
final approval to use these in campaigns,
as some may be subject to different inter¬
pretations.
First-level spells
Audible glamer —Apart from creating
sounds to fool enemies, this spell can be
used for entertainment (a great way to
gain needed cash for a low-level wizard).
The caster can create the sounds of sing¬
ing voices, musical instruments, or both at
higher levels. Four singing men can be
created at 1st level; and four singing men
accompanied by four instruments of one
special type at 2nd level; and so on. The
quality depends on the skill of the caster.
If the caster has a nonweapon proficiency
in singing, musical artistic ability, or an
appropriate musical instrument (this from
the priest's group), he can make a skill
check to see if each use of this spell pro¬
duces a harmonious work of music. A
failed roll means that sour notes, dishar¬
mony, and other problems appear. Experi¬
ence in working with animals, other
languages, and so forth may be applied to
other uses of this spell; a wizard who has
worked with horses can make an aban¬
doned stable sound occupied, for instance,
possibly allowing for saving-throw penal¬
ties for anyone hearing the noise.
Dancing lights —Used at night to simulate
a party's lanterns or torches, this spell can
lead pursuers to their doom—over a cliff,
onto an unsafe bridge, into quicksand or
carnivorous plants, etc. Since the caster
controls the movement of the lights, they
can also be used for signaling over long
distances at night—a real boon for large
armies. This may also be used as an enter¬
tainment spell to brighten up a perform¬
ance at a party, tavern, playhouse, music
hall, etc.
Enlarge —Reversed, this spell can be
used on large spearheads to reduce them
to the size of arrowheads; when fitted
onto shafts, they can then be fired as
normal arrows. Several could be reduced
at once by having them forged into one
unit with thin strips of metal, then be
broken apart while small. They could also
be given barbs to hold them in the wounds
when the shafts are pulled out (because of
the pain, an injured being must make a
constitution check each round to remove
one such barbed arrowhead; use a save vs.
death magic for injured monsters). When
the spell ends, the arrowheads return to
normal size, causing 1-2 hp damage apiece
for every 10% by which they were re¬
duced. If the caster has a dispel magic
ready, the reduce spell could be negated
when desired. In a similar fashion, a mage
could have giant darts made, the heads of
which would break off in wounds while
reduced. Hurling reduced boulders or
ballista bolts at enemies inside an antima¬
gic field is a possibility. Placing a reduced
monster in a tiny stone or steel room with
thick walls will guarantee death or mas¬
sive injury when the spell wears off (but
remember to stand back). Consider the
options for smuggling allies and equipment
past guards, too.
Mending —Delicate wooden or ceramic
objects can be carved with secret mes¬
sages, then shattered. The pieces can be
delivered as packing material around
something else. The spell will pull the
pieces together so the message can be
deciphered. The pieces can also be sent by
multiple couriers, so it would be impos¬
sible to decipher the message without all
the pieces.
Mount —In a somewhat shady applica¬
tion, the animals summoned may be sold
before the spell's duration wears off. This
is an easy way to make a profit with zero
inventory, but it's best to be far away
when the spell ends. Remember that a
summoned mount can also be made to
attack foes; a lst-level spell that can sum¬
mon a fighting elephant or griffon is a
tough spell, and even a war horse can do
well against ores.
Spider climb —This too has less than
honest uses, apart from enabling the user
to scale walls like a thief. Since it literally
gives the user "sticky fingers" (and feet), it
will make certain thefts easier. Although
actually picking pockets would become
virtually impossible because the hands
would stick to the clothing, small objects
could be palmed by merely touching them.
Slippery objects may be easily grasped,
too. Try this spell as an attack against
spell-casters, who will then be unable to
use somatic components for a brief time.
Walking across spilled coinage in bare
feet would allow the user to make off with
several coins. The feet could also pick up
items from under tables with little dexteri¬
ty required.
Tenser's floating disc —This spell can be
used to attack foes, with a little work. It
can't cause damage by itself, but it can
DRAGON 17
carry weapons. A "sword wheel" (with
swords as spokes, chained or roped to¬
gether) can be placed on it, the points
projecting over the rim. Although it can't
be made to spin in place, it goes anywhere
within 20' of the caster, at a constant 3'
above the ground. It can thus attack once
per round, hitting with 1-2 swords for half
damage per sword (round fractions down).
This sword wheel's THACO would be the
same as that of the caster, less strength
bonuses and with a -4 penalty for the
clumsiness of the attack. The caster could
have more than one sword wheel going at
once, but could concentrate on only one
sword wheel and victim at a time. Victims
might dive under the disc, but such tactics
can be hindered by having more blades
pointing down from the rim of the disc, to
a point about 6" from the ground. In a
narrow corridor, this spell and device
combination could slow or stop pursuit.
Even low-level mages could thus have a
weapon that lasts for over half an hour
and does medium-distance killing. One
disadvantage is having to carry the sword
arrangement when the disc vanishes.
Another is that the disc returns to within
6 ' of the caster when not being specifically
controlled, so companions could get sliced
by a careless mage.
Alternatively, the disc could be used as a
weapon's platform for a small ballista or
other device crewed by a gnome or half-
the
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ling. Note that two or more wizards may
cross unstable terrain (but not a chasm) by
riding each other's discs.
Unseen servant —The force summoned
by the spell can be used to "animate" a
robe. Although the servant is shapeless, it
can carry a light wooden framework to
give the robe a manlike shape. The result¬
ing figure could be mistaken for a bodiless
undead and would serve to frighten foes,
since the servant can't attack.
Second-level spells
Continual light —Nearly everyone uses
this spell to produce everlasting lanterns
and the like. If your DM allows it, several
can be cast onto the front of a shield,
giving +4 to defense by blinding frontal
attackers. Sling stones with this spell on
them could be hurled far ahead of adven¬
turers traveling at night or underground
to reveal hazards and monsters, if the
characters don't mind revealing their
presence to everyone else as well.
This spell can also replace Nystul's magi¬
cal aura, since the object on which this
spell is cast would radiate magic now (and
permanently at that); the light could be
hidden by paint or other methods.
Magic mouth —This spell can serve for
an amusing bit of misdirection. When
placed on a broad arrowhead, a large
stone, or the like, it may be hurled near
anyone you wish to distract. It can be
triggered by the sound of its own impact,
if sufficient noise is generated, or by the
presence of beings. It can say things like:
"Guards, guards, over here!" or "Turn and
meet your doom!" A magic mouth on a
robed, animated skeleton enhances its
resemblance to a lich.
Multiple castings on an object (like a
mirror, for instance) can make the object
appear to be an oracular item. The spells
may be set to respond to certain questions
or questioners with vague or specific
answers.
Rope trick —If cast properly, this spell
can be used to go through an opening in a
narrow wall. The wall would have to be at
least 5' high because of the conditions of
the spell. The rope in which the spell is
cast should rise until it is exactly level with
the opening, so that the extradimensional
space created is immediately adjacent to
the opening to be passed through. Since
the opening to the space is about 3' * 5',
those entering the space can look down
and see on the other side of the wall, with
the wall seeming cut off where it inter¬
sects with the "floor" of the space. There
should be enough leeway to pull up the
rope and climb down on the other side of
the wall, trailing the rope through the wall
opening (it is assumed that the rope can be
dropped only from the center of the
"floor" of the space). The wall must be
narrow enough to allow room for climbers
to descend to the other side, of course.
Note that this spell offers proof against
dragon breath, meteor swarms, floods,
fires, and other harmful effects, making it
almost the ultimate defensive spell.
Third-level spells
Blink —This can function as a short-
range, inaccurate dimension door If the
caster positions himself before a door,
there is at least a three-in-eight chance he
will go forward, beyond the door. He gets
one try per level, unless he has difficulty
returning to his near-door position due to
low rolls when timing the blinks. A wizard
can escape entombment in this manner if
he doesn't mind appearing on the Ethereal
plane.
Clairaudience and clairvoyance —Each
can be used in the same manner for long¬
distance communication. Two mages using
either or both spells can communicate
with each other over any distance, so long
as the location of each is known to the
other. This is ideal for using on ships on
long voyages, since the ship is a known
locale, regardless of how far away it is
(some DMs may dispute this, saying the
location selected must be a particular spot
on the earth).
Item —The items changed to cloth can be
carried until needed, and they are most
effective if left as cloth until tire last possi¬
ble second. Cloth items can be tied to
arrows and fired at enemies. When strik¬
ing solid surfaces, they return to normal,
without suffering any ill effects. Thus, half
the arrows could carry buckets of oil, and
the other half could carry shrunken flam¬
ing torches. Containers of acid, water,
poison, and other substances could be
hurled great distances. Imagine a cloth
bonfire slipped into a room full of flamma¬
ble or explosive materials, hidden between
two crates.
If the DM allows the spell to work on
living beings, a volley of arrows could also
unleash a hoard of soldiers amidst sur¬
prised foes. It could also let someone slip
assassins under doors, or disguise some¬
body as a bookmark. Small monsters, such
as green slime or various oozes, could be
launched or hidden away.
Monster summoning I—Since the crea¬
tures may appear anywhere within 30
yards of the caster, they can appear be¬
hind doors and other barriers. Only cer¬
tain types of magical barriers might keep
them out. They could open secret doors
from within, if physically able. Summoned
humanoids can commit thefts or take the
blame for them; if captured, they soon
disappear and can truly be said to have
escaped by magic. These effects will work
equally well with the higher level monster
summoning spells.
Sit down with your copy of the Player's
Handbook some evening and see if you
can create a few new uses for the low-
level spells your wizard carries around.
And watch the expression on everyone's
face when you show them what it means
to be a wizard—even a third-level one.
18 MAY 1991
Boxed Nightmares!
80 pages of horror and adventure
Boxed Nightmares™ is the long awaited adventure/source book for Pal¬
ladium’s Beyond the Supernatural™ RPG.
The game package contains an 80 page adventure and source book along
with a peculiar tabloid news paper (fictional). The news paper is one of those
sensational, check-out counter rags that boasts headlines like, “Woman marries
Big Foot” or “Elvis’ clone living in Tampa!” However, this tabloid is tied to
the adventure book in several different ways.
First, the newspaper contains clues and information for the actual adventures
inside the supplement. Second, the publishers often hire psychics and parap¬
sychologists to investigate strange phenomenon, so your characters could be
working for this rag.
The adventures are designed to give players and GM’s a better idea of the
variety and scope of adventures one can explore in the world of modem horror.
Some adventures are short, others long. Some are monster stomping action,
while others require investigation, cunning, and the uncovering of clues.
Highlights include:
• Rules and tips for creating secret organizations.
• Adventures in South America, Australia, as well as the USA.
• Villains include crazed arcanists, Tasmanian Devils of the supernatural
variety, a possessing entity that has absorbed the memories of a serial
killer and much, much more.
• An outrageous, yet insightful, 16 page tabloid filled with clues and
adventure ideas.
• Front and back cover paintings by Denis Beauvais.
• Interior art by Kevin Long.
• Written by Kevin Siembieda.
• $11.95, please add $1.50 for postage and handling.
• Available Now! '. .. . . , . . .
Available at hobby stores
Beyond the Supernatural™
Beyond the Supernatural” 1 is an excursion into the realm of contemporary
horror.
The time: Today.
The place: Anywhere! America, England, or your home town.
The Horror: Superhuman ... inhuman ... unnatural creatures of evil known
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The prey: Human life.
The characters: Are the scientific rebels, explorers of magic, psychics, or
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Compatible with Rifts: The player characters, monsters, and magic are
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Artwork: Cover by Richard Corben, interior art Steven Bissette and Kevin
Long.
256 pages, $19.95 plus $2.00 for postage and handling.
Rifts”
A megaverse of adventure
If you’re looking for a role-playing game that combines magic and technology
as never before, you’re looking for Rifts™.
If you’re looking for an RPG with characters who are more than human (or
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If you’re looking for magic and technology capable of obliterating a city
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Rifts™ is Palladium Books 9 ’ new science fiction/fantasy/megaversal role-
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If you haven’t taken a look at this RPG yet. Do it today!
Have you seen Palladium Books®’
Other RPGs?
The Palladium Role-Playing Game offers an exciting and different fantasy
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If you like other fantasy games, you love this one. 274 pages, beautifully
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Heroes Unlimited™ is still one of the few super-hero games that enables
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well as super-sleuths, martial artists, weapons masters, psionics, mutants
(humans & animals), and even crazy heroes. Over 250 pages, $19.95 plus
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Ninjas & Superspies™ REVISED! At last, this complete RPG and compen¬
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Other great role-playing games include Revised RECON®, Robotech™,
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Send 50 cents (postage and handling) for our complete catalog of Palladium
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Palladium Books®, Inc.
Dept. D
5926 Lonyo Ave.
nptrnit MI 48710
and comic shops everywhere!
DRAGON 19
Learn
Something
New Every
Day
by Gordon R. Menzies
Artwork by Dan Burr
Ten new nonweapon proficiencies for the AD&D® 2nd Edition game
The list of nonweapon proficiencies in
the AD&D® 2nd Edition Player's Handbook
is extensive but not exhaustive. Here are
10 new nonweapon proficiencies you can
integrate into your campaign.
Alchemy: An individual skilled in the
science of alchemy can perform a wide
variety of feats when he has access to a
well-stocked laboratory. Given time and
the proper materials, the alchemist can
create such things as smoke bombs, sleep
gas, magical potions, Greek fire, strong
glue, various drugs and poisons, and many
other substances left up to the player's
imagination and the DM's discretion. Fur¬
thermore, a character with this proficien¬
cy can conduct experiments to determine
the properties of unknown substances.
A laboratory, including the specialized
equipment and the innumerable chemicals
necessary for its operation, costs at least
5,000 gp. For every additional 5,000 gp
invested in the laboratory, the alchemist's
chances of success in any given project
should be modified by + 1 bonus. How¬
ever, since there is always a chance of
failure, any roll of a natural 20 on the
ability check indicates that something has
gone wrong—though the alchemist may
not always be aware of this!
This skill is almost useless outside of the
laboratory, and the character's abilities
should be limited accordingly when this is
the case. Some characters may wish to
carry small analysis kits with them while
adventuring. The DM should allow this, of
course, but the delicate equipment is not
likely to stand up to the rigors of normal
adventuring, and the chances of success at
any project will be much less because of
the shortage of materials. The DM should
determine the penalties on a project-by-
project basis.
Possession of this skill grants a + 1 bo¬
nus on all brewing and herbalism skill
checks. This skill is required for the alche¬
mist career mentioned in The Complete
Wizard's Handbook.
Astronomy: An individual learned ii
the science of astronomy has a good
knowledge of the stars, planets, and other
bodies in his home crystal sphere (as per
the AD&D SPELFJAMMER™ boxed set), as
well as the myths and legends associated
with them. When the night sky is clear, he
can always tell direction by the stars.
Phases of heavenly bodies are also easily
determined. Furthermore, characters with
this proficiency can (if given the time,
tools, and materials) construct and use all
the instruments related to this field, such
as astrolabes, sextants, and even simple
telescopes.
Possession of this skill grants a +2 bo¬
nus on all astrology skill checks and a + 1
bonus to all navigation checks involving
sighting on stars, moons, or suns.
Botany: A character with this proficien¬
cy is readily able to identify vegetation of
all kinds and is familiar with their proper¬
ties, life cycles, and habitats. This knowl-
limited to the terrain and climate
the character has studied (temperate,
tropical, sub-tropical, arctic, sub-arctic,
etc.). One ability check is required to iden¬
tify the plant in question, and a second to
determine whether the character can
recall any specific information concerning
it. Elves and other forest dwellers gener¬
ally have a good grasp of botany, allowing
each of them a + 1 bonus to all botany
20 MAY 1991
ability checks they make in their own
terrain and climate.
Possession of this skill grants a + 2 bo¬
nus on all agriculture and herbalism skill,
checks.
Calligraphy: The handwriting of an
individual with this proficiency is con¬
trolled and beautiful to the point of being
considered art. A character could earn a
tidy income copying documents, books,
formal letters, etc. for the wealthy public.
Skilled calligraphers are often sought by
the courts of the aristocracy and religious
institutions that wish to illuminate their
holy writings.
The reading/writing proficiency must
have been taken before this skill can be
selected. Possession of this skill grants a
+ 1 bonus on all artistic ability skill checks
involving the painting or lettering of signs,
documents, etc.
Cartography: A character with carto¬
graphic proficiency is skilled in making
maps, making him essential to any group
of adventurers exploring unknown territo¬
ry. A cartographer is a keen-eyed artist
with a well-developed sense of distance
and depth, whose perception of the physi¬
cal world is so exacting that with amazing
accuracy he can copy onto a sheet of
paper whatever he looks upon. He can
also copy other maps professionally, and
this makes him a valuable addition to the
retinue of the aristocracy and other land¬
holders.
In mapmaking, time is important when
considering the detail and accuracy of the
resulting product. Outdoors, this is best
left to the DM to decide in accordance to
the type of terrain and the detail the play¬
ers desire. Underground in a dungeon
setting, however, accuracy and detail are
much more important; often the survival
of an entire adventuring party will depend
on a single map. Once again, the DM must
decide how long it will take to map any
particular area, but this should take a
minimum of one round plus the time it
will take the cartographer to pace out the
area. Another round or two should be
added for increased detail or specific
notes.
A cartographer need only make an abili¬
ty check on three occasions: when he
maps a very unusual area, when he at¬
tempts to copy another map, and when he
attempts to read a map that he has not
manufactured himself. If he fails in the
first, it is assumed that he has made a
blunder that has rendered the map use¬
less; if a failure is indicated in the second,
he cannot read the map because symbols
have been used that he is not familiar
with, or the map lacks a legend or a key.
In a fantasy setting, map symbols are
unlikely to be universally known.
A small travel kit consisting of a water¬
proof leather case (with stiff sides so that
it may be used as a drawing surface), two
bottles of ink, a half-dozen quills and a like
number of parchment sheets will cost the
cartographer about 25 gp. Additional
colored inks and drawing instruments
should be available in most cities.
It is not necessary for the reading/
writing proficiency to have been taken
prior to selecting this skill. However, if the
mapmaker cannot read or write the lan¬
guages he knows, his maps, while accu¬
rate, will have keys understood by himself
only. This skill grants a +2 bonus to all
navigation and orienteering skill checks.
Diplomacy: An individual who knows
the art of diplomacy has a unique way
with people that draws them to his person
almost irresistibly. He has a flair for
words, an extensive vocabulary, and is
articulate and practiced in the arts of
subtle and overt coercion. Any character
with this ability who makes a successful
check against his charisma score, and has
at least one round of uninterrupted con¬
versation with any creature that can un¬
derstand him, adds + 5 to his reaction
adjustment. For every additional round
the character manages to speak, an addi¬
tional + 1 is added, to a maximum bonus
of + 15 (including the original + 5).
Furthermore, the loyalty base of any
associates of the individual is adjusted by a
+2 bonus for every slot devoted to this
proficiency. No ability check is necessary
to receive this bonus.
Geology: A character with this profi¬
ciency, is able to identify different types of
rocks and minerals, including precious
metals and gems. Though he cannot accu¬
rately appraise the value of such items, he
can differentiate between ornamental,
semiprecious, and precious stones, and
can make an educated guess at the purity
DRAGON 21
New Nonweapon Proficiencies Table
Proficiency
No. of slots required Relevant ability
Check modifier
Category
Alchemy
3 Intelligence
-3
Wizard
Astronomy
2 Intelligence
-1
Priest, Wizard
Botany
1 Intelligence
-1
Priest, Wizard
Calligraphy
1 Dexterity
-1
Priest, Wizard
Cartography
1 Wisdom
General
Diplomacy
1 Charisma
General
Geology
2 Intelligence
-1
General
Orienteering
2 Wisdom
General
Street fighting
2 Dexterity
Warrior
Street sense
2 Charisma
Rogue
of any vein of precious metal. He is also
familiar with underground formations and
functions of the natural world related to
this science, such as earthquakes, volcanic
activity, and the processes involved in the
creation of the various rocks and minerals.
There are few dwarves who are not
familiar with the basics of geology, and it
is also a favorite with gnomes, especially
deep gnomes. This skill adds a +2 bonus
to all mining skill checks.
Orienteering: A character with this
proficiency is capable of reading and
following any normal map he comes
across. He can even follow, in general
terms, maps labelled in unfamiliar lan¬
guages as long as he makes a successful
ability check. Furthermore, if the sky is
clear, the character can determine direc¬
daytime shadows as guides. The latter
method requires one turn to make the
proper measurements and calculations.
A character with this skill and an appro¬
priate map gains a + 1 bonus to any sur¬
vival skill roll. He also gains a + 1 bonus to
any navigation skill roll he makes if he has
the right map for the area.
Street fighting: Restricted to members
of the warrior classes only, this proficien¬
cy is extremely beneficial to a character
who is engaged in unarmed combat. An
individual knowledgeable in street fighting
may add his strength score to the "%KO"
column on Table 58: Punching and Wres¬
tling Results, page 97 of the 2nd Edition
PHB, when a successful unarmed attack is
made. Thus, a fighter with 15 strength
and this proficiency will, on a roll of 12 on
Table 58, have a 20% (5% + 15%) chance of
knocking out his opponent.
Furthermore, if tire warrior makes a
successful dexterity check on the same
round, he is allowed a second attack roll
on Table 58, but this time without the
strength score bonus.
Street sense: This proficiency is lim¬
ited to members of the rogue classes. A
rogue with this proficiency is adept at
making a good impression on underworld
contacts in the less-savory neighborhoods
of towns and cities, allowing him to better
use the information-gathering proficiency
described in The Complete Thief s Hand¬
book. Those whom the rogue contacts are
not necessarily moved to trust the rogue
using this skill, but they may decide the
rogue is worth talking to because he is so
entertaining or because he is a person of
importance. A street-sense skill check can
be attempted once whenever the rogue is
talking to a contact. Success means that
the contact becomes favorably inclined
toward the rogue and will reveal addition¬
al information to him, possibly unrelated
to the rogue's inquiries, at the DM's discre¬
tion. Success also means that the contact
will act positively toward the rogue in
future situations, unless circumstances
dictate otherwise.
Possession of this skill adds a +2 bonus
to any information-gathering skill checkft
APRIL FOOL
Errata
In issue #168, we didn't show you
where to find the six weapons in the
crossword puzzle on page 76. Ha, ha!
April Fool! Actually, it was an error
and we're mortified, but things like
that happen. Here are the six
weapons and their locations (in case
you didn't find them on your own).
hon, mght or day, by usmg the stars and
•flDDUE-7: WU»LKy,P>M>PW,
Trtt oR.c$ Hwe tT°+ ANo+heR -SHofFE-!
IT'S. AT.., IW-SHOPS, THEttALTtr4(£
StAUBAHS..
IS&fiLLAT
G^ArLHAM STREET
LOHboM^
Newest tu&c. • LticrsTcRSCj.: MxiL oftcu oiinHUt
22 MAY 1991
Take Control Of The Future
PARAGON Son wake Am CiDW Present Ga'iils Ok Tiie CumiPiG Edge of TEctPtouKft
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Quest For The Ancients
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Marketed by Micro Prose Software, Inc.
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■ Command three udier party members
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■ State-of-the-art graphics include J-D
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* H undneds of weapons and vehicles
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Introducing the New
ere’s What the AD&D®
Game Experts are Saying:
JEFF GRUL1R. Dcsagner of the FORGOTTEN REALMS*
boxed set and hardbound book:
,J A grand new beginning. I wish It was around when I
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STEVE WINTER. DesignerOf ihe Psionle Handbook, ed¬
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‘There's nothing else like li on the market today! Ifs
really the closest thing to pure role-playing."
flRUCE NESMITH. Designer of the RAYENLOPT*
boxed set:
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the best role-playing has to offer.”
ROGER MOORE, thief editor of DRAGON* Magazine
"This newly released game will teach anyone how to
play and be a Dungeon Masrer
DAVID "ZEB COOK. Designer of the AD&D 2nd Edi¬
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set
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JAMES M- WARD Designer of the Book of latrs, the
CATACOMBS 01 ' gameboaks. and the Director of Creative
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want? to I earn how to' role-play! [t would have made my
fob a Lot easier if l would have had li In 3^74.”
II nter the world of high adventure,
swords and sorcery, and dungeon crawling
with the new DUNGEONS & DRAGONS®
game! Check it out at hobby and book
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■ ^fe;V' een
by Jordan Clarke Hayes
Melee tactics for either edition of the AD&D® game
In the AD&D® game, the rules for re¬
solving melee are concise and simple. This
promotes role-playing and heroics over
the secondary details of precisely how a
blow strikes or misses. This simple system
fulfills its function admirably. However,
any tactics besides running away instead
of fighting are neglected as a result. Lucki¬
ly, as the system is open-ended, rules
simulating a defensive or offensive posture
in melee can easily be added.
Many games in which man-to-man com¬
bat is an integral part permit characters to
parry, dodge, or otherwise negate blows
by allowing combatants to roll against an
appropriate skill or ability. This gives
players a greater feeling of control over
what happens to their characters during
melee. Unfortunately, such a system
makes additional rules references and die
rolls a necessary evil that slows down the
action. In the AD&D game, where minutes
of game time are ideally resolved with but
a few quick tosses of the dice, such a
system is not desirable. Likewise, systems
that allow the employment of very specific
strikes and similar actions do not truly
belong in most AD&D games, where much
of the activity in a melee round is assumed
and comes to life only when narrated by a
Dungeon Master.
The rules here present a set of close-
combat tactics that allow combatants to
better control their actions in the midst of
battle. These rules create the various
strategic possibilities of melee without
changing the existing game rules or caus¬
ing the need for additional die rolls each
Note that the AD&D 2nd Edition rules
offer a simple solution to the problem of
the lack of possible options in melee by
introducing an optional parrying rule
(Player's Handbook, page 100). Unfortu¬
nately, this rule is an all-or-nothing affair.
Besides being of limited use to a primarily
low-level game, this does not address the
possibility of any tactic other than a defen¬
sive one. Since the parrying rule in the
PHE and melee-tactics system presented
here do not work together, consider the
rules here as a possible replacement to the
parrying rule for those who want to add a
little more substance to their AD&D game
battles.
The basics
Page 105 of the AD&D 1st Edition Play¬
ers Handbook contains the passage: "The 1
minute melee round assumes much
activity—rushes, retreats, feints, parries,
checks, and so on. Once during this period
each combatant has the opportunity to get
a real blow in." Building on this statement,
one can conclude that a tactically minded
warrior can decide how much he lets his
guard down when attempting this blow.
Likewise, a desperate warrior can attack
with complete abandon, neglecting the
evasions and parries assumed to be a part
of the melee round.
This can easily be simulated in combat
by allowing combatants to select from five
styles of fighting: normal attack and de¬
fense; active defense; full defense; active
attack; and full attack.
The "normal attack and defense" style of
fighting uses the standard AD&D rules for
melee combat, assuming a generally equal
distribution between offensive and defen¬
sive actions on the part of any given com¬
batant. Used extensively when combat is
between fairly balanced forces, with nei¬
ther side having gained the upper hand.
normal attack and defense is the most
commonly used melee tactic.
Though not an addition to the rules, the
normal mode of attacking is shown here
for the purpose of comparison. It is the
midpoint on which the following offensive
and defensive tactics are based.
In all tactics that follow, the modifiers to
hit and to armor class are cumulative with
bonuses and penalties for strength, dexter¬
ity, magical bonuses, weapon proficiency,
weapon specialization, and other situa¬
tions. The armor-class modifiers apply
only to the final armor class of the attack¬
er, not his armor type (a distinction impor¬
tant if weapon type vs. armor modifiers
are used in an AD&D 1st Edition game).
Tactic initiative modifiers are applied to
the initiative die roll. Modifiers for the
AD&D 1st Edition game are applied to the
ld6 initiative roll, where the highest roll
wins, but applies only if every combatant
on the side of the battle in question uses
the same tactic. If individual initiative dice
are rolled, the appropriate modifiers are
allowed only to those combatants using
these tactics.
Tactic modifiers for the AD&D 2nd
Edition game may be applied to either the
optional group initiative or individual
initiative system of the AD&D 2nd Edition
game (see pages 94-95 of the Player's
Handbook). If the standard initiative sys¬
tem is employed, tactic initiative modifiers
affect the ldlO roll only when everyone
on one side of the fight is employing the
same tactic.
Active defense: This allows some
attacking when an obvious advantage
presents itself, but there is an underlying
commitment to defensive movements
during the course of the melee round.
Depending on the individual performing
the action, active defense may consist of
quick dodges and circling maneuvers, a
raised and braced shield, a bladed weapon
extended in a ready position to keep oppo¬
nents at a distance or to abruptly strike if
they come too close, etc. A warrior who
must delay an enemy until aid arrives, or
26 MAY 1991
— ~ Copyright © 1991 Kevin Siembieda.
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common use of this tactic is by cautious is sure to slay him often utilizes this
tactic
fighting men who want to "feel their oppo- in the hopes that he can survive long
nents out" for a round or two to get an enough for his comrades to win the day. A
estimate of their opponents' abilities, with character using this tactic cannot
make
some insurance against a quick death dealt any attack rolls at all; nor can he cast
by a vastly superior foe. spells of any sort.
A shield-bearing character using active If he has no shield, he gains a +2 bonus
defense has a -2 penalty on his attack to his armor class for that round. If he has
rolls and a +2 bonus to his armor class a shield, he receives a +4 bonus on his
for the round. A character without a armor class for that round, excluding all
shield gains only a + 1 bonus to his armor shield bonuses. Initiative rolls are
irrele-
class with a -2 penalty to hit. Thus, a vant, since the character takes no action
ranger with leather armor and a shield other than to defend himself; he cannot
who uses active defense has a frontal run away while using this tactic. Thus, a
armor class of 7 - 2 = 5; if he had no ranger in chain mail with a body shield
shield, the ranger would have AC 6. Using using full defense has an armor class of
the AD&D 1st Edition rules, a character 4 - 4 = 0 to his front and flanks, but he
has
using this tactic has a - 1 penalty on initia- AC 5 from the rear. If he had no
shield, he
five. In AD&D 2nd Edition rules, there is a would have AC 2 from the front and
+2 initiative penalty with this tactic. flanks.
Full defense: This tactic is akin to A body shield used in this manner offers
a total bonus of +6 to armor class v
degree. The defender abandons all offen- normal missile fire (excluding objects
sive actions in lieu of protective stances, hurled by giants or siege engines);
this
blocks, and evasions. A character who is bonus is in addition to all shield
bonuses,
so badly wounded that the slightest blow Protection from missile fire applies only
in
the direction from which the missiles are
coming. Full-defense, dexterity, and shield
bonuses to armor class apply only to the
character's front and flanks, not to his
rear. The ranger in the previous example
would be AC -2 vs. arrow fire from orc-
ish archers to his front, but not to those
from either flank or to his rear.
Active attack: This offensive tactic is
characterized by the launching of a series
of well-aimed attacks in the effort to land
an effective blow. Of course, the attacker
doing this must abandon a great deal of
caution, lower his guard while winding up
for the enhanced attack, and accept a
greater chance of being struck by the
enemy. This tactic is used when fighting
foes with good armor classes and in situa¬
tions when it is important to hit an oppo¬
nent quickly. A character making use of
this tactic has a + 1 bonus on all attack
rolls that round and has a -1 penalty to
his armor class for the round. No armor
classes above (worse) than 10 are possible.
The attacker can use a shield of medium
size or smaller with this tactic, but a larger
shield is too clumsy to handle with an
active attack. In 1st Edition rules, use of
this tactic entails a + 1 initiative bonus for
the attacker; in 2nd Edition rules, there is
a -2 bonus to initiative.
Full attack: This tactic embodies a
simple idea: to hurl blow after blow at an
enemy without pausing to dodge or parry.
Full attack is a strategy of the foolhardy,
the desperate, the berserk, or the ex¬
tremely well armored. This tactic does not
replace the charging rules in either edition
of the AD&D game books, as it is not the
same thing (see the 1st Edition DMG, page
66, or the 2nd Edition DMG, page 59). A
character may not charge and use the full-
attack option in the same round unless he
is entitled to more attacks after the initial
charge in the same round (see "Special
cases"). No bonuses are gained by bracing
a weapon against a foe using this tactic.
A character utilizing this tactic has a +2
bonus on to-hit rolls and a - 2 penalty to
his armor class for the round. No armor
classes above (worse) than 10 are possible.
No shield can be used by the attacker, and
no dexterity bonuses for armor class are
applied. Using 1st Edition rules, the initia¬
tive modifier for the attacker is a +2
bonus; for 2nd Edition rules, it's a - 3
For example: Trad, a fighter with an
average dexterity and leather armor, per¬
forms the full-attack tactic. When he is
attacked that round. Trad suffers a -2
penalty on his normal armor class of 8,
resulting in an armor class of 10 for the
round. If Trad had no armor to protect
himself (AC 10), the full-attack option
would still leave him with AC 10.
Optimal rule: Berserker NPCs (as per
the Mmstrous Compendium, "Men") may
be allowed to use the full-attack routine
while doubling their normal number of
attacks per round, to make their attacks
more deadly. Thus, a 7th-level warrior
28 MAY
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Close-Combat Tactics
Table
Attack
Initiative
Armor class
Tactic
modifier
modifier*
modifier**
Active defense
-2 penalty
-1/+2 penalty
+1/+2 bonus
Full defense
nil
nil
-2/+4 bonus**
Active attack
+1 bonus
+1/-2 bonus
-1 penalty
Full attack
+2 bonus
+2/-3 bonus
+2 penalty
* Figures before the slash are for the AD&D 1st Edition game; those after the slash
are for the AD&D 2nd Edition game.
** Figures before the slash are for combatants not using shields; those after the
slash are for those with shields.
*** +6 bonus with a body shield vs. small missiles.
who was a berserker could attack three
times per round at +2 to hit, but would
otherwise be subject to all the restriction
given in this article for full attacks.
Tactics in play
To use one of these tactics in place of
attacking and defending normally, a player
must declare his desire to do so at the
beginning of a melee round before any
initiative rolls are made. All appropriate
modifiers are then applied for the tactic
declared, as per the Close-Combat Tactics
Table herein. At the end of the round in
which the tactic was used, the person who
employed the tactic may either keep using
that tactic, change tactics, or attack nor¬
mally in the next round.
To save the DM the trouble of asking
each player in turn if his character is
using a tactic or is attacking normally at
the start of each round, it is generally
expedient to assume that any given com¬
batant will always employ the same tactic
used on the previous round, unless the
player controlling the combatant specifi¬
cally declares otherwise before the initia¬
tive roll. Any character using a melee
weapon with which he has proficiency or
specialization is free to employ any tactic
he desires. These tactics are not restricted
to the fighter class. Subject to the DM's
discretion, some weapon-using monster
and humanoid types can be disciplined
enough to perform these tactics. Someone
wielding a weapon without proficiency in
that weapon may not use any of the offen¬
sive or defensive tactics listed here.
The following is an example of how
these rules might be used in play:
DM: "Avorak, you're in the doorway to
the central chamber. You were seriously
wounded by the ogre guard after you
missed it with your broad sword. It's a
new round, so roll initiative.''
Avorak's player: "How far back down the
passage is the rest of the party?"
DM: "About eighty feet."
Avorak's player: "I don't want get bashed
again. I'm going to use full defense as I
withdraw back toward the rest of the
party. That makes my armor class of four
go down to zero."
DM (after referring to a table and rolling
a die): "All right. You raise your trusty
shield, and crash! You parry the ogre's
club and step out of his way."
From this example, it is apparent that
close-combat tactics in melee allow those
engaged in combat a greater variety of
possible actions and provide a vehicle on
which game-enhancing role-playing can be
based. Beyond this, the use of the system
can aid players and DMs in the narrating
and visualizing of combat scenes that
might otherwise be a meaningless test of
dice-rolling with little strategy involved to
spark interest.
Special cases
Multiple attacks: The attack modifier
of a tactic being used by a warrior with
more than one attack per round is applied
to each attack the warrior can make that
round.
The initiative modifiers of the tactics
given here are not affected if the user is
capable of multiple attacks. They are
exactly the same as in standard situations
and are applied in exactly the same way as
with tactics' uses by those with only one
attack per round.
The armor class modifiers for tactics¬
using combatants with more than one
attack are implemented normally; they
simply are applied as shown on the Close-
Combat Tactics Table.
Fighting men who get 3/2 or 5/2 attacks
per round use tactics normally, with one
exception. These characters must use one
tactic per set of attacks (3 or 5 as above),
not per round. This means that a fighters
with 3/2 or 5/2 attacks per round must
keep the same tactic for two consecutive
rounds—the time needed to make one set
of attacks.
Multiple weapons: The same rules
for tactics that apply to those capable of
multiple attacks with a single weapon also
apply to any character getting extra at¬
tacks through the use of two weapons at
once (see the 1st Edition DMG, page 70, or
the 2nd Edition Player's Handbook, page
96). Note that most characters using two
weapons will suffer penalties for using
more than one weapon in combat. Be sure
to figure these penalties in when adding a
tactic's bonuses and penalties.
Multiple natural attacks: Humanoid
beings that attack using armor and weap¬
ons, much like player characters, use
these rules normally. Nonhumanoid mon¬
sters and animals that rely on natural
weaponry must abide by certain strictures
when they employ close-combat tactics,
unless the DM sees any reason why the
monsters in question should be excluded
from using tactics (centaurs, for example,
might use all such routines).
Monsters such as these are limited in
their use of tactics in that they may only
employ the active-defense and active-
attack options. This is because the use of
natural weaponry is usually little more
than undisciplined instinct refined by
whatever intelligence the creature or
animal in question possesses. Also, it is
difficult to perform complex parrying or
chopping maneuvers with claws and teeth.
Optionally, humanoid beings larger than
ogres may be placed in this category.
When tactics don’t apply
There are some situations that occur in
melee where close combat tactics may not
be employed. When a surprise attack is
made, as from behind or from an invisible
being, tactics may not be used by the
attacker. Similarly, when attacking a sleep¬
ing or defenseless opponent, the attacker
cannot use these tactics. This is because
the use of tactics entails performing cer¬
tain types of actions for an entire round,
and these are not the same actions as
making a sudden, telling stroke from
surprise. Surprise situations are covered
by their own melee rules.
The armor-class modifiers gained from
tactics uses do affect missiles being fired
at the tactics' user. The erratic dodges of a
defensive-tactic user can easily foil a bow¬
man's aim just as the predictable move¬
ments of an offensive tactic user can aid it.
Conversely, tactics cannot be used by
anyone wielding a missile weapon, since
the discharging of missiles generally re¬
quires the firer to stay still or at least
move with smooth, predictable motions.
Conclusion
The easiest way to make the tactics
system an option in your AD&D game is to
have the other gamers in your group look
over this article. Then make two copies of
the Close-Combat Tactics Table and affix
the information to both sides of the local
DM's screen or to anything else in every¬
one's view. That should be more than
sufficient provision for anyone wanting to
have their character employ melee tactics
in the game. Q
30 MAY 1991
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9.00
Expedition to Barrier Peaks (S3)
8446
18.00
Leaves of Inn of the Last Home
9034
7.00
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T> PREVIEWS
NEW PRODUCTS FOR MAY
DUNGEONS & DRAGONS® game
Revised basic boxed set
S Troy Denning
5 worlds best-seffing role-playing game is
back in a new, easy-to-leam format. The rules
are the same, but with the Dragon Card Learn¬
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few quick and easy steps. And by the time the
novice has read the few Learning Pack cards, he
is ready to begin his career as a fantasy role-
playing gamer! This set is perfect for introduc¬
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Suggested Retail Price: $20.00
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Product No.: 1070
MC10 Monstrous Compendium,
RAVENLOFT™ Appendix
AD&D® RAVENLOFT™ accessory
by William W. Connors
This is the first Monstrous Compendium
appendix produced expressly for the
RAVENLOFT™ campaign setting. Within its
pages, you'll find creatures that are too horrible
to exist anywhere but in the dreaded domains
of Ravenloft. Learn why Ravenloft is synony¬
mous with fantasy horror. No RAVENLOFT™
campaign can do without this valuable volume
of vile, villainous creatures.
Suggested Retail Price: $10.95/£6.99
Product No.: 2122
HR1 Vikings
AD&D® 2nd Edition accessory
by David "Zeb" Cook
This volume includes everything you need to
adventure in the world of the powerful Viking
warriors. Replete with factual information this
book tells you how to build a Norsemen-style
campaign, including magic unique to the setting.
Adventure in a world with the power, myth,
and mystery of the Vikings.
Suggested Retail Price: $15.00/£9.99
Product No.: 9322
MARVEL SUPER HEROES™ game
Revised basic boxed set
by Jeff Grubb
This completely revised version of the original
MARVEL SUPER HEROES™ basic set has new
rules, new settings, new adventures, and a new,
easy-to-leam format. This boxed set is the
perfect introduction for nongamers to super¬
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MARVEL UNIVERSE™ character updates. For
people who enjoy Marvel Comics but don't play
RPGs, this game is the perfect way to begin a
career as a super hero!
Suggested Retail Price: $20.00/£11.98
Product No.: 6900
FA2 Nightmare Keep
AD&D® FORGOTTEN REALMS® module
by Rick Swan
An ancient keep stands alone in the forest.
Once the home of a mighty wizard, it is now the
home of even mightier monsters that destroyed
the keep's original inhabitants centuries ago.
Rumors say there's much treasure land more
danger) to be found in Nightmare Keep.
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Product No.: 9341
DLS2 Tree Lords
AD&D® DRAGONLANCE® Saga module
by John Terra
The land of the Silvanesti elves has been
invaded! Removing the shrouds of mystery that
have surrounded the elven race for so long, this
adventure provides an in-depth look into the
mysterious life and long-hidden culture of the
Silvanesti high elves.
Suggested Retail Price: $6.95/£4.50
Product No.: 9319
The Dark Elf Trilogy, Book Three
by R. A. Salvatore
In this dramatic conclusion to the Dark Elf
Trilogy, Drizzt fights to survive the harsh ele¬
ments of Toril's surface. As he journeys across
this land so unlike his own, he comes to under¬
stand it and its inhabitants. Unfortunately,
understanding from the surface dwellers
doesn't come so easily.
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Product No.: 8483
Matrix Cubed
BUCK ROGERS™ Inner Planets Trilogy,
Volume Three
by Britton Bloom
Affirming his loyalty to the desert dancers,
Mercurian prince Kemal Gavilan struggles to
secure his home planet's future by overcoming
his family's treachery and solving his father's
long-ago murder. In the meantime, he must also
save the inner planets themselves!
Suggested Retail Price: $3.95/£3.89
Product No.: 3568
NEW PRODUCTS FOR JUNE
Tome of Magic
AD&D® 2nd Edition accessory
by Lots O'Folks
Within this invaluable volume you'll find over
200 new spells, new spheres for priest charac¬
ters, a new wild school of wizards magic, and
oodles of new magical items. This hardbound
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TSR Collector’s Cards, Set #1
AD&D® 2nd Edition accessory
by Richard Brown
These collectable cards come 16 to a pack,
with full-color art on one side and vital game
information on the reverse. NPCs, monsters,
and magical items all appear on these cards. For
quick reference, or for the fun of collecting,
these cards are for you!
Suggested Retail Price: $1.00
£0.75 inc. VAT
Product No.: 1062
SJA4 Under the Dark Fist
AD&D® SPELLJAMMER™ module
by Grant Boucher
This epic adventure is set in a crystal sphere
where the forces of evil and darkness have
achieved final victory over the forces of good.
Dark gods rule the planets with iron fists while
they plan to spread their evil beyond the crystal
sphere to the rest of the universe. Only high-
level characters need apply for this attack on
the heart of the evil empire!
Suggested Retail Price: $9.95/£6.50
Product No.: 9325
supplement to the Horde boxed set gives
you the key information on the fierce and
barbaric world of the Horde. The first in a new
series of accessories that will concentrate on the
combat, history, and social life of an area, this
book gives an overview of the Empires War, the
combatants on both sides, and their military
organizations.
Suggested Retail Price: $12.95/£7.93
Product No.: 9324
MSL1 X-Terminate
MARVEL SUPER HEROES™ game
module
by Dale "Slade" Henson
Beware, mutants! Be on the lookout for the X-
Terminate force! This adventure pits the mu¬
tants against all of the foes who have vowed to
wipe mutants from the face of the Earth! Take
the roles of X-Factor or play your own heroes in
this battle to the finish.
Suggested Retail Price: $6.95/£4.50
Product No.: 6899
25CS3 A Matter of Gravitol
BUCK ROGERS® XXVc™ game module
by Dale "Slade" Henson
The Venusian Lowlanders own the raw materi¬
al used to produce gravitol, a substance essential
to interplanetary flight. Now, they've stopped
shipments. Your mission: join NEO to infiltrate the
Lowlanders, steal a supply of the raw material,
and break the blockade!
Suggested Retail Price: $6.95/£4.50
Product No.:3573
32 MAY 1991
Continued on page 38
Waldnbooks
Check the felfcw Pages for the V&ldenboofcs nearest you,_
HORDE CAMPAIGN
Cel hey Infer rnston on the fie™
jnd barter* FORGOTTEN
REA1 MS* world with this essential
over Yj£W flt the EinpirS* V.'dr
llnrrfl #1319 SF2.95
SOJOUHN
R.A. Salvatore^ SKdtlng condition
fe tbr-fORCOTTEN REALMS 1
D,irk £|f TV I logy finds Drlui
Do' Urdcm fighting lo airwive on
Tori I. |May|f|t20$4.9ri
TOME OF MAGIC
Rntes. background InfarmatlMt and
cifKlor better r*agtal role^playii^
are Found in ttiss bffl* for A DfcD 1
2nd tdiLC:'i games. i|uiw| *\~a\
520.00
These and ocher ISk adventures a-re available at tokldenbooks.
Or call to order:
1 - 800 - 322 - 2000 . Dept. 556
Prices and availability subject uodwige.
v-
TSB, Inq
* aiiruii iHffiwJ |i*h-
iraiteimiTnjTv.'TEfl K
Worlds of adventure await you at Waldenbooks, where
you'll find games and accessories from TSR]'" Discover the
line-up of heroes, wizards, monsters, and other assorted
characters we have fin store, and let the games begin!
CONVENTION
CALENDAR
Convention Calendar Policies
This column is a service to our readers
worldwide. Anyone may place a free listing
for a game convention here, but the follow¬
ing guidelines must be observed.
In order to ensure that all convention
listings contain accurate and timely infor¬
mation, all material should be either typed
double-spaced or printed legibly on stand¬
ard manuscript paper. The contents of
each listing must be short and succinct.
The information given in the listing must
include the following, in this order:
1. Convention title and dates held;
2. Site and location;
3. Guests of honor (if applicable);
4. Special events offered;
5. Registration fees or attendance re¬
quirements; and,
6. Address(es) and telephone number(s)
where additional information and confirma¬
tion can be obtained.
Convention flyers, newsletters, and other
mass-mailed announcements will not be
considered for use in this column; we
prefer to see a cover letter with the an¬
nouncement as well. No call-in listings are
accepted. Unless stated otherwise, all
dollar values given for U.S. and Canadian
conventions are in U.S. currency.
WARNING: We are not responsible for
incorrect information sent to us by conven¬
tion staff members. Please check your
convention listing carefully! Our wide
circulation ensures that over a quarter of a
million readers worldwide see each issue.
Accurate information is your responsibility.
Copy deadlines are the last Monday of
each month, two months prior to the on-
sale date of an issue. Thus, the copy dead¬
line for the December issue is the last
Monday of October. Announcements for
North American and Pacific conventions
must be mailed to: Convention Calendar,
DRAGON® Magazine, P.O. Box 111, Lake
Geneva WI 53147, U.S.A. Announcements
for Europe must be posted an additional
month before the deadline to: Convention
Calendar, DRAGON® Magazine, TSR
Limited, 120 Church End, Cherry Hinton,
Cambridge CB1 3LB, United Kingdom.
If a convention listing must be changed
because the convention has been can¬
celled, the dates have changed, or incor¬
rect information has been printed, please
contact us immediately. Most questions or
changes should be directed to the maga¬
zine editors at TSR, Inc., (414) 248-3625
(U.S.A.). Questions or changes concerning
European conventions should be directed
to TSR Limited, (0223) 212517 (U.K.).
❖ indicates an Australian convention.
$ indicates a Canadian convention.
• indicates a European convention.
--- mentic-
instrued as a challenge to such status.
ed by the
i use of the name of
lark status should not
GAMEFEST '91, Part 2, May 10-12
The Gamemaster's Guild of Waukegan, Ill.
presents this convention at Friends' Hobby
Shop. Events include miniatures games and
fantasy and adventure role-playing games ta
Registration: $6/day or $9/weekend. RPGA
Network and HMGS members will receive
discounts. Write to: Gamemaster's Guild of
Waukegan, c/o Friends' Hobby Shop, 1411
Washington Waukegan IL 60085; or call: (708)
MISCON 6, May 10-12
This SF/fantasy/gaming convention will be
held at the Best Western Executive Motor Inn
in Missoula, Mont. Guests include Barbara
Hambly, William Warren Jr., and Jerry Oltion.
Events include AD&D®, BATTLETECH*, and
DIPLOMACY* games, with videos, a masquer¬
ade, an art show, and panels. Registration: $20.
Write to: WMSFC1MISCON 6, P.O. Box 9363,
Missoula MT 59807.
KETTERING GAME CONVENTION IV
May 11-12
This convention will be held at the Charles I.
Lathrem Senior Center in Kettering, Ohio.
Events include FRPGs, an RPGA™ tournament a
MONOPOLY * tournament, and board, computer,
and miniatures games, plus a tournament based
on Double Exposure, by Piers Anthony. Write
to: Bob Van Gruenigen, 2013 Gay Dr., Kettering
OH 45420; or call: (513) 252-9948
CONWEST III, May 17-19
This convention will be held at the Howard
Johnson Plaza Hotel in Albuquerque, N.M. Our
guest of honor is Tracy W. Shurtleff, RPGA™
Regional Director. Events include two-round
RPGA™ AD&D® and PARANOIA* tournaments,
with ROLEMASTER*, ASL‘, and WARHAMMER
40,000* tournaments, plus more board and
miniatures games. Other activities include open
gaming and a dealers' room. Registration: $10
preregistered; and $15 at the door, plus event
fees. Daily prices are also available. Write to:
The Weregamer's Guild, Student Activities
Center, Box 28, Student Union Bldg., UNM,
Albuquerque NM 87131; or call: (505) 277-3083.
No collect calls, please.
DEFCON IV, May 18-19
This free SF/gaming convention will benefit
the Ronald McDonald House in San Diego and
will be held at the Price Center on the campus
of the University of California at San Diego.
Events include an emphasis on SF on the 18th,
with panels, guests, movies, Japanimation, and
gaming. The 19th is dedicated solely to gaming
and tournaments. GMs are welcome! Write to:
S.T.A.F.F., c/o UCSD, Price Center 0077 E-30,
9500 Gilman Dr., La Jolla CA 92093-0077.
SUMMERCON '91, May 18-19
The Gamers' Alliance of Miniatures Enthusi¬
asts (G.A.M.E.) and the Midwest Masters RPGA™
Network will host this FREE convention in the
Reunion Food Court Bldg., on the campus of the
University of Nebraska in Lincoln, Nebr. Events
include three RPGA™ tournaments, an RPGA™
Masters tournament, and a benefit tournament.
Other activities include WARHAMMER 40,000*
role-playing and miniatures events, historical
miniatures, a figure-painting contest, and other
role-playing, board, and miniatures games.
Everyone is welcome! Write to: Hobbies, Etc., N.
16th St., Lincoln NE 68508, Attn: Rufus; or call:
(402) 477-7006.
U-CONII '91, May 19-21 *
This convention will be held at the University
Center on the campus of the University of Otta¬
wa, Ontario. Events include live-action role-
playing, Japanimation, a miniatures-painting
contest, and all types of role-playing, board, and
miniatures games. Registration: $7 Canadian/day
or $20 Canadian/weekend. Housing will be pro¬
vided by the University of Ottawa. Write to: G. D.
Bower, 155 O'Conner, Apt. #17, Ottawa, Ontario,
K2P 1T3, CANADA; or call: (613)236-9235.
GAMECAUCUS II, May 24-27
Sponsored by Trigaming Associates, this con¬
vention will be held at the Oakland Airport Hilton
in Oakland, Calif. Events include an RPGA™
AD&D® tournament, with BATTLETECH*, WAR¬
HAMMER 40,000*, STAR FLEET BATTLES*, TOP
SECRET/S.L™, STAR WARS*, DIPLOMACY*, ASL‘,
WORLD IN FLAMES*, EMPIRES IN ARMS*,
TALISMAN*, and GURPS* games, and various
historical and modem miniatures games. Other
activities include a worldwide DIPLOMACY*
game plus live-action AD&D®, AWFUL GREEN
THINGS FROM OUTER SPACE*, and ALIENS*
games. Registration: $15 preregistered or $20 at
the door. Prizes will be awarded to tournament
winners. Write to: Trigaming Associates, PO. Box
4867, Walnut Creek CA 94596-0867; or call Larry
or Mike at: (415) 686-9319 after 6 P.M. PST. No
collect calls, please.
GAMEX '91, May 24-27
This convention will be held at the Los
Angeles Airport Hyatt Hotel in Los Angeles, Ca.
Activities include all types of family, strategy,
and adventure board, role-playing, miniatures,
and computer gaming. Catcn the bargains at the
flea markets, auctions, and the dealers' area.
Other activities include seminars, demos, and
guests. Write to: STRATEGICON, PO. Box 8399,
Long Beach CA 90808; or call: (213) 326-9440.
ONCE UPON A CON '91, May 24-26
This convention will be held at the Radisson
Hotel South in Englewood, Colo. Guests include
Larry Niven, Steven Bames, Jennifer Roberson,
Simon Hawke, and Joe Dever. Activities include
live-action role-playing games, panels, seminars,
a costume ball and contest, a dealers' room,
author readings, an art show, and a con suite.
Registration: $24/weekend; or $13/day. Write to:
1FGS/ONCE UPON A CON, P.O. Box 3577, Boul¬
der CO 80307-3577; in Colo., call: (303) 4944302;
if out of state, call: (303) 786-9727.
SODACON II, May 25-26
This convention will be held at the Howard
Johnson's Hotel and Convention Center in Rapid
City, S.D. Events include AD&D®, BATTLE¬
TECH*, TWILIGHT 2000*, CHAMPIONS*, and
MORROW PROJECT* games. Registration: $10
preregistered, or $12 at the door. Write to:
Black Hills Society of Gamers, 2416 Cameron
Dr., Rapid City SD 57702; or call Steven at: (605)
642-3316.
34 MAY 1991
... What Have You Become?
Available Soon From:
¥ WHITE WOLF
1298 Winter Place • Anniston, AL 36201
Ksdevium Games, 6 Wellington Street, Aldershot, GL’ll ID/, U K.
SPRING GAMES '91, May 25 *
This gaming convention, organized by the
Quebec Gamers' Assoc., will be held at John F.
Kennedy High School in Montreal, Quebec.
Events include an AD&D® tournament plus
board and miniatures games, all in three playing
sessions. Registration: $12 Canadian before May
19; or $15 Canadian at the door. A.Q.J.S. mem¬
bers will receive a $4 discount. Write to:
A.Q.J.S., Box 63, Station M, Montreal, Quebec,
CANADA HIV 3L6; or call Larry at: (514) 278-
5292 during the day.
TWINCON '91, May 25-27
This convention will be held at the Thunder-
bird Hotel and Convention Center in
Bloomington, Minn, (ask about special room
rates). Guests include Julie Guthrie, Ken Rolston,
Margaret Weis, Craig Taylor, and Greg Scott.
Events include role-playmg, board, and minia¬
tures games, with mimatures-painting and
costume contests, a vendors' room, seminars,
discussions, and open gaming. Registration: $30.
One- and two-day passes are available at the
door. Make checks payable to Donald Prust.
Write to: TWINCON '91, PO. Box 8010, Lake St.
Station, Minneapolis MN 55408; or call: (612)
888-5759.
NASHCON '91, May 31-June 2
This gaming convention will be held at the
Music City Rodeway Inn in Nashville, Term.
Events include miniatures tournaments, alterna¬
tive gaming, a dealers' room, and an auction.
FigFair will also be held here. Registration: $15.
Preregistrants receive a free NASHCON T-shirt.
Write to: Games Extraordinaire, 2713 Lebanon
Pike, Nashville TN 37214; or call: (615) 8834800.
OPTICON '91, May 31-June 2
This convention will be held at the Gardiner
Student Center on the campus of the University
of Akron in Akron, Ohio. Events include RPGA™
tournaments, individual and tournament games,
a large exhibitors' area, an auction, an art show,
seminars and panels, a painting contest, and 24-
hour gaming. Registration: $15/weekend prere¬
gistered. Dorm rooms are available; ask about
rates and availability. Write to: OPTICON '91,
P.O. Box 4876, Akron OH 44310; or call: (216)
972-7713.
STARSCAPE STARCON '91, May 31-June 2
This SF/F gaming convention will be held at
the Best Western Convention Center in Long
View, Tex. Guests include Keith Parkinson and
Ardath Mayhar. Write to: STARCON, 3321
Danville Dr., Suite 505, Kilgore TX 75662.
ZIACON '91, May 31-June 2
This SF/F convention will be held at the Roswell
campus of Eastern New Mexico University in
Roswell, N.M. Guests include Gerald Brom, Jeff
Easley, Fred Fields, Diana Gallagher Carol Heyer,
Ken Widing, Michael Williams, and Robin Wood.
Gaming events include AD&D®, TRAVELLER*,
CALL OF CTHULHU*, and miniatures games.
Other activities include a masquerade, interactive
literature, poetry, films, a miniatures painting
contest, SCA demos, panels, a dealers' room, an art
show, and pinatas. Registration: $22. Write to:
ZIACON, 1709 W. Walnut, Roswell NM 88201; or
call: (505) 624-0810.
GAMECON III, JUNE 7-8
This convention will again be held at the
auditorium of the Bergen Shopping Mall in
Paramus, N.J. Events include AD&D® tourna¬
ments, BATTLETECH*, SPACE HULK*, WAR-
HAMMER 40,000* and FANTASY*. GMs are
needed. Registration: $2 plus $4 preregistered
event fee or $5 event fee at the door. Write to:
GAMECON III, c/o The GameMaster, Bergen Mall
Shopping Center, Paramus NJ 07652; or call:
(201) 843-3308.
MOBI-CON '91, June 7-9
This convention will be held at the Days Inn in
Mobile, Ala. Activities include 24-hour gaming,
movies, a retailers' room, an art show and sale,
a writing contest, an auction, a galactic feud,
games, tournaments, miniatures, and demos.
Proceeds will go to the March of Dimes. Regis¬
tration: $12.50 until May 20; $15/weekend or $6/
day thereafter. Send an SASE to: MOBI-CON
Inc., P.O. Box 161275, Mobile AL 36608.
GLATHRICON '91, June 21-23
Sponsored by the Evansville Gaming Guild,
this convention will be held at the Executive Inn
in Evansville, Ind. The guests include Ed Green¬
wood, Alan Clark, Don Bingle, and Jean Rabe.
RPGA™ tournaments include AD&D® Feature,
Masters, Grandmasters, and the Joe Martin
Cancer Benefit; MARVEL SUPER HEROES"
Feature and Masters, JAMES BOND 007*, PARA¬
NOIA*, PARANOIA* Masters, DC HEROES*,
CHILL*, and CHAMPIONS* games. Other activi¬
ties include a dealers' room, a large art show
and print shop, an art auction, a masquerade, a
miniatures-painting contest, seminars, panels,
and additional gaming. Registration: $20. Write
to: Evansville Gaming Guild, PO. Box 15414,
Evansville IN 47716; or call: (812) 421-1010.
MICHICON GAMEFEST '91, June 21-23
This gaming convention will be held in the
Southfield Civic Center in Southfield, Mich.
Events include 60 board game, 60 miniatures
game, and 40 role-playing game events. Other
activities include dealers, three used-game
auctions, open gaming, and food. Registration:
$12/weekend or $7/day. Preregistrations are
accepted. Write to: Metro Detroit Gamers, PO.
Box 656, Wyandotte MI 48192; or call Barry
(daytime) at: (313) 953-2125.
NEW ORLEANS SF/F FESTIVAL '91
June 21-23
This convention will be held at the Clarion
Hotel in New Orleans, La. Guests include Fre¬
derick Pohl, Pat Cadigan, John Slade, Ellen
Datlow, George Alec Effinger, George R. R.
Martin, Richard Pini, and Walter Jon Williams.
Activities include 24-hour gaming, a costume
contest, programming, an art show and auction,
a dance, a 24-hour hospitality suite, a meet-the-
guests party, a large dealers' room, and a special
charity event benefiting the New Orleans
Metropolitan Battered Women's Center. Registra¬
tion: $20 until May 26; $25 at the door. Write to:
New Orleans SF/F Festival, P.O. Box 791089, New
Orleans LA 70179-1089; or call: (504) 835-4314.
INTERPHAZE III, June 22-23
This live-action gaming convention will be
held near the Folklore Village of Dodgeville,
Wis. Gather rumors and treasure from a host of
characters, explore the countryside, and pur¬
chase supplies at the bazaar. There will be a
medieval banquet, complete with court-dancing,
musicians, jugglers, and a magic show. Cos¬
tumes are recommended. A mini-adventure,
complete with a pinata dragon, will be offered
for the kids. Dealers and crafters are welcome.
For information, send $1 to: Doc Bradshaw,
7637 N. 15th St., Oakdale MN 55128.
MADISON GAMES DAY III, June 30
This gaming convention will be held at the
Quality Inn South in Madison, Wis. Events
include role-playing, miniatures, and war
games, a game auction, and a dealers' area.
Door prizes and discount coupons will be of¬
fered throughout the day. Registration: $5,
which includes tickets to two gaming events.
Write to: Pegasus Games, 6640 Odana Rd.,
Madison WI 53719; or call: (608) 833-GAME.
ORIGINS '91, July 4-7
GAMA presents this national gaming conven¬
tion and trade show, to be held at the Baltimore
Convention Center in conjunction with the
Hyatt Regency and Sheraton Inner Harbor in
Baltimore, Md. There will be over 500 events to
choose from, in all aspects of gaming. Events
include RPGA™ Grand Masters and Masters
AD&D® games and a Boardgame Team Champi¬
onship. Other activities include a large exhibit
hall, an art show, an auction, Persian Gulf War
seminars, a painting contest, panels, and special
guests. Write to: GEMCO, P.O. Box 609, Randalls-
town MD 21133; or call: (301) 298-3135.
WESTERCON 44/V-CON 19, July 4-7 *
This SF convention will be held at the Gage
Residence on the campus of the University of
British Columbia at Vancouver, B.C. Guests of
honor include William Gibson, C. J. Cherryh,
Steve Jackson, Warren Oddsson, and many
Canadian authors. Events include games and
tournaments, a gaming auction, panels, and a
miniatures-painting contest. Registration: $45
Canadian or $40 U.S. until May 31; $57 Canadi¬
an or $50 U.S. at the door. Children under 13
are half price. Write to: WESTERCON 44, PO.
Box 48478, Bentall Centre, Vancouver, B.C.,
CANADA V7X 1A2.
CASTLECON 4, July 5-7
This convention will be held at the Holiday
Inn Crown Plaza in Arlington, Va. Events in¬
clude RPGA™ tournaments, with live-action and
regular role-playing games and board games.
Other activities include videos, an art show,
artists' and writers' workshops, music and
comedy, a masquerade, science and technology
panels, and computer gaming. Registration: $20
until June 15. Write to: FANTEK, 1607 Thomas
Rd., Fort Washington MD 20744.
CONGREGATE 2, July 5-7y
This SF convention (it's theme is "heroes") will
be held at the Moat House Hotel in Peterborough,
Cambridge, England. RPGs may be available.
Registration: £16 for an attending membership,
or £8 for a supporting membership. Write to:
CONGREGATE 2, c/o Chris Ayres, 118 Cobden
Ave., Peterborough, Cambridge, UNITED KING
DOM PEI 5EQ.
COSCON '91, July 5-7
Sponsored by the Circle of Swords Gaming
Guild, this convention will be held at Slippery
Rock University campus in Slippery Rock, Pa.
Events include RPGA™ tournaments and events,
military miniatures, board games, a dealers'
area, a flea market, and a miniatures-painting
contest. Inexpensive housing will be available on
site. Registration: $15 until June 15; $20 there¬
after. Send an SASE to: Circle of Swords, P.O.
Box 2126, Butler PA 16003-2126; or call Dave at:
(412) 283-1159.
DRAGON CON '91, July 12-14
This SF/F gaming convention will be held at
the Atlanta Hilton and Towers in Atlanta, Ga.
Guests include Piers Anthony, Philip Jose
36 MAY
Ral PARTHA is the only
company to bring you the
greatest idea for roleplaying
since the invention of home pizza
delivery; the Three Stage Char¬
acter. Each set provides three
figures of the same character.
Each represents a different level
in the character's career. The
first represents your adventurer,
humble and poor, in the begin¬
ning of a dangerous career. The
second miniature shows your
character better equipped, con¬
fident, one who has achieved
respect through daring exploits.
The last demonstrates the
character at the peak of their
career, a lord among lords, one
to be feared and reckoned with.
Now you can follow your char¬
acter through life and always
have the appropriate miniature
to place on the field of play. The
Three Stage Player Character
Set eliminates any confusion of
mixing and matching figures
during a lengthy campaign. The
sculptors at Ral Partha have
made gaming even more excit¬
ing by providing an incredible
selection of character types in
three stages of time and power!
01-319 ElfThieJ
01-328 Anti-Paladin
To place an order call toll-free, Monday through Ral Partha miniatures are also
available from:
Friday, 8:30 to 5:00 E.S.T., 1 (800) 543-0272 MINIFIGS- 1/5 Graham Road,
Southampton,
or send $3.00 for our complete photo catalog to: England S02 OAX
RAL PARTHA ENTERPRISES, INC. RAFM- 20 Park Hill Road East, Cambridge,
5938 Carthage Court, Cincinnati, Ohio 45212 Ontario. Canada N1R1P2
Phone: (513) 631-7335 or FAX: (513) 631-0028 JEUX DESCARTES- 5,Rue De LaBaume,
VISA and Mastercard accepted 75008, Paris, France
DRAGON 37
THE BENCHMARK
PSYCHO-THRILLER
THAT
REVOLUTIONIZED
HORROR LITERATURE..
“...If you've never read
FEAR, I urge you to do so/
- Stephen King
BY MASTER STORYTELLER
LRON HUBBARD
AUTHOR OF 31 NATIONAL
BESTSELLERS
GET YOUR COPY
TODAY!
Get it wherever fine books
are sold. Or order direct
from the publisher:
BRIDGE PUBLICATIONS, INC.
4751 Fountain Ave..
Los Angeles. CA 90029
1-800-722-1733
(1-800-843-7389 in CA)
hardcover: $16.95
audio cassette: Si 5.95
Farmer, L. Sprague and Catherine de Camp,
Margaret Weis, Tracy Hickman, George Alec
Effinger, Stan Bruns, Jack Crain, Mike Jittlov,
Frank Miller, and A1 Williamson. Events include
role-playing, strategic, miniatures, and com¬
puter games, with panels, demos, open gaming,
a writers' workshop, a costume contest, an art
show and print shop, videos, Japanimation, a
con suite, auctions, filking, and weapons demos.
Registration: $26 until June 15; $30 thereafter.
Send an SASE to: DRAGON CON '91, Box 47696,
Atlanta GA 30362; or call: (404) 925-2813 any¬
time. Advance memberships are available by
AMEX, VISA, or MasterCard through Ticketmas-
ter at: (404) 249-6400.
II-KHAN, July 12-14
This convention, previously known as I-KHAN,
will be held at the Holiday Inn North in Colo¬
rado Springs, Co. The guest of honor will be
Gordon R. Dickson. Events include AD&D®, CAR
WARS*, WARHAMMER 40,000*, SKY GAL
LEONS OF MARS*, and BATTLETECH* games,
with open gaming, movies, a dealers' room, a
banquet, a masquerade, a miniatures-painting
"khantest," and a costume "khantest." Registra¬
tion: $15 until June 15; $20 thereafter, plus a $1
fee per event. Write to: Miniatures Wargamers'
Guild, 7040 S. Hwy. 85-87, Fountain CO 80717;
or call: Perry: (719) 391-8318.
DOVERCON VII, July 13-14
This convention will be held at the University
of New Hampshire campus Memorial Union
Building in Durham, N.H. Guests include
GURPS* game authors Walter Millikan and
Steffan O’Sullivan. Events include several
RPGA™ tournaments, and miniatures and art¬
work competitions. Registration: $20/weekend,
or $15/Saturday and $10/Sunday. Dealers and
game masters are welcome. Write to: DOVER-
CON VII, P.O. Box 753 Dover NH 03820.
LAGACON 11, July 20
The Lebanon Area Gamers' Assoc., will host
this convention at Kasper's Arc, north of Leba¬
non, Pa. Events include AD&D®, BATTLETECH*,
ASL*, and AXIS & ALLIES* games. Registration:
$5 in advance; or $7.50 at the door. Write to:
Lebanon Area Gamers' Assoc., 806 Cumberland
St., Lebanon PA 17042; or call evenings at: (717)
274-5392.
HUFFCON/ADVENTURERS' INN
July 20-21
This convention will be held in the California
Ballroom in Modesto, Calif. Events include game
tournaments and open gaming, costume con¬
tests, demos, dealers, and refreshments. Regis¬
tration: $15 until June 15; $20 at the door. Write
to: Adventurers' Inn, the ICON, P.O. Box 3669,
Turlock CA 95381.
ATLANTA FANTASY FAIR XVII, July 26-28
This convention will be held at the Atlanta
Hilton and Towers in Atlanta, Ga. Write to:
Atlanta Fantasy Fair, 4175 Eliza Ct., Lithonia GA
30058; or call: (404) 985-1230.
IMPACT I, July 26-28
This SF/F gaming and comics convention will
be held at the Holiday Inn Central in Omaha,
Nebr. Guests include Scott Heine (Hero Games),
J. R. Daniels, and Gary DeLamatre. Events
include gaming, an art room and auction, an
electronics room, a dealers' room, videos, an
"alien prom" party (raising funds for the Omaha
Food Bank-bring a can or box of food), a hospi¬
tality suite, a masquerade, and a live-action role-
playing murder-mystery game. Registration:
$14/weekend by June 1; $18/weekend, $6/Friday
or Sunday, or $12/Saturday thereafter. Dealers
are welcome. Send an SASE to: IMPACT, P.O.
Box 4486, Omaha NE 68104.
How effective was your convention listing?
If you are a convention organizer, please
write to the editors and let us know if our
"Convention Calendar" served your needs.
Your comments are always welcome.
TSR Previews
Continued from page 32
WORLD WAR II: PACIFIC THEATER OF
OPERATIONS game
SPI™ military strategy game
by Douglas Niles
Replay the campaigns and battles of WWII:
Pearl Harbor, Midway, Iwo Jima, and more. This
strategic game recreates the important conflicts
throughout the Pacific Theater of Operations in
World War II. This game links directly to the
revised European Theater of Operations game,
released in 1990. Now, you can complete the set
and reenact all the action of "the big one" -
World War II-with two huge maps and over
1,200 counters.
Suggested Retail Price: $39.95/£27.50
Product No.: 3031
The Falcon Rises
TSR™ Books
by M. C. Staudinger
This unusual fantasy story begins in the not-
so-distant future, then moves into a mythical
world of the past. A college professor, struck by
lightning, is propelled into another plane of
existence. In this new world, he enlists the help
of a falcon and some dragons to battle the evil
warlord, Mordeth.
Suggested Retail Price: $3.95/62.99
Product No.: 8219
1992 DRAGONLANCE® Saga Calendar
by TSR Artists
The best artwork of the DRAGONLANCE®
Saga is showcased in 14 poster-quality reproduc¬
tions. This calendar incorporates the spectacu¬
lar artwork of Fred Fields, Gerald Brom, Jeff
Easley, and Gyde Caldwell.
Suggested Retail Price: $8.95
£6.50 inc. VAT
Product No.: 8892
©designates registered trademarks owned by TSR, Inc.
™ designates trademarks owned by TSR, Inc.
©1991 TSR, Inc. All Rights Reserved.
BUCK ROGERS and XXVc are trademarks used under
license from The Dille Family Trust.
MARVEL SUPER HEROES, MARVEL UNIVERSE, Marvel
characters, and the distinctive names and likenesses thereof
The National Gaming
Convention and Exposition
July 4-7,1991
Baltimore Convention Center
Hyatt Regency & Sheraton Inner Harbor
Baltimore, Maryland
Come to the city were Origins began. Come to meet manufacturers, publishers and
game designers. Select from hundreds of tournaments to compete in. Art Show,
Auction,
Seminars, Exhibit Hall, demo games and many other activities. Come to Origins ’91.
An unforgetable experience.
RPGA™ Network Masters and Grand Masters AD&D® tournament. AD&D open. Other
games offered are: Ars Magica, Call of Cthulhu, Champions, Chill, Cyberpunk, DC
Heroes,
Element Masters, Elfquest, Fantasy Hero, GURPS, MegaTraveller, Paranoia, Pendragon,
Rolemaster, Runequest, Shadowrun, Space 1889, Star Trek, Star Wars, Stormbringer,
Teenagers from Outer Space, TORG, Villians & Vigilantes, Warhammer, and these are
just
the role playing events. We also have Battletech, Star Fleet Battles, Warhammer 40K
to give
you just a sample of the other games being offered.
For pre-registration information write or call:
gemco, PO Box 609, Randallstown, MD 21133 (301) 298-3135
RPGA and AD&D are trademarks of TSR, Inc.
Fill out and mail the subscription card in this issue.
If the cartf is missing ujriie fo.-
SHiJscriptiort-S. -
DV$tBOFP Adventures
F,G, Box JJ I
Lake Geneva, W! 55147
DUNGEON is s trademark of TSR , Inc. i 1990 TSK Inc- Alt Rights Heserue d.
The
VOYAGE
_ of the _
Process
ark
Pin t IB: Conspiracies within conspiracies
by Bruce A. Heard
This series chronicles the adventures of
an Alphatian explorer and his crew as
they journey across the D&D® Known
World in their skyship. The information
herein may be used to expand D&D cam¬
paigns using the Gazetteer series.
UKjotinm3F Of
PRiriCehilftcmajo of
Usco iflmitjjq of the fjnpi«
Cjfpliin of (V CvC-tt-VWTLOftKJUf
(Jfllilt'tiHi auk
ImpfuiM CxpkMHiis. tic, etc-
Tslamir 23, 2000 AY: It took a day to
reach the magical gate that had brought us
to the sky wyrms' universe. It was a
bumpy flight, and it took all the skill and
prowess of a sky wyrm like Berylith to
hold the course through the gate's storm.
At last, we could see daylight piercing the
billowing clouds at the peak of the storm.
Everyone was longing for a moment of
calm and rest under our golden sun. With
a bang, the ship emerged through the gate
into our own universe—and we nearly
crashed into a desert sand dune!
The gate's exit had moved since we had
entered the other universe, apparently by
hundreds of miles north-northwest of our
previous position. Worse vet, we showed
up unexpectedly in the middle of a battle
in the desert. Apparently, a smaller force
had been surrounded and would have
been butchered had it not been for our
impromptu arrival.
I ordered Berylith to make her ghostly
sky-wyrm aura turn invisible, wishing to
stay out of what was clearly not our
business—but no! Instead, Berylith felt this
was not becoming of a true princess. She
even roared to make her arrival more
grandiose. Myojo held his head in embar¬
rassment. Xerdon shrugged. And I was too
numb to react.
The larger army panicked immediately.
Dropping scimitars, shields, and turbans,
the soldiers rode off on their camels to¬
ward the southwest. As for the smaller
force, its men dropped to their knees,
bowing as low as they could. There was
nothing else to do but make contact.
It took some convincing on my part to
have Berylith go invisible. She obviously
enjoyed the awe she caused and wanted to
remain the heroine of the day. Finally,
with the wooden ship alone being visible, I
invited the leader of the defending forces
to come aboard.
The man was Prince Dharjee, a polite
and soft-spoken person. His father, the
maharajah of Putnabad, ruler of the south¬
ern province of Sind, had sent him on a
mission to King Chandra's palace in Sayr
Ulan. He was to return with special orders
for the king's future visit in the capital of
Putnabad. A small army, sent by the rajah
of Jaibul, had come close to capturing the
prince. Jaibul, I learned, is a small, inde¬
pendent realm on the coast west of Sind,
and it has been a rival of Putnabad for
centuries.
Prince Dharjee was obviously very im¬
pressed with the Princess Ark, her magic,
CfWtSON At
ITT
p H
B 4
mk m
■? t J Ww V
gji 1
b 1 J »'^J
17
her workmanship, and, most of all, her
decoration and style. His caravan being in
such poor shape, he asked if we could
transport him and his servants back to
Jahore, the capital city of Putnabad. After
our undue intrusion into the Kingdom of
Sind, the only civilized thing to do was to
accept. We picked up his camels, troops,
servants, and even the caravan's royal
elephant, and we headed south to Jahore,
the pearl of Putnabad.
Tslamir 24: Berylith's mood was truly
dreadful all morning. She complained
without end about the elephant pacing
from port to starboard all night, and about
the camel dung all over the stem deck.
She nearly ejected one of the crew for
referring to that area as the "poop deck."
And we were flying at a snails pace. I
couldn't tell if it was because of the extra
weight or Berylith's bad mood.
Talasar was still in sick bay, recovering
from his misadventure on Hakh. I left
Xerdon in control of the bridge and spent
the remainder of the day with Prince
Dharjee. He was amazed at the ship's
construction, and he had no doubt that a
great architect must have designed the
plans of this marvel. He assured me his
father "would certainly pay a thousand
treasures of emeralds and rubies for the
services of the divine genius who con¬
ceived such a masterpiece as the Princess
Ark." I cringed. Berylith heard that—I
knew it. Suddenly, the ship flew faster.
Tslamir 25: We reached Jahore this
morning. The city is a sprawling megalop¬
olis on the westernmost branch of the
Asanda delta. High, fortified walls enclose
the inner city, protecting middle and up¬
per class quarters, merchant areas, and
the maharajah's palace. Beyond the walls
spread thousands of poor, overcrowded
dwellings, a squalid collection of shacks
and muddy passageways, occasionally
divided by the main roads leading to the
inner city gates and the numerous temple
compounds. A shabby port occupies the
southern edge of the city, allowing light
ships to sail the grimy delta up to Jahore.
Larger ships remain anchored in a small
bay, at the mouth of the delta. A few stone
bridges span the wide Asanda river within
the inner city, while most of the popula¬
tion uses small barges to cross over.
Oddly enough, it seemed none of the
main buildings were erected in a regular
fashion. As we came closer, it became
clear many of the onion-shaped domes
were imperfectly built, the towers being
crooked nearly to the point of collapse.
Certainly none of the windows or doors
showed any symmetry at all. This was
totally unlike the usual Sind architecture.
As usual, the arrival of the Princess Ark
caused quite a bit of agitation among the
people and the guard. Prince Dharjee's
appearance on one of the levitating life
boats came as a relief to them. We were
immediately whisked away to the mahara¬
jah's apartments.
Ashupta Khan, the maharajah, was very
thankful to us for saving his son from the
rajah of Jaibul. A great banquet was of¬
fered at the palace. Later, during the cele¬
bration, the maharajah leaned over to me
and asked about the Princess Ark. Indeed,
his son had described the vessel at length,
and I could see a gleam of envy in the
maharajah's eyes. I am afraid I disappoint¬
ed His Highness when I mentioned the
ship had been created by the magic of a
creature from beyond this world, and that
I was only its keeper.
The maharajah then explained what was
happening in Jahore. It was believed that a
great curse afflicted the city. Many people
were unable to attain the greatness of skill
of their fathers. Most of the upper castes
were going through an inexplicable deca¬
dence and laziness, explaining the imper¬
fect looks of the buildings in Jahore.
Last month, the Black Rajah of Jaibul
visited King Chandra in Sayr Ulan, and he
joked about the poor state of affairs of the
"Pearl of Putnabad." This greatly irritated
the king. He ordered a great palace be
built there before the end of the year, or
the Ashupta family would be stripped of
its nobility and possessions. The mahara-
jab's son was on his way to Sayr Ulan to
obtain financial aid from the king when
the Black Rajah's troops managed to inter¬
cept Prince Dharjee's caravan. Ashupta
Khan was quite broke; he was totally
unable to find a competent architect any¬
where in Jahore as well. He was in a sticky
position.
Of course, being a foreigner and the
"keeper" of an incredible piece of architec¬
ture, I could not evade his interest. For my
assistance he offered many things, includ¬
ing his prized stable, half of his harem,
and even the diadem on his turban, none
of which I could honestly accept. In time,
though, Ashupta Khan was more than
willing to offer "preferred client" status to
Alphatian merchants in Jahore, with a 1%
impost on port trade payable to the
Haaken family. At that point, I thought
that lending a hand would be a challeng¬
ing enterprise. Based on this lucrative
arrangement, I set forth to build a palace.
Tslamir 26: The crew was granted
shore leave in Jahore after the elephant,
the camels, and their owners disem¬
barked. The scene drew a huge crowd of
onlookers in the street below, as the large
animals dangled from ropes underneath
the Princess. Widespread betting took
place in the streets on whether each ani¬
mal would make it to the ground safely.
The elephant drew record bets when one
of the ropes began to give. A little levita¬
tion spell came in handy, and I won that
bet (with 79:1 odds).
The officers discussed the palace project
with me. Raman and Leo both showed
great interest. Berylith was able to attend
the meeting after a fashion, reading my
mind as the discussion took place. She, of
course, said she was skillful in matters of
architecture and would gladly provide her
knowledge. She also quietly requested that
half of that trade impost be used to embel¬
lish the Princess Ark through the pur¬
chase of objects of art and other
ornamental items. Once the details were
worked out, Raman, Leo, and myself
would disembark and conduct the con¬
struction, as per Berylith's blueprints.
Tslamir 28: It took some time to find
the proper site for the construction. It was
finally decided to destroy the abandoned
city library, which was threatening to
collapse into the river. Unfortunately, the
Sindian workers proved to be incredibly
slow, so slow that I had to use the ship's
crew to accelerate the process. There was
no telling how long it would take to level
the older construction.
Late this night, after the moon had set
behind the horizon, I felt the ship move.
Berylith had decided to intervene in the
construction. She moved close to the li¬
brary and blasted it with her breath weap¬
on. It created great confusion in the
sleeping city, as people thought the mon¬
soons had arrived. Berylith quickly gained
altitude and remained hidden inside a
solitary cloud until calm returned.
Andrumir 4: Despite the magic I used
to help in the palace's construction, I must
admit that the people of Jahore are terri¬
bly slow workers. It has been very diffi¬
cult making them follow a construction
plan without erring. Raman and Leo were
near nervous exhaustion in their endeav¬
ors to explain the work to the Sindians
and to avoid catastrophic mistakes.
Andrumir 8:1 have noticed an in¬
crease in construction oversights. Raman
and Leo seemed much more indolent and
careless today. Worse, the crew has been
acting quite sloppily on board, forgetting
to clean the decks or to show up for duty.
Some crewmembers did not seem to care
at all. This was too much of a coincidence.
This lazy attitude struck me with its
similarity to zzonga addiction, which rav¬
aged our empire some time ago. However,
I could observe none of the other symp¬
toms normally accompanying zzonga
addiction. It would take quite a bit of
magic to affect an entire city—and so far I
have not detected any sign of large-scale
magic anywhere.
Andrumir 12: I found the source of
the "curse." The waters of the Asanda
River have been poisoned with a rare
alchemical substance. It is unlikely it could
happen naturally, so I must admit someone
has been seeking the doom of Jahore. But
who? There was only one way to figure
this out. Ashari and myself would leave
the ship under disguise and blend in with
the population. With some luck, we could
unveil who was behind all this.
Andrumir 14: It made sense that
someone would be working upstream to
contaminate the city waters. We explored
the river banks just north of the Jahore
and found several areas well concealed
from sight. There I dropped hardened
compounds of my creation that would
take several days to dissolve. The solution,
DRAGON 43
when mixed with the water, would imme¬
diately reveal any evidence of poison by
coloring the water. We could then trace
the colored solution back to the spot
where the poison had been thrown into
the water.
Indeed, we were soon able to trace the
solution back to one of the hidden sources.
Someone had dropped a sheepskin full of
slow-dissolving poison into the river. It
came in sufficient quantity to affect most
of the population in the city for several
days. We even spotted our culprit, a man
on a horse. It was time to uncover the
conspiracy.
We quietly followed the man back to
Jahore. A bit of invisibility allowed us to
enter his house just moments after him.
There we saw him use a magical item that
opened a small gate. He entered, and we
followed closely.
On the other side was a palace—but not
quite like the one in Jahore. It was darker
and more sinister. The man walked past a
comer and entered a room. Ashari tip¬
toed up to the door and listened. She
heard a discussion between what must
have been a spy and his employer, and the
sound of money changing hands. The man
came back out carrying a goatskin full of
poison and returned to the gate. Ashari
barely had enough time to get through
before the gate disappeared.
Andrumir 15—Xerdon: I fear that
something has happened to the Admiral
and his escort. Neither he nor First Class
Navigator Ashari have returned from their
foray into Jahore. I alerted His Highness,
Ashupta Khan, who immediately dis¬
patched his guards to search the city.
Andrumir 15 —Haldemar (Text add¬
ed later): The sun rose soon after Ashari's
return to Jahore. I was able to explore the
sinister palace and locate the ruler in his
throne room; my spell of invisibility sull
protected me. From the visitors he met in
the morning, I could deduce that he was
no other than the Black Rajah of Jaibul. He
was an old man, with a skin parched from
age and the unforgiving sun of the Great
Waste. Judging from his stance, I could not
fail to recognize an experienced wizard.
The Black Rajah retired shortly after the
meetings to his personal quarters, at the
top of a high, narrow tower overlooking
the town. There, he spent hours going
through the bureaucratic paperwork that
plagues so many rulers. While perusing
about, I noticed antique clay tablets held
together with a golden silk ribbon. The
tablets bore the royal seal of Sind. While
the rajah was busy elsewhere, I quietly
took a few pieces of vellum and rubbed
them with a bit of charcoal over the tab¬
lets in order to obtain an imprint of the
ancient text. With luck, Raman could
decipher the Sindian scriptures later on.
The sound of chains and men-at-arms
echoed up the hallway. Soldiers were
pulling a prisoner—a Pearl Islander per¬
haps, judging from the dark color of his
skin. He was a bit small, though, with
slightly narrow-lidded eyes and gracious
facial features. He had a thin, neatly
trimmed beard and wore a long red robe
made of soft leather scales. The guards
knocked at a door and while they waited,
the prisoner glanced in my direction. I
could have sworn he saw me, but the
guards pulled him quickly into the other
chamber.
Intrigued, I followed them. The rajah
was there, sitting in a comfortable chair
and toying with a small piece of jewelry. It
looked like a replica of a small flame
carved out of a topaz. He had the prisoner
stripped and waved the guards out. Soon
thereafter the rajah uttered a long invoca¬
tion and brandished the jewel. Translucent
flames began to glow on the prisoner's
body. I could see the pain in his eyes, but
he endured stoically. He remained quiet
and immobile while the magical flames
grew and consumed his flesh. The rajah
was watching intently, enjoying with a
sadistic pleasure his victim's pain and
agony. I realized then that the prisoner
was staring into my eyes, despite my invis¬
ibility. It felt like he was looking through
me. For a brief instant, I saw images of
great battles, flying ships, death and pesti¬
lence, then a great continent sinking into
stormy seas. My senses returned just as
the man died.
I noticed a certain perplexity on the
rajahs face. He squinted for a moment in
my general direction. That would not do,
so I ducked behind a curtain. The rajah
quickly spoke another spell and looked
around him, observing the room and
listening carefully. I did not think he saw
me, but he certainly suspected something.
He quickly scooped up the bone cinders
and the few ashes remaining where the
prisoner once stood, poured them into a
golden crucible, and walked out, swiftly
shutting the door behind him. By the time
I could safely open the door, the rajah had
disappeared behind a comer or, more
probably, through a secret door.
This was very strange. I had no clues as
to how the prisoner could have seen me or
what those visions were. Worse, I knew
the rajah would use those ashes—and I
suspected his intentions to be thoroughly
evil. It wasn't until very late that night that
I located the rajah and the ashes as well.
He was in the palace dungeon, in a cham¬
ber that took all my skill to reach. I ob¬
served the rajah working at a small
brazier. After a litany of incantations, he
sprinkled the ashes that had been mixed
with another substance. This produced
swirls of acrid-smelling smoke with sparks
of light. Inside, I was surprised to see the
same visions that affected me in the rajah's
apartments. The rajah was quickly taking
notes with a quill and a piece of parch¬
ment. The same battles and cataclysms
appeared as in my previous vision, up to a
point when the rajahs apartments also
materialized in the vision—with me stand¬
ing near the curtains!
The rajah jumped to his feet and cursed.
He dispersed the smoke and had the guard
sound the alarm. If he had a doubt, it was
now gone. He knew I was in the palace
and what I looked like. I would have to be
very careful in the future. The old man
had many ways of finding me. It was time
to skip out of the chamber. It was late, and
I was getting very tired and hungry.
Andrumir 16—Xerdon: The ship has
grown restless, somewhat skittish like a
horse. I suspect she senses the disappear¬
ance of the Admiral. I attempted to com¬
municate with the ship's entity but failed
to obtain an answer. So far, the search by
the maharajah's men yielded no sign of the
admiral or Ashari. I recovered Chief Ra¬
man and Mr. Le Nerviens, both of whom I
found in an unclean condition and resting
with the other construction personnel
during work hours. This inexcusably lax
attitude before foreign civilians is not
permitted for an officer of Her Imperial
Majesty's Navy and shall be stopped at
Andrumir 16 —Haldemar (Text add¬
ed later): I spent the night in a little stable.
At dawn, I took a stroll down the streets.
The town of Jaibul was as sinister and
oppressive as its palace. This was a haven
for thugs and cutthroats rivaled only by
the rajahs guard, a brutal and arrogant
bunch. The rajahs palace and his army's
quarters were located inside an imposing
citadel. A port opened directly on a small
bay. There I noticed the rajahs guards
were unloading another prisoner; he
looked a bit like the one the rajah mur¬
dered earlier. He displayed the same,
unmistakable dignity as the other. These
people could be powerful seers, perhaps. I
was getting horribly curious about their
origins.
Aside from the unspeakable tortures and
murders that had been probably taking
place for some time, it was clear the rajah
was up to something big. I had to return
and find out, so I cast a new spell and flew
up to the rajahs tower. There, from the
window I could see the rajah sitting in
front of a mirror. Instead of his reflection,
the mirror revealed a man in black, wear¬
ing a hood. The rajah picked up the scroll
containing his notes on the vision and
stuck it through the mirror, causing
strange ripples through its glassy surface.
The man in black nodded, Bren quietly
produced a pen and wrote something on
the scroll before returning it. The rajah
read the response—then said, in proper
Alphatian, "Their destruction will be a
blessing for us all. How soon, though, is
the question, isn't it, my obtrusive friend?"
The man in black faded away as the rajah
turned toward me. "You didn't think you
could fool me much longer, did you?"
Andrumir 17—Xerdon: The ship has
inexplicably broken her lines and set flight
toward the southwest. I suspect she senses
where the Admiral is. For lack of results
from the maharajah's incompetent search
of Jahore, I am allowing the Princess Ark
to freely take us to wherever she wishes. I
44 MAY 1991
am cloaking the ship to avoid further
problems with the local population.
Andrumir 17—Haldemar: I should
have been more alert. No recollection of
what had happened after my last encount¬
er with the rajah came to my mind—that is
to say, nothing else than a searing pain in
my head. I woke up in the citadels
dungeon, stripped, gagged, and shackled
to the wall in a very uncomfortable posi¬
tion. I could not have done a better job of
it myself.
The rajah showed up hours past my
awakening. He came with a nasty grin and
his dreaded topaz. "I didn't think you
would cooperate, and as a fellow wizard I
wished to spare you the commoner's fate,"
said he, while pointing at various instru¬
ments of torture across the cell. "The Fire
Jewel is far more efficient in revealing
someone's inner thoughts. And I am sure
you will fully savor the refined magicks of
Jaibul." The rajahs sinister laughter
echoed in the dark dungeon. He began the
Fire Jewel's incantation. I cringed.
Then a heavy cudgel landed on the back
of the rajahs turban. He collapsed in a
soundless heap. Someone stepped out of
the dark. It was Ashari! The dear young
woman had followed the rajah's lackey
back to Jahore. Seeing that the gate had
closed before me, she quickly "terminated"
the river's poisoner and recovered the
item he used to open the gate. By the time
she had discerned its method of operation,
I was already elsewhere in the rajahs
palace. She had been looking for me ever
since. Finally, Ashari had followed the
rajah down here, and, as Glantrians would
say, "Voila!" A master stroke! And she
smirked, "I also, urn, accidentally dropped
the rajah's poison in the citadels well."
How thoughtful of her. This yeoman was
due for a promotion.
After hooking the rajah to his own
shackles, I was tempted to try the fiery
topaz on him. After all, he, too, had many
things to tell us about. Alas, a squad of
guard entered the cell unexpectedly. A
prompt reverse gravity took care of them,
except for a runty fellow in the back who
ran for help. We ducked from pillar to
comer for some time while men-at-arms
rushed down the narrow stairwells look¬
ing for us. This was an exhilarating mo¬
ment, although I had some trouble
keeping pace with the nimble Ashari as
this delightful game went on.
It was during this "dungeonesque esca¬
pade" that I located the prisoner I had
seen in the port of Jaibul. Ashari defeated
the crude lock that imprisoned him with
barely two twists of her wrist. Our man
bowed slightly and swiftly followed us. We
could hear the rajahs hysterical holler
echoing up the hallways.
It took Ashari some doing to find an
exit—a filthy sewer grate in a deserted
street. Something was amiss, though. It
was high noon and no one was around. As
we slipped down the street under the
shadows of colonnades, guards suddenly
poured out from every comer. We were
trapped!
The rajah had recovered his senses more
quickly than I anticipated. Within mo¬
ments, there he was, sitting on a flying
carpet and hovering above us. "You will
suffer for a thousand days and thousand
nights, each of you!" said he, pale and
trembling with anger.
I grimly turned to my compatriots and
noticed, oddly enough, a wry smile ap¬
pearing on the face of the prisoner we had
rescued. Enraged, the rajah raved on, "You
will see your skin slowly ripped from your
flesh and thrown to the dogs!" he cried.
Now the former prisoner displayed a
very wide grin that infuriated the rajah
even more. Perhaps he knew something I
didn't. "You'll have each of your limbs
growing very wide, and stopped in the
middle of his speech.
"I doubt that very much, your highness!"
came a voice behind him in the air. Slowly,
the Princess Ark became visible just be¬
hind the rajah. And at her prow stood
Xerdon, with his sword conspicuously
jabbed into the rajahs back. The rajahs
men fled at once in complete chaos. What
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wonderful timing.
Andrumir 18 —Haldemar: With the
rajah of Jaibul in our hands, I had no
difficulty in retrieving my personal
belongings-and the antique Sindian tab¬
lets and the strange mirror. According to
Raman, the clay tablets were an old treaty
between previous rulers of Sind and
Jaibul. It attributed the ruler of Jaibul
legal rights to the Province of Putnabad,
should the Ashupta family become extinct
or be stripped of its nobility due to royal
discontent. The rajah of Jaibul had found
a way to discredit the Ashuptas by poison¬
ing the people, thus causing their deca¬
dence. Jahore definitely looked like a
mess. It was time to return to Jahore and
finish a certain construction enterprise—
and quickly so, before the king's visit.
As we veered over the port of Jaibul
toward Jahore, Ramissur came up to me,
holding the rajah by his collar. "Sir, what
do I do with him?" Ramissur asked.
This was an unexpected problem. The
rajah was too dangerous to keep aboard,
and I had a hunch that our new guest, the
ex-prisoner Yarani, could shed more light
on what had been going on than could the
rajah. I told Ramissur to do as he pleased.
Ramissur gazed at me for a moment,
looked at the rajah, then shrugged and
unceremoniously tossed his prisoner over¬
board. I suppose that sank our diplomatic
ties with Jaibul for many years to come.
Such is life.
Andrumir 19 —Haldemar: Back to
Jahore. The poison in the river has started
to thin out. Already, positive results can be
seen among the population. The building
of the palace has resumed, and with a
little magical help on my part, construc¬
tion is literally progressing by leaps and
bounds. The "Raj Tahal" might be done
well within the royal deadline.
I spent some time with our guest, Yarani.
He claimed to be a citizen of the Yavdlom
Hagiarchy, far beyond Jaibul. This was one
place I'd never heard of. Yarani was a holy
man, a noble of sorts. He wouldn't answer
my questions regarding his uncanny abili¬
ty to see invisible things, nor would he
comment on the visions I'd had when I
witnessed his compatriot's murder at the
hands of the rajah. He seemed very con¬
cerned, however, and invited the Princess
Ark to visit the Great Prophet, spiritual
ruler of Yavdlom. There, he said, would be
many revelations—some good, some bad.
To be continued. . . .
The Kingdom of Sind
In the eastern region of the Great Waste
lies a large nation under the rulership of
King Chandra. His kingdom stretches from
Lake Hast, west of Glantri, to the Asanda
River delta on the Sea of Dread. The east¬
ern border separates Sind from the
Atruaghin Clans and Darokin. At its south¬
west border lies the smaller but fiercely
independent Rajahstan of Jaibul. The
western limits lie somewhere in the Plain
of Fire, a vast territory still unclaimed.
Sind's notoriety comes from the extreme
poverty of its people, some of the poorest
in the Known World. The hardship of
these destitute folk clashes with the fabu¬
lous wealth of Sind's nobility, the many
rajahs and maharajahs. Common Sindians
get by, however, thanks to their great faith
in a vast pantheon of Immortals and to the
help given them by a powerful clergy.
Foreigners often have difficulties traveling
in Sind because of the incredible number
of customs and beliefs that affect every
aspect of the daily life. Ignoring a custom,
deliberately or accidentally, can provoke
anger among the population.
The nobility is clearly under the author¬
ity of the king. The rajahs control com¬
merce, politics, and warfare. The history
of Sind was fraught with wars among the
various rajahstans until the great royal
dynasties of Sayr Ulan pacified the Asanda
plain. A series of bloody wars ensued
during the conquest of the states of
Peshmir, Gunjab, and Kadesh—fierce war¬
riors by tradition. Those states still enjoy a
relative autonomy from the king com¬
pared to the southern states. Today, the
king's army is often busy fighting off hu¬
manoid incursions from the Plain of Fire
and banditry along its caravan trails.
JR
I^bh *
Games,
Fantasy and
Science Fiction,
Role-Playing
Games,
Magazines und
Miniatures,
CoSims,
Wargames
B ******
**********
46 MAY 1991
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Cartography by Dennis Kauth
DRAGON 47
Sayr Ulan is the nation's capital and the
historical domain of the royal dynasties. It
began as a small oasis village; centuries
later, it became a convenient stop for
Darokinian caravans and a trading point.
A new caravan trail was built around the
northern states, toward Fort Sablestone in
Glantri. Nowadays, Sayr Ulan is a major
center of commerce between Darokin and
the western city of Slagovitch. Sind is a
major trader in silk, cotton, rice, salt, and
tea. Merchant ships from Minrothad often
anchor at Jahore.
The Rajahstan of Jaibul is an indepen¬
dent and chaotic magocracy that allows
itself to be ruled only by a single, powerful
wizard. Successive monarchs of Sind nev¬
er could conquer it. Whenever Jaibul's
rajah dies, the most powerful wizards of
Jaibul compete for the throne. It is a cruel
and unforgiving challenge, usually fatal
for the weaker candidates. Jaibul's biggest
trade is in slavery, gold, and rare oils.
Constant clashes take place between Jaibul
and the Serene Hagiarchy of Yavdlom to
the southwest. q
Letters
Continued from page 5
We are open to suggestions from gamers who
have first-hand knowledge on this subject.
Please send us your thoughts; the best advice
will be printed in “Forum."
As the Realms
turn
Dear Dragon,
In his article, "The Game Wizards" ("Under¬
standing Undermountain-the king of all
dungeons"), Ed Greenwood mentions one
Laeral. It is stated in the article that she is both
the consort of Khelben "Blackstaff" of Water-
deep and the sister of The Simbul, Alustriel,
Dove, and Storm (as well as the deceased
Sylunel. Looking through the FORGOTTEN
REALMS® boxed set and all the FR supplements,
I found no mention of her. Am I just missing it,
or has she not been introduced before? This
group of sisters is very important to one of my
characters who adventures in the Forgotten
Realms. Are there any other sisters not yet
revealed? If so, where can I get information on
them as well as on Laeral?
Michael Kellam
Mesquite TX
Dear Dragon,
I have some questions regarding inconsisten¬
cies appearing in an article, "The Game Wiz¬
ards, in issue #167. In this preview of The Ruins
of Undermountain, Elminster is unavailable for
commentary thanks to a previous engagement
with The Simbul. In his place, Laeral meets with
Ed Greenwood. During the course of their
conversation, Laeral claims kinship with The
Simbul, Alustriel, Dove, Storm, and (though
unmentioned) the late Sylune. As far as I can
tell, isn't Laeral supposed to be a member of
"The Nine" and of no relation to these sisters?
And if she is now involved with Khelben, I
wonder if anyone has warned him of her
"Crown of Thoms," or has he something kinky
in mind? Lastly, if Laeral had a hand in the
notes describing Undermountain while she was
under the spell of the crown, then she may be
scheming to trap unwary adventurers in dan¬
gers beyond the reach of even the most power¬
ful of DMs.
John A. Payawal
Toronto, Ontario
Your editors were completely lost when these
letters came in, so, we turned this mate¬
rial over to Steven Schend, the editor of the
massive dungeon boxed set, The Ruins of
Undermountain. His reply on Laeral, confirmed
by phone calls with Ed (and with editorial
inserts in parentheses) follows:
Laeral (who first appeared in DRAGON issue
#39, page 42, as the creator of Laeral's storm
armor) was the former leader of "The Nine," an
adventuring group now in retirement (see FR5
The Savage Frontier, page 52, for details). She is
indeed related to the aforementioned women,
being one of seven sisters, one as yet unreveal¬
ed. (The relationship between these women is
first mentioned in the DM's Sourcebook of the
Realms, from the FORGOTTEN REALMS boxed
set, in the entries on Dove, The Simbul, Storm,
and Sylune. Laeral and the unnamed sister were
not discussed there, leading most people to
believe that there were only five sisters.) As for
the Crown of Horns (its correct name, first
mentioned in FR5, page 53, it has been de¬
stroyed; its hold on Laeral was broken by
Khelben (her archmage consort; described in
the DM's Sourcebook, page 24, and in FR1
Waterdeep and the North, among other places).
And worry not about Laeral's oft-innocent
scheming; worry about your DM’S plans! Q
sowarr
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The acrobats,
adepts, and actors
of fantasy
K 1991 by John C. Bunnell
50 AW 1991
D'SHAI
Joel Rosenberg
Ace 0-441-15751-3 $4.95
In the world of D'Shai, magic is not a
science, not a body of knowledge to be
studied, from which its practitioners ex¬
tract bits and pieces of wizardry to master
and perform. Rather, magic is a state of
mind, and by reaching for that heightened
consciousness (called kazuh), one can
achieve superhuman mastery of a single
skill. The form of one's kazuh is decided at
birth; one cannot choose to be a kazuh
warrior or runner if he has been bom
with the kazuh of an acrobat.
Kami Khuzud has the opposite problem.
He's the son of a kazuh acrobat and a
member of his father's troupe of traveling
performers. Though he's learned the skills
of a juggler-acrobat, he doesn't seem to
have an acrobat's kazuh—nor, for that
matter, any of the other 51 forms of kazuh
known to exist. That's a problem, because
someone has murdered a member of the
troupe, and all signs point to Kami as the
logical suspect.
D'Shai is one part murder mystery, one
part political intrigue, and two parts voy¬
age of self-discovery. All three elements
are skillfully executed. The murder puzzle
relies on the uniqueness of its milieu, the
intrigues are seen from the distinctive
viewpoint of an outsider, and Rosenberg
makes superb use of kazuh as a metaphor
for artistic genius and creative joy. Kami
Khuzud is an appealing and well-chosen
narrator; he's observant, clever, and cyni¬
cal, allowing Rosenberg to pass on a great
deal of wisdom without sounding preten¬
tiously wise.
There's a great deal of juggling lore in
the book as well, together with a solid
portrayal of the interaction between low¬
born performers and their noble patrons.
Traveling players are far from unique in
fantasy, but we haven't often seen such a
troupe from the inside or acquired as
thorough an appreciation of its work ethic
as Rosenberg provides.
The back cover reveals that D'Slmi is
first in a series, but the novel stands firm¬
ly on its own merits—so much so that the
very thought of a sequel is almost anticli-
mactic. But that remains to be seen. In the
meantime, Rosenberg's latest book should
provide gamers with a rich source of
ideas, only some of which have anything
to do with building campaigns.
THE ADEPT
Katherine Kurtz and Deborah
Turner Harris
Ace 0-441-00343-5 $4.95
Its dramatic premise and highly success¬
ful collaborators should have made The
Adept an engrossing supernatural thriller.
Instead, it's a strange and frustrating novel
with problems that should never have
survived an editor's scrutiny.
The confusion begins with the books
title. The Adept implies a story focusing on
a single protagonist, and the opening
chapters seem to give that role to Sir Ad¬
am Sinclair, wealthy Scottish psychiatrist
and secret master of arcane powers. But
scarcely has that assumption settled into
place when the viewpoint tilts toward
artist Peregrine Lovat, who has the poten¬
tial for sorcerous greatness if only he can
recognize and accept it. Thereafter, Adam
and Peregrine share the adventure more
or less evenly.
That creates a further problem, as the
narrative jumps back and forth between
the two characters' viewpoints, not to
mention taking occasional side trips to
record the exploits of their opposition, a
rival circle of occultists in search of an
ancient book of spells. Neither Adam nor
Peregrine gets enough attention to qualify
for a starring role, and they don't operate
well enough as a team to compensate.
What's worse, there's a distant, formal
quality to the writing that tends to keep
the reader separated from the characters
even when the viewpoint is in focus.
A tightly controlled plot might have
made up for the thin personality work,
but here again the authors have chosen
breadth over depth. One major thread
involves Peregrine's initiation into the
occult community, another pursues the
black magicians' conspiracy, and there are
a host of minor tangents. Most notably, the
reincarnated spirit of a medieval wizard is
left suspended between lives at the novels
end, a flagrant loose end even in a book
labeled as first in a series.
Finally, collaborators Kurtz and Harris
give only murky and unenlightening de¬
tails concerning the brand of magic their
characters practice. There are references
to at least three separate mystical or myth¬
ological traditions: Adam's arcane title,
"Master of the Hunt," recalls Celtic legends,
while in past incarnations he seems to
have been an Egyptian adept and a mem¬
ber of the Templars, an order of Christian
knights with tendencies toward mysticism.
And Adam's discussions with and about his
colleagues and superiors (apparently he
belongs to a secret society of adepts) con¬
fuse more than they explain.
There's no excuse for lapses of this
magnitude, not from writers with Kurtz's
experience or Harris's ability to maintain
lightning-fast pace. Explanations or efforts
to fix blame aren't relevant. What matters
is that reading The Adept is like assem¬
bling for a game session without character
sheets, rule books, or a referee. There's
too little planning on which to hang this
story, and that's a surprise and a disap¬
pointment.
GOBLIN MOON
Teresa Edgerton
Ace 0-441-29427-8 $4.50
The distinctive feature of Goblin Moon
isn't that it's a swashbuckler rather than a
medieval tale. What's intriguing about
Teresa Edgerton's latest fantasy is the
books theatrical character; this is a story
that doesn't feel written so much as it does
performed.
In part, Edgerton's choice of period does
help create the effect. While dates are
unspecified and place names are invented,
the elegantly sketched atmosphere recalls
17th-century England (though with sub¬
stantial influence from the Continent). We
have elegant nobility, eccentric tradesmen,
and the beginnings of modem industry—
with a generous sprinkling of demihumans
and subtle magic added for good measure.
It's the age where melodrama was bom,
complete with dashing swordsmen, deadly
treachery, and high-flown romance, and
Edgerton's plot includes generous mea¬
sures of each.
In this story, though, scene takes prece¬
dence over plot and setting. The charac¬
ters of Goblin Moon behave like actors on
a stage; they're always in motion, always
playing off something or someone, always
acting and reacting as circumstances de¬
mand, never merely striking poses while
the author paints their portraits. And
there are plenty of characters: two heroes,
one earnest and one dashing; two hero¬
ines, one adventurous and one delicate;
two villains, one driven and one inhuman;
and a dangerous mastermind pulling
strings behind them all.
The atmosphere is sheer costume dra¬
ma, with rapiers keening against each
other, carriage wheels clattering over
cobblestones, and fabulous gowns rustling
in elegant ballrooms. Edgerton has effec¬
tively filtered the classic styles of Charles
Dickens and Alexander Dumas from mod¬
em stage and screen adaptations back into
prose. It's a fascinating accomplishment
and makes for a reading experience with
lots of sensory cues.
For some reason, there's no hint on the
cover that this is the first of two planned
books, under the collective title of Mask
and Dagger. Mind you. Goblin Moon
stands quite well on its own—but with a
novel this well-crafted on their hands,
you'd think the publishers would want to
assure their readers that more in this vein
is on the way.
INDIANA JONE5 AND THE PERIL AT
DELPHI
Rob MacGregor
Bantam 0-553-28961-4 $3.95
It's probably fair to say that the wild
success of the Indiana Jones films was
largely responsible for resurrecting the
popularity of pulp adventure in general.
Now, after a stream of pulp-related com¬
ics, TV series, and even role-playing
games, the form has come full circle. And
it probably isn't surprising that this new
incarnation of the pulp adventure novel is
just as mediocre as many of the originals.
What's unusual is the character of the
book's weaknesses. The old stories were
often thinly plotted and narrowly focused
on one daring hero, but author Rob Mac¬
Gregor overcompensates in both areas.
The Peril at Delphi comes from too many
sources: artifact thieves, fanatical cultists.
DRAGON 51
foreign spies, a terrorist plot, and assorted
romantic rivalries are all chasing each
other around Greece in a mad caucus race
for which even a scorecard isn't enough to
keep track. The plot shifts from intrigue to
intrigue without warning, and the view¬
point bounces from character to character
just as unevenly. It's as if three film crews
had been set loose without a director on
hand to keep them under control and to
edit their footage into a coherent movie.
Indy's female companion in this outing
poses another problem. Dr. Dorian Beleca-
mus is an exercise in contradictions. She's
sometimes Indy's sidekick and sometimes
his adversary, sometimes a clever manipu¬
lator and sometimes a mere pawn. In the
first place, a well-written character this
complex would be out of place in the
action-oriented world of the pulps. Mac¬
Gregor, though, doesn't write Dorian well
enough for the issue to arise; there's no
underlying sense of consistency in her
behavior.
At best, however, the plot and character
flaws are symptoms of the books real
shortcoming. Unlike the original pulps and
the Indiana Jones movies. Peril at Delphi
lacks the sense of reckless fun that would
make it entertaining rather than grim. By
emphasizing grit and intricacy over specta¬
cle and pace, MacGregor has sacrificed the
charm of the pulp genre without gaining
anything in return. And as a result, the
series of books his novel begins is off to a
less than promising start.
THE DAGGER AND THE CROSS
Judith Tarr
Doubleday 0-385-41182-0 $10.95
It can be dangerous to claim that a given
book has "something for everyone." Too
often, it means that too many threads of
plot, character, and theme have been
spread too thinly and none of them are
done well. The Dagger and the Cross is a
pleasant exception to that rule. Judith
Tarr's latest novel combines military strat¬
egy, political intrigue, high romance, and
subtle magic in a blend that should satisfy
devotees of any one of the above.
The time is the late 12th century; the
place is the medieval Kingdom of Jerusa¬
lem, where a papal dispensation has just
arrived to facilitate the marriage of the
Rhiyanan prince Aidan and the sorceress
Morgiana, a member of the Islamic Order
of the Assassin. But there is unrest among
the local religious establishment, and the
dispensation opened at the wedding cere¬
mony proves to be a cleverly substituted
forgery denying the needed permission.
But before Aidan can track down the
forgers and the original dispensation,
circumstances divert both his and Mor-
giana's attention elsewhere. Guy, King of
Jerusalem, is calling in pledges of aid to
mount a campaign against the forces of
Saladin, and rigid honor forces Aidan and
Morgiana to take opposing sides in the
conflict. Unfortunately, Guy's enthusiasm
isn't matched by his strategic ability, and
it's soon clear that Aidan and the rest of
Guy's forces are fighting a losing battle.
The campaign comes through clearly in
Tarr's narration, full of sand, fury, and
much more maneuvering for position than
actual combat. Yet for all the pragmatism
of setting and strategy, the high moral
vision of the Crusades comes through as
well, balancing grit with glory and pain
with honor. Details here serve Tarr's indi¬
vidual characters and the larger tapestry
of military logic with equal grace.
But there's much more to the novel than
knightly battle plans. A lively group of
secondary characters populate Aidan's and
Morgiana's entourages, and these folk are
rarely content to allow events to pass
them by. Everyone has a place in the un¬
folding intrigues, and no one (not even
Aidan's enemies) is left a mere stereotype
in Tarr's capable hands.
If there's a nit to be picked, it's that the
fiery Morgiana gets too little time on stage
in this volume, which keeps chiefly to the
Christian side of events and favors Aidan's
personal crises as a result. In this regard
alone, readers of Tarr's earlier Alamut may
have an advantage, but for the most part.
The Dagger and the Cross works equally
well as a stand-alone novel and as the
second half of a two-book saga. Given that
it's also convincing history and sweeping
drama, gamers in all segments of the hob¬
by should find ample reason to pore over
its pages.
A BOOK DRAGON
Donn Kushner
Avon 0-380-70769-1 $3.50
THE LA8T UNICORN
Peter S. Beagle
Roc 0-451-45052-3 $6.95
There's always room in fantasy for a
story about another dragon or another
unicorn, particularly when it's as endear¬
ing as Peter Beagle's much-praised saga of
a lost unicorn seeking her fellows or Donn
Kushner's sprightly tale of an unusual
treasure and its well-traveled guardian.
These two books are unique, though, in
that their impact rests as much on their
illustrations as on the text—and curiously
enough, it's the smaller of the two that
comes out ahead in a comparison.
The Last Unicom almost doesn't need to
be summarized, but for those who haven't
run across an earlier edition, it's the story
of a mild-mannered magician, a peppery
outlaw woman, and a unicorn cut off from
the rest of her kind. Beagle is one of the
very few modem fantasists who accu¬
rately captures the air of fairy-tale in his
writing, and he combines it, in this case,
with equal parts of musical accompani¬
ment and wry, fresh wit. It is at once a
book for reading aloud, chapter by chap¬
ter, at bedtime, and for contemplating at
quiet and thoughtful length with a far¬
away look in one's eyes.
A Book Dragon is perhaps less transcen¬
dent, but Kushner's style is at least a cous¬
in to Beagle's and no less pleasant to the
ear. The dragon of the title is Nonesuch,
who is distinctive among his declining race
for his curiosity regarding humanity.
While family members meet untimely and
undignified ends at human hands. None¬
such gradually diminishes in size and
hovers inconspicuously around the scrip¬
torium of a country monastery. Before
long, he has become both subject and
guardian of a magnificent, illuminated
manuscript. Kushner's tale follows both
dragon and book through generations of
owners, concluding in a New England
bookshop where Nonesuch finally exer¬
cises draconian powers to dispose of an
obnoxious real-estate developer. It's a
clever, neatly executed story, with most of
its wisdom plainly on the surface.
It's also a compact yam, filling not quite
200 pages with larger-than-average print—
and that total does not include the gener¬
ous stock of illuminations and illustrations
scattered throughout the text. Artist Nan¬
cy Ruth Jackson has worked a mischie¬
vous modem variation on the idea of the
illuminated manuscript: each chapter
begins with a formal illuminated letter and
border illustration, but there are also little
marginal drawings throughout, some of
which take a second look to appreciate
properly. (Keep an eye out for the page
number with the arrow sticking out of it.)
And her style is nicely matched to the tone
of Kushner's prose, with just the right
balance of smoothness and flourish.
The ingenious art in A Book Dragon is a
delightful bonus in a book that most read¬
ers won't have seen before. A different
standard, though, applies to Roc's edition
of The Last Unicom. In this case, the text
is familiar and has been widely available in
a variety of editions; what's new here is
the art, and the art therefore needs to be
unique and compelling in and of itself.
Otherwise, readers might as well borrow a
library copy or look for a used paperback
in a second-hand bookshop.
Unfortunately, Mel Grant's art doesn't
meet that standard. The cover painting is
beautiful, true, but it's an elegant, remote
beauty with mist around its edges, and it
doesn't match the friendly intimacy of
Beagle's prose. Moreover, it's utterly incon¬
sistent with his 10 interior illustrations,
whose rough character and stark lines are
equally out of place when set against a
narrative that's polished to a weathered
smoothness. And the proportion of art to
text seems low, with less than one picture
provided per chapter, and no illumination
or enhanced design to mark the chapter
openings.
It's important to separate the illustra¬
tions from the text in making final judg¬
ments here. The Last Unicom is arguably
worth the $6.95 cover price for the story
alone, despite the lackluster packaging. A
Book Dragon, by contrast, is a rare bar¬
gain, with copious dragon-lore, a cheerful
story, and a bright basketful of art in one
amiable, pocket-sized serving. And Donn
52 MAY 1991
MSAGH CONmm
.STAR.
WART
FIRST IN A THREE BOOK CYCLE OF ALL NEW ADVENTURES
/7/e vanquished lmpena\\\sfc\
re/urns to destroy the ftopft&Yt—
and a voice from the $es>\
/r/y/fgs a warning to Luke SWj>n%\Va\.»
Kushner's publishers deserve full marks
for delivering a book that appeals to the
eye as well as the mind and heart.
Recurring roles
There are just two misfires to report in
the latest assortment of sequels, continua¬
tions, and so forth. First is Thorarinn
Gunnarsson's Human, Beware! (Ace,
$4.50), and it's a real puzzler. Though
nominally a sequel to Gunnarsson's lively
Make Way For Dragons!, this odd tale
forsakes California entirely for a fantasy
realm in which human Jenny Barker is the
focus of a very strange and irrational-
seeming prophecy. The internal logic is
confusing, Jenny grows up much too fast,
and there's not enough groundwork to
make Gunnarsson's universe convincing.
It's a startlingly weak yam from a writer
who's capable of much better work.
And Viperhand (TSR, $4.95) seems to
confirm the initial suspicion that Douglas
Niles' Maztica trilogy is frying too many
fish in one skillet. Between the replay of
the Spanish conquest of Latin America, the
machinations of a drow conspiracy, and
the more personal exodus of Halloran and
Erixitl, Niles has too many plots and too
little space to develop them all evenly.
Simon Green's Hawk & Fisher series
improves a bit with the second entry.
Winner Takes All (Ace, $3.95); this time,
there's a bit more consistency and a good
deal more action as the two crack Guards
become involved in a complicated election¬
eering adventure. Sword-and-sorcery
mystery still seems like a rather odd prem¬
ise, but at least it's getting smoother.
There's only one new Mercedes Lackey
title to report this time, but then By the
Sword (DAW, $4.95) is a substantial novel.
Lackey finally draws the connection be¬
tween her Valdemar novels and the stories
of Tarma and Kethry, and does so in a
lively adventure that takes in a great deal
of territory. Protagonist Kerowyn is quite
different from any of Lackey's earlier
heroes and heroines, and her relentless
pragmatism plays well against the some¬
times remote-seeming idealism of the
Heralds. This novel is self-contained and
can be read independently of the books it
connects, but the flyleaf promises another
Valdemar trilogy to come.
The Wizardry Cursed (Baen, $4.95) finds
Rick Cook recounting another adventure
of Wiz Zumwalt, computer wizard turned
spell-writing wizard. Now a pair of power-
seeking programmers have gotten their
hands on Wiz's software and are plotting
conquest, with multiple worlds in danger
if their scheme succeeds. Cook continues
to find new ways to apply his premise
rather than recycling the old, and the
series is evolving nicely as a result.
Robert Charrette's second SHADOW-
RUN™ novel. Choose Your Enemies Care¬
fully (Roc, $4.50), continues to
demonstrate the broad scope of FASA's
game universe. Plot elements include
latter-day druids, were-beings, Indian-like
shamanism, and the usual corporate in¬
trigues. If anything, there's too much
going on, but the cyberware-and-sorcery
mixture remains distinctive, and final
judgments can wait till the third book is in,
In the anthology department. Sword &
Sorceress VII (DAW, $4.50) is the latest
collection out from Marion Zimmer Brad¬
ley. No one else, save perhaps Andre Nor¬
ton, is publishing enough short fantasy
adventure on a regular basis these days,
and Bradley is a reliable editor whose eye
for these stories is as sharp as ever.
Note: Correspondents and publishers
should make a note of the following new
address. Questions, comments, and materi¬
al for review should now be directed to:
John C. Bunnell
6200 SW Hall Blvd. #118
Beaverton OR 97005 £2
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54 MAY
MARVEL
by Dale A. Donovan
HE MARVEL-PHILE
Two ghosts with the most
As those by-line readers out there al¬
ready know, the two most recent
"MARVEL®-Phile" columns were written
not by me, but by Steven E. Schend, an
editor in TSR's Games Department. Steven
was the in-house editor on MU6 The
Gamer's Handbook of the MARVEL UNI¬
VERSE ™, 1990 Character Updates and will
perform the same duties on this year's
MU7, which is due to hit your stores in
late November.
From here on, Steven and I will share
the writing duties for this column, and I
think we'll make a pretty good team.
Steven knows the vast MARVEL UNI¬
VERSE better than I do, but I am more
familiar with the game system than he is;
we should compliment each other well.
This month. I'll detail one spooky guy—
the Ghost, a foe of Iron Man—and update
you on the new Ghost Rider. I was tempt¬
ed to wait until the Halloween issue to
write up these two guys, but you have
been clamoring for the Ghost Rider up¬
date, so here you go. Have fun!
GHOST™
Industrial Saboteur
GD(10)
Health: 70
EX(20)
GD(10)
Karma: 66
RM(30)
IN(36)
Resources: EX(20)
I
GD(10)
EX(20)
Popularity: 0
POWERS: The brown-haired, blue-eyed
man who is the Ghost has no powers of
his own. All of his super-human abilities
stem from his electrically powered battle-
suit. Cybernetic circuitry in the suit's hood
enables the Ghost to utilize his suit's vari¬
ous capabilities by mental commands. As a
result, the Ghost must be able to concen¬
trate to activate any of his suit's abilities,
and he can be surprised normally. (I rec¬
ommend an Intuition check to determine
whether or not any individual can react in
the same round as a surprise attack.) The
Ghost's suit gives him the powers noted
here. Unless otherwise noted, the powers
below all operate at the Amazing (46)
-Phasing: Circuitry in his suit allows the
Ghost to become intangible by putting his
body slightly out of phase with this dimen¬
sion. These circuits cannot operate at the
same time as the suit's Invisibility circuits
do, so the Ghost cannot be both immateri¬
al and invisible in the same round. An evil
businessman, Justin Hammer, has devel¬
oped a synthetic material (perhaps a form
of vibranium) that the Ghost cannot yet
pass through. When the Ghost is immateri¬
al, he is transparent. (See following note.)
-Invisibility: Certain circuits in his suit
allow the Ghost to become invisible at will.
The Ghost can easily switch between his
invisibility and intangibility powers from
round to round, but he can never have
both sets of circuitry operating at the
same time. The Ghost can turn other
objects invisible also, as long as he is in
contact with the object. Note that the
Ghost has improved these circuits to ren¬
der himself invisible to most mechanical
and electronic sensors. Have the Ghost
make a FEAT roll using his power rank of
Amazing (46) versus the rank of the sen¬
sor. A successful roll means the Ghost has
avoided being detected by that sensor. For
example, in his last meeting with Iron
Man, the Ghost was completely invisible to
all the sensors in Iron Man's armor. (See
following note.)
- Computer control: Circuits in the
Ghost's suit allow him to control and re¬
program computers by touching the com¬
puters or the equipment that contains the
computers, with a successful FEAT roll
against the rank of the computer.
Weapons and equipment: The Ghost also
uses personal weapons that are not parts
of his suit. He carries handguns that can
inflict Incredible (36) Force or Energy
damage with a range of four areas, and
grenades capable of inflicting Amazing (46)
Force damage to everyone in the area
where a grenade explodes. The Ghost also
carries "Anson grenades'' doing Amazing
(46) Force damage, but which also fly in
random directions with Feeble (2) air
speed. He can release three of these flying
grenades in one round if he takes one
round beforehand to prepare them (no
other actions allowed). Otherwise, he can
only release one per combat round. In
addition, the Ghost possesses bombs
(Amazing (46) Force damage) that can be
activated by sound waves, and portable
versions of his intangibility circuits that he
can attach to people or objects.
NOTE: Phasing and Invisibility are diffi¬
cult to judge with the power rank system
in the MARVEL SUPER HEROES game. Is
the Ghost, with Amazing (46) Invisibility
more invisible than an individual with
Typical (6) Invisibility? Is the old Red Ghost
with Unearthly (100) Phasing less tangible
than the Ghost with Amazing (46) Phasing?
Well, yes and no. In my own campaign,
here's how I handled powers like these.
An invisible person is just that—invisible
to other people's eyes. The rank only
comes into play against other kinds of
sensors (mechanical equipment, animal
senses, etc.). Have the invisible person
make a FEAT roll versus the rank of the
sensor, with the following strictures. If the
sensor's rank is lower than the invisibility
rank number of the person's power, a
green result will mean the sensor does not
detect the invisible person. For sensors
that are the same rank number as the
person's power, a yellow result is needed
for the person to remain undetected. And
if the sensor's rank is higher than the
invisibility rank number, the invisible
person needs a red result to not be detect¬
ed by the sensor.
Phasing or intangibility works similarly.
Compare the rank number of the power
with the material strength rank number of
the substance to be passed through, then
DRAGON 55
MARVEL
make a FEAT roll. If the phasing rank
number is higher, a green result means
the person can pass through the material.
If the rank numbers are the same, a yel¬
low result is necessary to pass through the
material. If the material's rank number is
higher than that of the person's power,
then a red result is required for the per¬
son to pass through the substance.
I use this system any time the game calls
for a "FEAT roll versus" a certain rank.
TALENTS: The Ghost has the Business/
Finance, Engineering, Computers, and
Electronics skills. He also possesses a Dem¬
olitions talent that gives him a +1CS for
constructing and dealing with explosive
devices.
HISTORY: Almost nothing is known
about the man who is the industrial sabo¬
teur called the Ghost (see "Role-playing
notes"). He was something of a legend in
the electronics industry, but few who
heard the story, including Anthony Stark
(Iron Man), believed it—no one, that is,
until Carrington Pax, a Roxxon Oil Corpo¬
ration executive, hired the Ghost to drive
Accutech Research and Development, an
electronics firm in financial trouble, into
bankruptcy. Roxxon had attempted to
purchase Accutech, but that firm's execu¬
tives wanted nothing to do with the disre¬
putable Roxxon. Pax hoped that the
weaken the Ghost did would further dam¬
age Accutech's financial standing,
making it more amenable to
Roxxon 1 s next offer of purchase.
Accutech was indeed going
bankrupt but hac
bought by Stark
Anthony Stark's
firm. It had cost Stark every
penny he and his company had, but Stark
thought that the beta particle generator
that Accutech was developing could be¬
come a tremendous source of cheap, clean
energy. No sooner had Stark signed the
final purchase papers than the Ghost
attacked. Stark, as Iron Man, forced the
Ghost to flee, but as he was escaping, the
Ghost vowed to kill the man he believed to
be Iron Man's employer, Tony Stark.
Pax was displeased that the Ghost had
deviated from his mission of destroying
Accutech by taking up a personal vendetta
against Stark. Pax fired the Ghost and gave
another operative, the Spymaster (see
MU4 for his statistics) the mission to stop
the Ghost and to destroy Accutech. This
act enraged the Ghost and only made him
more determined to kill Stark and destroy
Accutech on his own.
The Ghost invaded Stark Enterprises and
shot a man he thought to be Stark in
Stark's office, but his victim was Spymas¬
ter, impersonating Stark. Spymaster at¬
tached an energy siphon to the Ghost's
battlesuit, draining his circuits of the
power to operate. Spymaster was about to
kill the now-powerless Ghost but was
stopped by Tony Stark, who shot the gun
out of Spymaster's hand. The Ghost ac¬
cessed an electrical power supply, burned
out the siphon, recharged his circuits, and
tried to escape. Spymaster gave chase, as
did Stark in his Iron Man armor. Stark, as
Iron Man, saved the Ghost's life again
with a repulsor blast that struck Spy-
master, who was still trying to
kill the Ghost. Recovering, the
Ghost placed a circuit panel on
spymaster that rendered him
intangible. The Ghost said that
this way they could
both escape from Iron Man. They fled
through a wall. While Spymaster was still
passing through the wall, the Ghost re¬
moved the circuit panel. The shock to
Spymaster's system, due to his body mate¬
rializing within a solid substance, was
instantly fatal. The Ghost escaped again.
Finally, the Ghost returned, this time
determined to kill Stark and destroy the
prototype beta particle generator that had
prompted Stark to purchase Accutech in
the first place. If successful, this attack
would have driven both Accutech and
Stark Enterprises into bankruptcy. Stark
anticipated this, however, and set a trap
for the Ghost. Stark knew that the genera¬
tor gave off an intense energy field that
overloaded any electrical systems within
100 yards of it. As the human brain oper¬
ates on electrical impulses, this field could
prove dangerous (or even fatal) to people
exposed to the field for long periods of
time. Iron Man warned the Ghost of the
danger, but the fanatically driven Ghost
entered the field anyway. Iron Man real¬
ized that he could save the Ghost's life by
turning off the generator. But if he did, the
Ghost would destroy it. Stark Enterprises
would go bankrupt, and all its employees
would be out of work. After considering
this and the fact that the Ghost was a cold¬
blooded murderer. Iron Man decided to
not turn off the machine. Before the Ghost
reached the generator, the overloading
circuits in his suit melted the floor under
him. When Iron Man went down to exam¬
ine the remains, all he found were bits and
pieces of melted plastic and circuitry. The
Ghost was nowhere to be found.
As it turns out, the Ghost had escaped
(of course) to plague Iron Man again. After
destroying two more firms, the Ghost set
his sights on Electronica Fabrizzi, an Ital¬
ian company owned by the corrupt busi¬
nessman and employer of super villains,
Justin Hammer. Hammer knew that Stark
wanted to rehabilitate one of Hammer's
super-powered operatives, namely Donald
Gill, the second Blizzard. Hammer offered
to turn over Gill and have nothing further
to do with him if Stark agreed to send Iron
Man to help Hammer combat the Ghost.
Stark agreed.
Iron Man and the Ghost clashed. In the
fight, the Ghost attached one of his porta¬
ble intangibility circuits to Iron Man. Now,
only the Ghost, with special circuitry in his
suit, could touch the intangible circuit
panel and Iron Man. The Ghost intended
to let Iron Man slowly die of starvation
and thirst, but Iron Man managed to es¬
cape by generating an electromagnetic
pulse that dampened all electrical circuits
nearby. This included his armor and the
Ghost's intangibility circuit. Stark's associ¬
ate, James Rhodes, then shot the panel off
Iron Man's armor.
Knowing they would clash again. Ham-
MARVEL
mer sent Blizzard, the Beetle, and Black-
lash (statistics for these villains appear in
MU1) to observe the next battle between
Iron Man and the Ghost. They were in¬
structed to aid whomever was losing the
battle. At first, these three aided Iron Man
and Rhodes against the Ghost, but soon
switched sides. Iron Man and Rhodes
managed to defeat Hammer's operatives,
but the Ghost planted some bombs and
tried to activate them as he escaped in his
intangible form. Iron Man produced an¬
other electromagnetic pulse that damp¬
ened the bombs' circuits long enough for
Iron Man and Rhodes to get Hammer's
operatives and themselves to safety. The
bombs then exploded, destroying the
Electronica Fabrizzi complex where the
battle had taken place.
The Ghost then tried to infiltrate Ham¬
mer's office to gloat over his accomplish¬
ment, only to discover that Hammer had
lined his office walls with some synthetic
material that the Ghost could not, at that
time, pass through. The Ghost still man¬
aged to escape by blasting his way out,
and has now sworn to kill both Hammer
and Stark.
ROLE-PLAYING NOTES: The Ghost is a
brilliant inventor who, for reasons un¬
known, attempts to destroy various high-
tech electronics corporations. He appears
to be motivated by vengeance, but what
the electronics industry did to him to
cause this feeling is not known. He has
referred to the fact that he once was a
business executive, and says that all such
executives lie to people, but there are no
other present leads pointing to why he
acts in this manner. He is willing to de¬
stroy firms without financial compensa¬
tion, but he does hire himself out to
people or firms who wish to sabotage rival
corporations.
In your campaign, the Ghost could at¬
tempt to sabotage some important local
business or industry. He could also try to
commit sabotage against local, state, or
Federal law-enforcement agencies, or even
SHIELD (if a version of that agency ap¬
pears in your campaign). The Ghost could
be hired by some villain to retrieve some
well-guarded incriminating evidence or to
kill a person currently in the hands of the
law. Of course, your heroes are asked to
protect that evidence or person. The
Ghost could also be hired to steal some
important new technological or electronic
widget or weapon. With his portable in¬
tangibility circuits, the Ghost could be a
very successful thief.
If you are feeling particularly nasty,
have the Ghost learn the location of your
heroes' headquarters. The Ghost could
access valuable personal information
about the heroes via any computers they
have, recover any items formerly belong¬
ing to super villains that the police don't
feel safe guarding, steal some of the he¬
roes' personal effects or weapons, or just
plant enough bombs to blow the place to
Greenland.
GHOST RIDER™
The Spirit of Vengeance
(The statistics to the left of the slashes
represent Daniel Ketch, the young man
whose body the Ghost Rider currently
inhabits.)
TY(6)/EX(20)
GD(10)/RM(30)
TY(6)/IN(40)
GD(10)/UN(100)
GD(10)/GD(10)
GD(10)/EX(20)
EX(20)/AM(50)
Health: 32/190
Karma: 40/80
Resources: PR(4)
Popularity: 0
POWERS: All of the following powers are
usable only by this hero's Ghost Rider
form, with the possible exception of Mo¬
torcycle Control. On at least one occasion,
the cycle moved without assistance to
Dan's location.
MARVEL
Alter Ego: Ghost Rider physically trans¬
forms the body of young Dan Ketch into
the flaming-skulled avenger of innocents
that we all know and love. The transfor¬
mation is triggered when the mysterious
emblem on the gas cap of the motorcycle
Dan found glows and Dan touches it.
-Motorcycle Control: Ghost Rider seems
to have psychic control over his motorcy¬
cle. Use Ghost Rider's Amazing (50) Psyche
rank to determine the success of any
attempted special maneuver with the
motorcycle, or when Dan feels that he
needs to transform into Ghost Rider but
he, for some reason, cannot physically
reach the cycle.
-Body Armor: Ghost Rider's mystical
hellfire body is resistant to most forms of
injury. He has Amazing (50) protection
from physical attacks and Class 1000 pro¬
tection from fire, heat, poisons, and radia¬
tion. Ghost Rider is also immune to any
attack that affects a human (living) soul.
-Hellfire: Called his "Penance Stare" by
the Ghost Rider and usable only when in
physical contact with the target, this mys¬
tic energy inflicts no physical damage.
However, the victim of this attack suffers
emotional pain equal to the most severe
pain he has caused others and must make
a Psyche FEAT roll or lose one rank off his
Psyche score. This is a permanent loss,
although the Psyche can be raised by
spending Karma (as found in the "Ad¬
vancement" section in the MARVEL SUPER
HEROES™ Advanced Set Player's Book). In
addition, the victim must make an Endur¬
ance FEAT roll versus Amazing (50) inten¬
sity or pass out from the trauma of the
attack. If a victim's Psyche is reduced to
Shift 0, the person dies and his soul is
irretrievably lost.
Weapons and equipment: Ghost Rider
uses a length of heavy metallic chain with
weighted ends and magical properties,
wielding it as an entangling weapon. Treat
the chain as Amazing (50) material
strength; Ghost Rider uses that rank to
attack on the Grappling or Grabbing
columns. The chain can reach anywhere
in the area that Ghost Rider occupies. The
chain's links can also separate and trans¬
form into throwing stars. These stars have
a range of three areas and do Remarkable
(30) Throwing Edged damage with a one-
area range. After reaching their target, the
stars return to Ghost Rider and reform
into the chain. The chain may have other
abilities that are unknown at this time.
The Ghost Rider rides a large black
motorcycle that has tires of flame. For
information on cycles, see the Advanced
Set Player's Book under "Vehicles." Note
that the cycle is needed for Dan to become
Ghost Rider, and it may have other mystic
properties unknown as of this writing.
The MARVEL-Phile’s Marvel characters and the distinctive name'
Marvel Entertainment Group, Inc. All Rights Reserved.
TALENTS: Dan Ketch is skilled in riding
motorcycles. Give him a + ICS to his Agili¬
ty for controlling any cycle. Ghost Rider
has mystic control over his cycle (see
above) that essentially replaces Ketch's
talent. The previous incarnation of Ghost
Rider possessed the Occult Lore and Mys¬
tic Background talents; if this is the same
Ghost Rider, he may have these talents,
although he now seems to suffering from
amnesia.
HISTORY: For the history of Ghost
Rider's previous appearances inhabiting
the body of Johnny Blaze, see the "Ghost
Rider III" entry in MU2, or "The MARVEL-
Phile" in DRAGON® issue #110. A brief
summary of the current Ghost Rider's
history is as follows.
Dan Ketch found his mystical motorcy¬
cle in a junkyard, and he transformed into
Ghost Rider for the first time when his
sister and some friends confronted a vil¬
lain, Deathwatch. Deathwatch was seeking
three canisters of a virulent biotoxin that
could kill vast numbers of people. Ghost
Rider prevented him from finding the
canisters, although Ketch's sister was
seriously wounded by Deathwatch. Ghost
Rider subsequently battled Blackout II, a
partner of Deathwatch, who later killed
Ketch's wounded sister. Other foes that
Ghost Rider has fought in his current
incarnation are Scarecrow, Flag-Smasher,
Zodiak, and Mr. Hyde. Ghost Rider has also
appeared as a "guest-ghost" in many popu¬
lar MARVEL comic books.
Recently, Dan Ketch learned of the ori¬
gin of Zarathos, the demon who was the
Ghost Rider of Johnny Blaze, from Night¬
mare, Lord of Dream Dimension. No defi¬
nite link between that Ghost Rider and the
current one have been made at the time of
this writing. I'm personally willing to bet,
though, that this demonic Spirit of Venge¬
ance is Zarathos. (How many flaming-
skulled motorcyclists can there be?)
ROLE-PLAYING NOTES: Ghost Rider is
motivated by a desire to avenge wrongs
done to innocent people. How a demon
came to have this particular motivation is
not known, as demons are not noted for
caring about innocents. The Ghost Rider
often appears as a reaction to some attack
against innocents, be it from a super vil¬
lain or common muggers. It is interesting
to speculate on whether or not Ghost
Rider would appear, for example, to get a
kitten out of a tree—something most he¬
roes would be reluctant to perform. The
other times that this Ghost Rider has ap¬
peared to is combat some foe who escaped
his vengeance in the past.
I'd recommend that, in your campaign.
Ghost Rider remain an NPC. He's an unu¬
sual hero with unusual powers that easily
lend themselves to abuse. Unless there's a
player you believe can role-play him well
and fairly, keep Ghost Rider in the GM's
hands. There are many things an imagina¬
tive GM could come up with to bring
Ghost Rider into a campaign.
Ghost Rider is a great anti-hero who just
doesn't care about most things heroic. His
"Penance Stare" is not a normal heroic
attack where the hero pounds the bad
guy; this mystical attack is nasty. Also,
Ghost Rider has no compunction about
killing. He's killed several minor bad guys
already, including several "ninja" employed
by Deathwatch. Use Ghost Rider in ways
that point out these philosophical differ¬
ences with most heroes. Ghost Rider may
wish to kill a minor villain that your he¬
roes want alive, which could lead to an
interesting confrontation. Since Ghost
Rider often appears as a reaction to other
events, he could show up to save your
heroes' bacon. How would your heroes
like owing their lives to a flaming-skulled
demon?
A note to those who read or collected
the old Official Handbook of the MARVEL
UNIVERSE series. Marvel has begun a new
version, out for several months now,
called The Master's Edition. It has a new
format: one character per three-hole-
punched page, with color "three-view" art
on one side and character information on
the other. Although the art is high quality,
I believe the "three-view" style to be a
waste of space. But the character informa¬
tion is, for the most part, outstanding.
Marvel has quantified its characters' physi¬
cal attributes, as well as giving more bio¬
graphical data and notes on any weapons
or paraphernalia the character uses.
All these changes have a price, however.
The detailed "History" section for each
character is gone, replaced with a func¬
tional but less usable bibliography section.
Personally, I felt that the History section
was one of the most important sections of
the old Handbook series. The reason I
bought the Handbooks was because I
wanted to learn about these characters
without having to find and buy every issue
the character appeared in. I can no longer
do that, and I am disappointed. I appreci¬
ate the fact that Marvel is committed
enough to its readers to publish the Hand¬
book series and that it is working to im¬
prove it. I merely think it dropped the ball
this time. If you are interested in some
stats for your favorite heroes, I heartily
recommend this series. Marvel is also
selling a three-ring binder to hold the
pages of the new Handbook. Cl
)up, Inc. and are used with permission. Copyright ©1991
58 MAY 1991
For Information:
' Mayfair
W Games
*> Inc.
P.O.Box 48539 * Niles, IL * 60648
1 HDD-4 DC3-H E RO
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Elvira (Accolade)
Running amok with Frodo, Elvira, and the Beast
Those who have complained about "The
Buggies" being included in our column
should rest assured that we did contact
the companies regarding the specific trou¬
bles we've had, and we found their an¬
swers to be incorrect. The reason we
publish "The Buggies" is to alert con¬
sumers that these troublesome areas in
these games need to be addressed prior to
the purchase of the game. "The Buggies"
also allows readers to report similar prob¬
lems and sometimes even the solutions.
This is especially true of Broderbund's The
Dark Heart of Uukrul, where the Qs on
the code wheel do look like Os to many
gamers. In the time since this problem was
published in a past column, many readers
have written to say that not only have
they had the same problem, but several
have solved it. Communication—isn't it
great?
Reviews
The Lord of the Rings,
Volume 1
Interplay Productions (714-549-2411)
PC/MS-DOS version $54.95
Three or four software publishers have
attempted to bring Tolkien's fantasy adven¬
tures to your computer screen, but only
Interplay Productions can boast of pre¬
senting the most realistic as well as the
Computer games’ ratings
X Not recommended
Good
Excellent
Superb
most entertaining version of all such
games. The world of Middle-earth is huge,
and gamers could make their way through
over 9,000 screens while enjoying this
adventure.
This fantasy role-playing game is suitable
for players of all levels of gaming experi¬
ence. PC/MS-DOS versions with support
for VGA, MCGA, EGA, and CGA graphics
have been released. A VGA board is highly
recommended, as is a computer that runs
at 10 Mhz or more. A number of sound
boards, including Roland and AdLib, are
supported.
This game features superior graphics,
color, and sound. The number of mini¬
quests makes for a highly appealing adven¬
ture, and the animation is smooth. This
game can be replayed even after a success¬
ful conclusion, due to the various "paths"
Frodo and his party can take.
DRAGON 61
The Lord of the Rings, Vol. 1 (Interplay Productions)
Most readers have probably read The
Lord of the Rings, so we needn't delve into
the adventure too far. In brief. Bilbo Bag
gins, a hobbit of no small renown, ac¬
quired a Ring of Invisibility from a
creature named Gollum. Upon his retire¬
ment, Bilbo gave the ring to his nephew,
Frodo. Then the wizard Gandalf found out
that the ring was actually an instrument of
great evil, forged by Sauron, the Dark
Lord. Called the One Ring, it would cor¬
rupt anyone who used it. It was decided
that Frodo should travel to Rivendell in the
east, to meet with the elves and determine
what to do with the ring. But Gandalf had
also learned that Sauron knew someone
named Baggins had the ring. Your soft¬
ware adventure starts at this juncture.
Gandalf has not made it in time to travel
with you, so all you have are your wits
and your friends to assist you in this des¬
perate quest. All of the greatest evils of
Middle-earth are out to stop you!
The Lord of the Rings, Vol. 1 (LOTR),
accurately portrays Middle-earth as depict¬
ed by Tolkien. However, the manner in
which you decide to move your party to
the ultimate conclusion is your decision.
The game does not follow the plot found
in Tolkien's trilogy, and that's good! Now
you actually have an adventure game that
is fresh and new, and doesn't follow a plot
exactly as someone else has written it.
Be certain to read the user's manual;
there are many clues hidden in the text.
Also, remember that hobbits aren't the
best fighters in the world. If you plan to
purchase LOTR for extensive, gratuitous
combat, forget it. Should creatures be
encountered that require a flashing blade
to be turned away, you should hope you'll
have some friends to assist you.
The player interface is quite different
from those used in other PC/MS-DOS
games, and it does require quite some time
to learn. Thankfully, Interplay allows you
to wander around the Shire a bit before
you are warned of the Dark Riders. Talk to
everyone you can, and perhaps even take
on a miniquest or two. (For those two lost
kids in the East Woods, be certain to carry
rations. Perhaps Frodo's old home at Bag
End or the Great Roads Goods can help in
that regard.)
We used the mouse to control the game,
but you can use the keyboard as well. The
computer screen shows an overhead view
of the action. The view is quite similar to
the game Faery Tale Adventure. To order
different actions, you press the right
mouse button. The bottom third of the
screen reveals 10 icons as well as a por¬
trait of the group leader (usually Frodo).
You can change the leader of the group
at any time simply by selecting the Leader
icon, which is represented as a group of
people standing on a hill—a somewhat
nebulous icon, but at least you can get a
leader who may have more appropriate
skills to confront a specific set of circum¬
stances. You can also select to run another
member of the party by using the Charac¬
ter Selection Icon, without changing lead¬
ers. This is a good way to trade items
between members of your party.
When using the mouse, you simply move
the cursor up, down, left, or right; note
that the corresponding screen icon indi-
The Lord of the Rings, Vol. 1 (Interplay
Productions)
cates the direction selected. You then press
the left mouse button, and your adventur¬
ing party travels in the selected direction
until you release the button.
Food is critical in LOTR. It is one of the
only ways that you can heal your hobbit
friends, as it restores lost life points. And
you will be losing life points as you learn
the game. Various foods offer greater life
restoration but can be used only once per
day. Edibles include rations, red beans,
mushrooms, hot food, Dwarfort, and
Lembas. Rations restore two life points
per day, while Lembas recovers six life
points. Now, guess which is harder to find!
To prevent injury, think before you act.
If you want to take on a spider, make
certain you get in the first blow. But if you
move your character too close to the crea¬
ture, it will move and strike first. Await its
first move, perhaps suffer the loss of a
few hit points, then crowd it and attack.
You should succeed.
Even when you think all is well, such as
when Hawkeye takes you to his cave to
rest after the defeat of an ore, a couple of
Black Rider nasties will pop up and deci¬
mate your party. Running away isn't a bad
thing to do! Some of the nasties that popu¬
late LOTR include Sauron, the Dark Lord
himself; Ring-wraiths, also known as the
Nazgul or The Nine; ores; wolves; trolls;
spiders; evil spirits; barrow wights; sorcer¬
ers; dragons; and vampires.
When an NPC or a location nas some¬
thing special to reveal, you are directed to
a specific numbered paragraph in the
user's manual. You read the paragraph and
must sometimes make a selection based
upon what you've read. We highly recom¬
mend that you often use the O key for
Options to save your game. When you
press O, a submenu pops up that enables
you to save to one of the two save-game
files, load one of your previously saved
games, quit to DOS, or pause the game.
We did encounter one fatal crash when
loading a previously saved game. It oc¬
curred after we had defeated a spider but
forgot to duck, with Frodo taking too
much damage during the encounter. We
entered the Options menu, selected "Load
game two," and received a "Range Error"
and a dump out to the DOS prompt. How¬
ever, this happened only once.
It is also rather strange to encounter
someone on a roadway or in a building in
LOTR and note that this NPC never leaves
that spot—ever. You can come back four
game-days later, and that person is still
there awaiting you with the same re¬
sponse. It would've been preferable to
code the NPCs so that, once spoken to,
they go about their business.
The game requires your party to do a lot
of walking, which can be rather slow and
offers little activity between destinations.
Some form of time compression would
have been a nice addition, so that once
you decided where you wished to go,
movement proceeded at a faster pace.
The user interface is not perfect. A lot of
62 MAY 1991
activity is required to move an item from
one person to another, for example, and
your mouse clicks must be firm. We noted
that simply tapping the right mouse key
does not ensure that the activity is under,
taken. Listen for the "click" through what¬
ever sound device you've selected for
special effects to make certain your com¬
mand has been carried out.
LOTR is a fine fantasy role-playing game
and expands upon Tolkien's original story
line. In spite of slow action and the less-
than-pleasing NPC retention on-screen,
this adventure is worth its purchase price
With smooth animation, fantastic VGA
graphics, and true character personalities
LOTR will certainly be one of the most
popular fantasy role-playing games re¬
leased this year.
Accolade (408-985-1700)
PC/MS-DOS version $59.95
Elvira (Accolade)
Combining graphic adventure and role-
playing into one game, Accolade has pub¬
lished Elvira, with highly entertaining
results. Elvira, the infamous horror-movie
hostess whose television show originated
in southern California, has inherited a
castle from her grandmama, Emelda. The
castle is complete with 800 rooms and
numerous monsters. You have been hired
to clear the castle of these goons so Elvira
can live a peaceful life.
The action takes place from a first-
person perspective. To the left of the main
screen are icons for movement and inven¬
tories, while to the right are the com¬
mands to open, close, lock, unlock, look,
examine, mix, consume, use, throw, and
save the game. Below the main screen is
the statistics and inventory window that
shows the items you currently possess.
Items can be viewed by clicking on the
main screen. Movement is accomplished
by clicking on a movement arrow located
to the left of the main screen. Once you
have picked up an object, you can examine
it further, look in it, keep it, or drop it.
Other items can be used to help you later
in the adventure.
The statistics at the bottom of the screen
reflect personal traits that start at a low
level but can be raised through experience
and magic. Strength affects how much
damage you can do to an opponent in
combat as well as the number of items you
DRAGON 63
Elvira (Accolade)
can carry without being affected. Resil¬
ience determines the amount of damage
you can take, while dexterity is the ability
to gain the advantage at the start of a
fight. Skill is how good you are with the
particular weapon you are carrying. The
skill level for the weapon increases as you
gain experience using it. Life force is your
hit points; lose them all and you die. Fi¬
nally, experience represents the percent¬
age of the game that you have solved.
Combat is well animated, but it takes
some time to become experienced enough
to knock off a belligerent nasty. When you
encounter an enemy, you'll see the grue¬
some foe in front of you with its weapon
drawn. The computer automatically
switches you between an offensive and
defensive mode, based on how well you or
your nemesis aimed his last thrust and
how effective the hit was. During the
defensive mode, you can block or parry a
blow; on offense, you can lunge or hack
the foe. As you slice the enemy, you see
the slash and hack marks. You'll also wince
at the sight of your own blood when the
enemy hits you. If you get scared, you can
run away, but you might take a hit from
the enemy as you leave combat.
During the game, you can find items in
the castle that help Elvira concoct potions
or create scrolls. When you find the mate¬
rials needed to create a magical item (as
described in the magic book), you take
them to the kitchen. There, you hand the
ingredients to Elvira, who makes the item
for you.
The only problem we had in creating
magical items was that the magic books
lists of ingredients needed for the spells
are covered by red letters. This makes the
lists very difficult to read without the red
cel. It was impossible to quickly find the
spell we needed, for we had to go over
each of 20 pages with the red cel until the
necessary spell was found. This type of
copy protection slows down the game
enormously. Accolade has used the copy-
wheel method of game protection before,
and such a system would work far better
for Elvira.
Elvira is well worth its purchase price.
The 800 rooms are sure to keep you occu¬
pied for a long time, and the graphics and
sound will have you clinging to your seat
for many a day. A warning on the box
alerts you that the game contains some
blood-curdling graphics-quite true. With
VGA, we saw bodies with tom throats,
heads in soup, and other disgusting things.
This game is not for the weak of heart or
stomach.
We liked the combat system, which is
similar to Sierra's Hero's Quest system, and
we also enjoyed the magic system. Elvira is
a very good game, mixing adventure, role-
playing, and graphics into a not-so-easy
adventure challenge.
Eye of Horus
Archipelagos
Fanfare (Britannica Software)
(415-597-5555)
Amiga versions $39.95 each
The first of Fanfare's latest releases is
Eye of Horus. You become Horus and must
find the pieces of your father, Osiris, and
assemble them in order to defeat the evil
Set. The pieces of Osiris are contained
within a labyrinth where hieroglyphs
come alive to prevent you from complet¬
ing your task. A life bar at the bottom of
the screen shows how much damage
Homs can take before he loses one of his
three lives.
Horus possesses papyrus darts to de¬
Eye of Horus (Fanfare)
troy the evil that attacks him. He also has
he ability to turn into a hawk to fly over
certain enemies and to help him complete
his mission. Along the way, Homs picks up
amulets that can increase his weapons'
powers or assist him in other ways. For
example, the Amulet of the Steps maps the
labyrinth as Homs explores its many pas-
ages, Elevators can lower or lift Homs to
new corridors, but many of these require
keys to unlock them first.
The Amiga graphics were not used to
their full potential. The action was chal¬
lenging, but we became bored running
from cavern to cavern while being chased
by hieroglyphs. We turned the game off
after a few hours of running around in
similar caverns while killin g the same
creatures over and over again. This game
didn't hold our attention.
Archipelagos, the second game, is a first-
person perspective, 3-D game that is very
well designed. Earth has become a waste¬
land. Environmental purifiers are sent to
Earth to cleanse the toxic mess by destroy¬
ing the obelisk that spreads radioactivity
over the planet.
The player must destroy things called
nodes before the obelisks power system
can be deactivated. This is not easy, for
viral trees, eco-eggs, necromancers, and
aircleaners can turn your environmental
purifier into junk. You might even have to
create a land bridge to reach and destroy
The graphics are crisp and smooth on
the Amiga. With 9,999 different parts of
the planet to purify, this game challenges
any player. The joy-stick controls are easy
to master; you move around and eliminate
the poisons of Earth, receiving more disin¬
fectant by destroying the sand pods that
grow around the planet. We liked this
game and highly recommend it.
Secret Missions Expansion Disk for
Wing Commander
Origin (512-328-0282)
PC/MS-DOS version Price n/a
For those wanting to continue the excite¬
ment after completing the missions for
Wing Commander, Origin's expansion disk,
called Secret Missions, fills the bill. The
Kilrathi have created a new weapon that
has destroyed an entire colony. Your ship,
the Tiger Claw, must enter Kilrathi territo-
64 MAY 1991
ry to destroy this device.
"This expansion disk will keep you glued
to your seat, with 16 hard missions and
four new Kilrathi ships to face. Any pilot
can be transferred from the main disk into
Secret Missions, retaining his rank and
kills. A program is also included on this
disk that allows players to fly any of the
40 original Wing Commander missions in
any order. Our review was made using a
VGA board and a Roland sound system.
This is a great expansion, with a new story
line and equally challenging missions to
complete. We highly recommend it to
anybody who loves Wing Commander as
much as we do.
Shadow of the Beast
Shadow of the Beast II
Psychosis
Amiga versions Prices n/a
These games are two of the best Amiga
arcade-action games. Both fully utilize the
Amiga's graphic potential.
In Shadow of the Beast, you were meta¬
morphosed from a child into a messenger
beast by Zelek, the Beast Lord. You served
Zelek well until the truth about your form¬
er human life was revealed to you. Know¬
ing this information, you become the beast
on the trail of the Beast Lord.
The directions for Shadow of the Beast
are simple; moving the joy stick causes the
professionally animated on-screen persona
to move left, move right, jump, or crouch.
Pushing the joy sticks fire button makes
the warrior punch, kick, or use any weap¬
on found during the game. The back¬
grounds are beautifully created, and 3-D
scrolling really makes this game a pro¬
gramming masterpiece. Your enemies are
also animated very well. When leaving a
scene, a still graphic appears with text to
keep you occupied while the game loads
the next part of this game's 3.5 megabytes
of code. Shadow of the Beast is not an easy
adventure to master, and you will not
finish it without some sweat on your part.
It is certainly well worth its cost.
But Psychosis really outdid itself when
creating Shadow of the Beast II. From the
beautifully cinematic introduction to the
finish, this game is great fun. The Beast
Lord wants revenge for the traitorous
actions of his former messenger (you) and
gets it by kidnapping your human sister.
You, once again, become the messenger
beast who must travel through perilous
terrain and encounter deadly creatures to
rescue your sister. This game is still heavi¬
ly arcade style, but it has elements of an
adventure game as well.
Not all creatures need to be killed; you
can talk and obtain information from some
of these odd inhabitants. Gold becomes a
prize for killing certain creatures, and it
may be used to buy powerful weapons or
food to restore lost energy, or to gain
access to forbidden places. Puzzles in this
game might require interaction with and
help from other creatures.
Shadow of tire Beast II is as difficult to
conquer as its namesake. Fans of the first
game will not be disappointed by this
sequel. It is a superb buy for Amiga
gamers.
Blazing Lazers
NEC
Turbographx-16 video game Price n/ a
This classic arcade game was designed
for those who want nothing but a fierce,
mindless shoot-'em-up. You fly through
eight game stages in various attempts to
defeat the Dark Squadron, thereby pre¬
venting the destruction of Earth.
As you battle against the well-animated
backgrounds, don't forget to pick up
weapons and other enhancements left
behind by your vanquished foes. Among
such great finds are homing missiles that
chase after the enemy, shields that offer
protection from crossfire, a multi-body
that mimics your ship's movements and
adds extra firepower, and equipment that
strengthens the power of your ship's
weapons.
The power of your ship's main weapons
can also be increased by picking up balls
left behind by defeated enemies. Not only
do these increase the destructive potential
of weapons, but they might also change
the type of weapon your ship has as well.
With so many weapon possibilities, it's fun
to go out and watch millions of enemies
crumble underneath your weaponry. We
first saw this game when it was released
for the Turbographx-16 about a year ago,
but we didn't really sit down and enjoy it
until now. This game is a must buy for any
arcade enthusiast.
The Bungles
Command H.Q. X
MicroPlay (301-771-6717)
PC/MS-DOS version $59.95
This is a fun, easy-to-leam, strategic
global-conquest game designed by Ozark
Software. Unfortunately, it has one fatal
flaw: its copy protection.
The game can be played during World
War I, II, III, or IV Players must capture
the enemy's capital cities by using infantry,
armor, aircraft, cruisers, transports, carri¬
ers, nuclear weapons, or satellite weapon
ry. Foreign aid also plays an important role
in determining the winner of these wars.
Modem capability enables two gamers to
wage war over the telephone lines. The
game's simple command structure allows
even novice gamers to give complicated
orders such as amphibious assaults, air
strikes, dogfights, air transport, and for¬
eign aid, as well as to destroy and control
satellites. A bar beneath the selected unit
reflects the strength of that unit. When
the bar disappears, the unit is destroyed.
Capturing cities, oil fields, docks, and
bases replenishes a unit's strength.
We really enjoyed this game, especially
the short animation clips that show units
attacking ships, planes, and cities. The
only problem, as noted earlier, was the
copy protection. Even after we had typed
in the correct word from the game man¬
ual, we couldn't access the game. This
occurred three out of five times when
booting Command H.Q.
A call to MicroPlay's support line con¬
firmed that users might need to go
through the copy protection ten to fifteen
times before getting into the game. This is
absurd! In MicroPlay's defense, it was
stated that not all copies of this game have
this bug. So, if you want to risk your
money and hopefully get through the copy
protection, you will find Command H.Q. a
game that definitely lives up to past Dan
Bunten successes such as M.U.L.E. and
Seven Cities of Gold.
Clue corner
The Dark Heart of Uukrul
(Broderbund)
1. Make certain to have TALIS cast if you
can, and check for secret doors often. This
will sometimes turn up sums of money.
2. Spend money on improving your
armor first, as in the beginning you won't
often find weapons. If you can't use an
object because you are not high-enough
level, don't sell it right away unless you
need the money. Store it in a sanctuary,
and check again when you reach the next
level. Give the weapon to everyone in your
party in turn, as there are some weapons
only one person can use.
3. Check for secret doors in the temples
to the gods, Ufthu especially.
4. To the east of Urran is a 5' X 5' room
with doors in every section of the wall. As
soon as you enter the room, turn left to
the leftmost door on the top wall (as
viewed on the computer-screen map).
Follow the passage behind the door; it will
bring you to a large room. If you manage
to find your way through to the other
door, you are rewarded with the Medal of
Escape, which brings you back to that
exact spot when you rub it.
5. Casting spells is the only way for
mages to improve their ring types. Clerics
improve slowly over time if they don't cast
6. Read all signs and maps if you can.
Copy the maps; they come in handy later.
7. If you find something interesting,
such as an unmarked altar, label the spot
so you can find it later.
Ben Russell
Milford CN
Another month gone, another column
done. We hope you continue to find this
information helpful in your gaming.
Please, don't forget to mail your hints, tips,
and other worldly advice to us, the
Lessers, at: 521 Czerny Street, Tracy CA
95376, U.S.A. Until next time, game on! fi
DRAGON 65
he door of the Swordfish Inn banged
open, startling Ilsimar as she scrubbed
the bar for the expected noon crowd.
"Dent my door, will you?" she
called, throwing down her cloth and
smoothing back a strand of rust-
colored hair from her eyes. "As if I
have money to replace doors constantly!"
She stopped as the silhouetted figure stumbled inside. It
was Jace the miller, her erstwhile suitor from the town of
Crossings. Thick chest heaving, he tried to speak, but no
sound came.
"What in the name of Sorwe is the matter with you?"
she asked as he sank into a chair.
Face flushed, he gulped for air. "Tarvin's crossed the
border!"
Ilsimar laughed. "Again?" King Tarvin of Lassa was
notorious for failed attempts to enlarge his tiny realm.
Jace pounded his calloused fist against the table. "No!
You don't understand! This time he's brought a couple of
sorcerers with him!" He paused, sucking in a breath.
"They stripped Crossings of everything valuable, and the
people are being sent to the slave markets in Nisra! I
barely escaped to warn you! They're coming here next,
and they won't stop until they've conquered all of
Aldagar!"
Surprised and suddenly afraid, Ilsimar said nothing but
fetched a large mug of mead for Jace. He guzzled the pale
red-gold liquid and wiped his mouth with the back of his
hand.
"When did they attack?" she asked.
"Yesterday morning. I rode all night."
She chewed her lower lip. Yesterday. Tarvin might reach
Rosedale tomorrow, depending how many men he had
and how fast they could travel through Farrup Woods. She
called the two boys who worked for her. "Ben, find Mas¬
ter Cal and tell him to come immediately, then go to the
chapel and ask Healer Vivianne to join us. Tullee, take
care of Jace's horse. Quickly now!"
The boys dashed out the door like hounds on a rabbit
trail, past a pair of curious girls and into the early summer
morning. Ilsimar refilled Jace's mug and took a cup of
wine herself. Lady Sorwe, what can we do? she wondered as
she downed the wine.
Cal the blacksmith arrived moments later. "What's so
important, Ilsie?" he asked with a wide grin as he, strode
to the table.
"Tarvin's at Crossings."
He grinned. "Made it that far before his men decided
to go home? Must be a record."
"This is serious. Cal! The villagers are being sent to
Nisra!"
"Slaves?" Cal's dark eyes bulged, and his jaw dropped.
"Tarvin's taken slaves?"
Ilsimar nodded.
The blacksmith shook his head. "We've got trouble."
"Trouble? What trouble?" Healer Vivianne stood in
the doorway, leaning on her staff. Her plaited hair glowed
sunlight yellow, but her eyes were storm-cloud gray. She
joined them at the table.
Ilsimar turned to Jace. "Tell us exactly what you saw—
Swordfish
and
Saucery
By Deborah Millitello
Illustrations by Draw Pardner
DRAGON 67
everything. Any detail might make the difference."
Jace squeezed his eyes shut for a moment, forehead
drawn with tight lines. "I was on my way back from deliv¬
ering flour, and everything was fine, peaceful. Then I saw
them—hundreds of men and horses landing on the river-
bank from rafts. I know they hadn't been there a moment
before. They mounted on shore and attacked."
Cal looked incredulous. "How in the name of Sorwe
did that bunch of farmers-turned-soldiers take out the
border garrison?"
"They didn't. The sorcerers hit the barracks with
something—fire, lightning. I'm not sure. The building
just exploded and killed most of the guards. I saw a few
soldiers on horseback riding east, but they were the only
ones to escape. Then the Lassans attacked Crossings. The
villagers were no match for soldiers." Jace paused for a
gulp of mead before he continued. "I crept through Old
Barney's vineyard and climbed on the inn roof to see what
was happening. Everyone was rounded up and held in the
market square, except the innkeeper and his family. Tar-
vin and the two sorcerers made Old Barney put them up
at the inn. I waited 'til dark, then crept away and came
straight here."
"The sorcerers," Ilsimar interrupted, "what did they
wear?"
"Purple and silver robes."
"Great," she muttered. "Masters. We are in trouble."
Cal raised a soot-colored brow. "You know magic,
don't you? You went to Volyn's school."
"But I didn't reach master rank. I'm no match for
them."
Jace grabbed her arm. "But you have to do something!
Tarvin'll be here tomorrow, maybe sooner!"
Ilsimar scrunched her lips and stared at the table. "We
can't run fast enough to avoid Tarvin. Not enough wag¬
ons and horses. We can't fight, not against trained sol¬
diers. Vivianne, are there any Cold Ones running around
you haven't sent back to the grave? If you could turn
them toward Crossings, they could cause some havoc and
delay Tarvin a while."
The healer shook her head. "Sorry. I banished the last
undead three weeks ago. Of course, it's always possible for
new ones to pop up at any time."
"We can hope. Anything to scare off Tarvin."
Cal rubbed his chin, smearing it with more charcoal
dust. "Why won't they go home this time? Lassans don't
like to be away from their fields for long. That's why Tar¬
vin's always failed before."
"Must be the sorcerers."
"All we gotta do is wait 'til the Lassans have had
enough" and decide to go back home. If only we could
make them homesick."
Ilsimar's head snapped up. "What?"
Cal cocked his head and looked puzzled. "I said, I wish
we could make 'em homesick. You know, make 'em want
to go home. Why?".
She drummed her fingers on the table. "I . . . I'm not
sure, but . . . great Sorwe ... if it could work."
"You know how to stop Tarvin?"
She drummed faster, then stopped. "Maybe. I can't
promise: If the sorcerers are masters, they might detect
what I'd be doing. But then, they might not."
Cal threw up his arms and said through gritted teeth,
"What are you talking about?"
Ilsimar stared absently at the table. "Something simple.
Tarvin's sorcerers might not expect that." She stood and
arched her back slowly to stretch her tight muscles. "And
now, we have to make plans."
"So," Vivianne said, "what do we do?"
Ilsimar winked at Jace, then smiled. "We make a feast
for Tarvin."
It was just after midday when the first of Ilsimar's
alarm spells, set about a mile from Rosedale, was tripped.
Ilsimar watched the clouds of dust betraying Tarvin's
approach, and when she felt the second alarm spell, she
signaled the musicians. Flutes and pipes, lutes and drums,
mandolins, rattles, and tambourines, all played a lively
tune. Young women with flowers in their hair and bells on
their ankles danced in the road while girls scattered petals
in the dust. Boys waved pennants; men, their hats. And
everyone cheered as Tarvin, flanked by two middle-aged
men in purple and silver, halted before Cal, Vivianne,
and Ilsimar.
Cal bowed with a grace that surprised Ilsimar. "Wel¬
come, Tarvin, King of Lassa, mighty warrior, great con¬
queror. How blessed is Rosedale that you favor us with
your presence. We beg you to enter our village and accept
our hospitality."
Tarvin frowned, pulling more lines in his round cheeks,
then raised a sandy eyebrow. He turned to the snow-
blond sorcerer on his left and mumbled something. The
sorcerer looked straight at Ilsimar, then whispered back to
"I accept your offer," Tarvin said as he sat up as
straight as his thick belly allowed. He turned his gaze to
Ilsimar. "And who are you, sorceress?"
Ilsimar curtsied slowly, blushing as intensely as she
could. "You honor me. Your Majesty. I am Ilsimar, but I
am no sorceress. I studied at Volyn, but I never mastered
more than the easy magics—practical spells to chase rats
and ants from my kitchen, preserve food and improve its
flavor, ward against thieves — "
"Sound alarms against invaders," broke in the blond
sorcerer.
Ilsimar blushed again. "Yes, O Master . . ."
"Galt," he said. "And this is Keld."
"Master Galt. Master Keld." She bowed to each.
"Alarms are one of the highest magics I can do. I was
never strong enough to learn the great spells. But some
people say I'm a sorceress in the kitchen. I learned the use
of culinary herbs quite well." She smiled at him. "Please,
Your Majesty, masters, I ask you to honor my inn by stay¬
ing in my best rooms and allowing me the privilege of
serving you."
Tarvin glanced from Galt to Keld. They both smiled a
sly half-smirk and nodded at the king. Tarvin gazed down
at her for a moment, his eyes glittering like emeralds, then
said, "I accept your offer, yes, most definitely. And I look
forward to being served by you."
Ilsimar had an uncomfortable feeling he implied more
than he said, but she forced a smile. "If you and your
68 MAY 1991
companions will follow me . . ."
Turning to a lean man in a studded black leather vest,
Tarvin said, "Captain, set up camp around the village.
Confiscate all weapons."
"We've gathered all our weapons in a pile at the edge of
the village," Ilsimar said quickly, "to save you time and
trouble. And we have food and drink in the square for all
your men —and dancing."
"Later, yes, perhaps later," Tarvin said, waving his
hand to dismiss her.
With Cal and Vivianne beside her, Ilsimar led the way
back to town, the musicians still playing, women dancing,
girls scattering petals before Tarvin. Garlands of flowers
hung from poles and draped windows. The aroma of
whole pigs, roasting slowly over pits of glowing coals,
filled the air.
Ilsimar stopped at the inn door, opened it, and bowed.
"Enter and be welcomed. King Tarvin."
He stared at the sign over the door for a moment before
he dismounted. "A swordfish. Most unusual, most
unusual."
"My father was a fisherman, and he was especially fond
of swordfish." Ilsimar told Ben and Tullee to tend the
horses, then she escorted the king, the sorcerers, and ten
guards toward their rooms. "Would you like to bathe.
Your Majesty? The road is dusty and hot."
"Yes, I would."
"And you, also, masters?" she asked.
Galt and Keld nodded.
"Hot water will be brought in a moment. After you
have refreshed yourselves, please come to the common
room. There will be feasting, music, dancing, and other
entertainments. I hope that you will be pleased."
Tarvin smiled, and his eyes were cold and hard. "We
shall see, yes, we shall see."
She bowed and hurried to the kitchen to inspect the
meal.
The common room had been cleared of all but three
tables, two placed perpendicular to the other. The center
table was covered with an embroidered linen cloth and set
with pewter plates and mugs. Finger bowls, with rose
petals floating on the water, sat beside linen towels just as
Ilsimar had seen at a banquet once. A platter of sharp
cheese was flanked by bowls of summer fruits and early
vegetables. Chairs had replaced the usual benches. Things
looked as elaborate as she could make them in the short
time she'd had. "Now, if everything else is ready ..."
"Ready?"
Ilsimar started as Galt spoke behind her, almost in her
ear. She caught herself before she called out a plague of
lice on him, and she smiled as she faced him. "Y-yes,
Master Galt. The meal ... if the meal is ready, I'm ready
to serve you. King Tarvin, and Master Keld."
He returned a disarming smile; but his aqua eyes
showed no hint of friendliness. "His Majesty and Keld
will be down shortly. But I'd like some wine right now."
"Of course, master." She went to the bar, took out a
bottle of spring wine, and filled a mug.
"Join me," Galt said as he took the wine.
"If you wish." Ilsimar took another mug and filled it
from the same bottle. She raised it and said, "Sorwe's
blessing."
Galt copied her action but hesitated until she took a sip,
then he tasted it, too. "Quite good," he said, "and not the
least bit poisoned."
Ilsimar looked shocked. "Master Galt, why would I try
to poison you?"
He just smiled back at her. "Cherry wine, isn't it? But I
taste something unusual."
"Jasmine flowers and almonds. It's a specialty of
Rosedale."
Galt raised his mug to her, then finished the wine. Tar¬
vin, Keld, and his guards joined them moments later.
Ilsimar showed them to the table, then called Tullee.
"Fetch Healer Vivianne." The boy scurried out the
door.
"Do you expect someone to be ill?" Galt asked, eyes
narrowed.
Ilsimar laughed. "No, of course not. Vivianne is very
skilled at the lute. I thought His Majesty might enjoy
some music while he ate."
"Yes," Tarvin said, "yes, I would."
"Wine, Your Majesty?" Ilsimar filled his mug from the
open bottle. "Master Galt has already sampled it for your
protection." She flashed a sweet smile at Galt.
Tarvin sipped the wine, then took a long drink.
"Ah-h-h, I haven't tasted spring wine like that in ages."
"I'm honored you enjoy it." Ilsimar bowed, hurried to
the kitchen, and came back with two more bottles, of the
wine. One of the girls she'd hired to help serve followed
with a plate of flat bread rounds. Two other girls brought
more bowls of fruit and vegetables to the side tables. After
serving the king, Ilsimar poured wine, and the girl served
bread to the others.
Vivianne arrived with her lute, and so did two young
men who could juggle and do tumbling. Cal came soon
after, carrying a yoke to entertain with feats of strength.
Ben and Tullee carried the roast pig from the outside pit to
the spit in the common room, where several chickens, a
leg of lamb, and a quail already dripped basting fat on the
embers. Ilsimar put a final glaze of honey on the quail
before she slid it onto a plate and presented it to Tarvin. A
spicy, sweet chutney and a rhubarb relish were served with
the meats. Fruit and vegetables were replenished; mugs
were kept full of wine. Vivianne played; the jugglers jug¬
gled; and Cal lifted four men, holding onto ropes at the
ends of the yoke, off the floor. The guards cheered, and
Tarvin clapped. Even Galt smiled his pleasure.
After filling the mugs again and serving honey-glazed
shortbread for dessert, Ilsimar stood before Tarvin and
curtsied. "And now. Your Majesty, I ask permission to
entertain you with my simple skills."
Guards sprang from chairs and drew swords. Galt and
Keld mumbled spells of warding against harm.
Tarvin glared at her and said in a quiet, threatening
tone, "Beware, little sorceress. I am well protected, very
well protected. You shall die if you try to harm me."
Frightened by Tarvin's cold gaze as much as by the
glint of cold steel, Ilsimar sank to one knee and stared at
the floor. "Your Majesty, I swear by Sorwe, I wish you no
harm. Even if I did, I know that with a wave of the hand
DRAGON 69
Master Galt or Master Keld could shatter any spell I'd
weave." She raised her gaze slowly until she looked
straight at Tarvin. "I wish only to entertain you."
Half a smile twitched the corner of Tarvin's mouth.
"Then do so—carefully."
With a glance and nod to Vivianne, who began playing
a Lassan ballad, Ilsimar stood and made a graceful curtsy.
"Your Majesty, masters, soldiers of Lassa, I am no sorcer¬
ess, but I have learned little magics: how to season a spe¬
cial sauce, how to make venison as tender as lamb, how to
grow the sweetest fruit and to keep wine from turning
sour." She waved her hands. "And . . . how to call fire¬
flies in the daytime. Come, little night lamps."
Through windows and door came tiny blinking lights,
zipping around the room until they formed a circle of glit¬
tering light over Ilsimar's head. She put her thumb and
forefinger together like a ring. The fireflies flew through it,
but when they came out the other side, they formed a solid
circlet of gold. Ilsimar tossed the circlet in the air and whis¬
pered a spell. The gold became fireflies again.
"Marvelous!" Tarvin said, clapping his thick, stubby
hands. Keld smiled. Galt looked surprised.
"Master Keld," Ilsimar said, "choose a fruit from the
bowl in front of you." Keld selected a peach. "Master
Galt, split the peach and give me the seed."
Galt cut the fruit, separated the halves, then stared up
wide-eyed at Ilsimar before he handed her a seed, small as
an apple seed but silvery. She took a clay pot, already
filled with dirt, and planted the seed. "Life, little seed."
A tiny silver tendril pushed through the soil, growing
thick, until it nearly burst the pot. Delicate silver flowers
blossomed in moments, then fell petal by silver petal to
the floor. Leaves like polished silver sprouted and grew,
almost hiding silver apples the size of a robin egg. Ilsimar
picked one and offered it to Tarvin. His eyes widened as
he reached for it, but he hesitated.
"It isn't poisoned. Your Majesty," she said. "Let Mas¬
ter Galt or Keld examine it. But I promise you, you've
never tasted anything as sweet, as delicious as this. I'll
even taste it first." She took a small bite, then held the
apple out to Tarvin.
Keld held his hand near the apple, muttered something,
and nodded to the king. "It is safe, Your Majesty."
Tarvin nibbled the apple, then popped it in his mouth.
"Excellent, truly excellent!" he said, still chewing the
fruit. "I must have that tree!"
"It is yours. Your Majesty." Ilsimar smiled shyly, curt¬
sied, and offered apples to the sorcerers.
Galt examined his fruit carefully. "This isn't one of the
little magics. I know masters who couldn't do this."
Ilsimar's blush wasn't feigned. To have Galt's approval
was gratifying.
She bowed again. "And now, I call colors. Red from a
strawberry." She pointed at the bowl of fruit. A ball of red
light sprang from it and hovered above her. "Orange from
carrot. Yellow from squash. Green from mint jelly. Blue
from blueberries. Indigo from cloth. Purple from plum."
She held her hands above her head, palms toward Tarvin,
and slowly drew them apart. The globes of light stretched
into bands that arced from wall to wall. "A rainbow with¬
out rain."
A grin crinkling his jowls, Tarvin banged his mug on
the table. "Magnificent! You must come to my court and
entertain me always!"
"I'm honored. Your Majesty." Ilsimar glanced at Vi¬
vianne, who began a Lassan love song. "I have one more
gift for each of you. Your Majesty, what is your favorite
flower?"
Tarvin cocked his head, then said, "The Cammis rose.
My garden is filled with them."
Touching the rainbow's red band, Ilsimar whispered a
spell. Red mist swirled in her hand and formed a rose,
crimson with a white heart, fragrant and in the height of
its beauty. She presented it to Tarvin. He inhaled its scent
and sighed, a tear wavering at the corners of his eyes.
"Beautiful," he murmured, "simply beautiful."
"Master Keld?" Ilsimar asked.
Keld looked thoughtful a moment. "A butterdrop. Near
my home there are meadows filled with that wild flower."
Ilsimar touched the yellow light, which filled her hand
and shrank to a tiny golden flower. She handed it to Keld.
"It reminds me of home," he said softly. "I haven't
been there in many years . . . many years."
Galt started and rested his chin in the crook of his hand
while he stared at Ilsimar.
"And you. Master Galt?" she asked.
He didn't answer for such a long time, Ilsimar thought
he hadn't heard her. "Master?"
Galt looked straight at her, and a slow smile bowed his
mouth. "A shadow lily."
Ilsimar shivered but reached up to the very edge of the
purple light. A mist so dark it was almost black churned in
her hand, coalescing to a lily, soft as velvet, dark as mid¬
night. Shadow lilies grew in the darkest part of dense
forests and were used in conjuration of ill and distillation
of poison. "Beware, master," she whispered as she placed
the flower in Galt's hands.
His eyes glittered as he leaned close to her. "As always
sorceress."
Ilsimar stepped back, worried. Did he know what she
had planned? No, surely. No one could, no one but the
Sorcerer Lords. Galt wasn't one of them.
She touched the blue light. Bluebells, the most common
flower of Lassa, appeared in her hand. She gave them to
the captain and the guards.
"And your favorite flower?" Galt asked her.
Ilsimar jumped, startled by his question, but caught
herself before she cried out. "Uh, the trumpet flower."
Out of the air he plucked a trumpet flower, orange as
carrots and as large as his lily. "For you, Ilsimar."
His voice was a caress; his touch, an invitation. Blood
flowed hot through her; heart pounded against her ribs.
She shook off the effect, gulping for air.
Swallowing to relax her throat, Ilsimar began to chant
softly:
"Jasmine-almond-cherry wine,
'Honey sweet, refreshing mint.
Silver apple—magic fruit.
Homeland flower, lively lute.
Though you wander, though you roam.
All these things will draw you home."
70 MAY 1991
"No-o-o!" Galt's eyes widened with panic; his jaw
dropped. "No! Stop! I can't . . ." He struggled to his feet
and reached for her. "You . . ." he gasped, "you did this.
I should've known ... I should've known." He dropped
back to his chair and closed his eyes. The same contented
smile that appeared on all the other guests at the feast
tugged at Galt's mouth.
Ilsimar's chest hurt. She let out the breath trapped
inside. Her knees buckled, and she collapsed on the
wooden floor. She felt chilled, in spite of her heart pound¬
ing, and worn out. Too much magic at one time, and
especially the last spell. Cal and Jace grabbed her arms
and lifted her to her feet.
"What did you do to them?" Jace asked as she sank
into the chair Vivianne had vacated.
"Home Wish," Ilsimar whispered, leaning back against
the cool stone wall.
"What?" Jace and Cal asked together.
"Home Wish. The spell I created for my Master Test.
It could create a desire to go home or remain home. The
lords of the Sorcerer Council didn't think it was good
enough to grant me master rank. Foolish, simple magic,
they called it." Ilsimar gave them a weak smile.
Cal looked worried. "Will it last?"
Ilsimar nodded. "Galt and Keld might find a way to
break it in time, but the others won't. When they wake,
Tarvin will take his army back to Lassa and stay home
from now on."
Cal whistled a sigh. "Not bad for simple magic. I didn't
know you were that powerful."
Vivianne prayed away Ilsimar's fatigue. "Will you go
back to Volyn to try for master rank again?"
Smiling, Ilsimar shook her head. "I don't want to leave
my inn or Rosedale." Her smile broadened. "You see, I
drank the wine and ate the honey. I tasted the mint and
the silver apple, and I took the trumpet flower. When I
cast the Home Wish, I cast it on myself, too."
Role-playing
An update on the wizards 7 spelling competition, part 1
©1991 by Ken Rolston
does magic actually, uh, work?" or
"Shouldn't there be some kind of coherent
logic behind all these weird effects? You
know, like in physics?"
The virtues of spell-list systems are
numerous. Spell-list magic is simple, flexi¬
ble, and open ended, since there are few
setting or mechanics restrictions on the
effects it can represent. Any mythic or
fiction-based magic effects can be intro¬
duced to a game. Because magic is mysteri¬
ous, nobody feels obligated to answer any
questions about logical or game-system
Before we go to this months reviews of
fantasy role-playing game magic systems
and supplements, let me whack on the
chalkboard with my pointer and lecture
briefly on the historical development of
FRPG magic systems.
In the beginning: Your fantasy cam¬
paign probably uses spell-list magic. All the
best-known FRPG systems use spell lists,
such as the D&D® and AD&D®, DRAGON-
QUEST™, MERP*, WARHAMMER*, PALLA¬
DIUM RPG*, ROLEMASTER*, FLARN*,
RUNEQUEST*, and TUNNELS & TROLLS*
games. The magic a character can
is limited to a number of specific spells
that produce specific game effects. There
are no theoretical limits or game-system
rules governing the effects produced by
magic. Spells are typically arranged in
hierarchies according to how powerful an
effect they have on a game. A spell is
restricted to use by high-level mages pri¬
marily because it has a powerful game
effect, not because it logically seems like a
difficult magic effect to produce. No one
asks inconvenient questions like "But how
contradictions. Spell lists successfully
produce the magical effects seen in most
heroic fantasy fiction and film, which are
rarely called upon to provide the underly¬
ing rationale for the magic effects they
feature.
Most fantasy role gamers—myself
included—have little need for anything
more sophisticated than a spell-list system.
However, you can often find many useful
ideas in more ambitious game mechanics
and conceptions for magic.
Primitive sophistication: In the
ancient, obscure, out-of-print-and-
mentioned-only-to-bring-a-wistful-smile-
to-old-veterans-and-to-assume-a-haughty-
air-before-young-whippersnappers depart¬
ment, several early game systems for
FRPG magic are particularly noteworthy.
Though FGU's CHIVALRY & SORCERY*
game was basically a spell-list system, its
lovably clumsy and unplayable rules fea¬
tured oodles of flashy medieval historical
chrome. My oldest AD&D game character
still carries around vials of Great Water of
Ruby and True Lead from a campaign
where the GM pirated wizardly widgets
from the C&S game, and C&S books are
still an excellent source for magic ideas
with a properly medieval flavor. The AU¬
THENTIC THAUMATURGY game-an
obscure, marginally playable, and out-of-
print system for "authentic" magic spell¬
casting—is most notable for the fact that
its author, P.E.I. Bonewits, actually man¬
aged to get a degree in magic from
U.C.L.A. or U.S.C. back in the Gay Sixties.
The MEL AND A game, by John Corradin
and Lee McCormick, another obscure
system privately published and still to be
found in dusty comers of venerable game
stores, uses a clever method of combining
runic elements into magical sentences to
achieve a wide variety of magical effects.
In the venerable-but-still-in-print cate¬
gory, Chaosium's S1DRMBRINGER* and
The Avalon Hill Game Company's RUNE-
QUEST 3rd Edition games have especially
interesting magic-system conceptions. All
sorcerous effects in the STORMBRINGER
magic system are based on the summoning
and binding of elementals and demons,
thus neatly sidestepping the question of
what a mage actually does when he per¬
forms magic. Thus, a wizard summons up
a sylph (air elemental) if he wants to send
an air-mail message, or a fire elemental if
he wants to bake some goblins. If he wants
magical armor, he just summons up a
demon and persuades it to get into armor
form and do useful magical things. This
narrative conception of a wizard has its
own logical consistency and plausibility,
particularly in Moorcock's fantasy settings,
and the magical effects have a lot of per¬
sonality because elementals and demons
have lots of personality. However, this
approach isn't appropriate for most other
heroic-fantasy settings; the GM and play¬
ers often end up in long discussions about
what specific game abilities an elemental
or demon should have.
The RUNEQUEST 3rd Edition Sorcery
rules, one of the game system's three
parallel magic system options, introduced
an early attempt to permit a certain
amount of custom spell design. The Sor¬
cery mechanics themselves are still wor¬
thy of study by students of game-magic
systems, but the mechanics are not partic¬
ularly well suited to the Glorantha setting,
and there's little point in playing the
RUNEQUEST game except in Glorantha.
Magic today: Back in DRAGON® issue
#147, July 1989, I reviewed several exam¬
ples of fancy FRPG magic systems. Two of
them, I.C.E.'s FANTASY HERO* and Steve
Jackson Games' GURPS* games, are well-
engineered conceptions with plenty of
bells and whistles, but both are compara¬
tively weak in specific setting tone and
flavor. The third. White Wolfs ARS MAGI-
CA* game (formerly by Lion Rampant),
focuses on the setting and adventure
aspects of a magic campaign, and features
a narrative rationale underlying the magic,
though it sacrifices some of its war-gaming
appeal in the process. Now there is also
West End Games' TORG* magic system,
which successfully combines clever, flexi¬
ble spell effects and spell-design mechanics
with a semi-coherent, glib rationale for
magic. In this review, we'll look at Aysle,
the heroic-fantasy supplement for the
TORG game, and The Complete Wizard's
Handbook for the AD&D 2nd Edition
game. (We'll save the ARS MAGICA game's
supplements for next month.)
But first, let's take a look at a note¬
worthy FRPG magic supplement in the
venerable spell-list tradition.
Elemental Companion *
ROLEMASTER supplement
144-page softbound book
Iron Crown Enterprises $15
Design: Mike Carlyle
Development/editing: Coleman Charlton
Elemental Companion is an elaboration
of ROLEMASTER game spell lists, profes¬
sions, skills, magical beings, and magic
mechanics with a notion-sparking concep¬
tion of magic as fantasy elemental forces.
Elemental theories: The niftiest fea¬
ture of Elemental Companion is its medi¬
eval scholastic style of rationalizing the
interactions of elemental forces to pro¬
duce the magical effects encountered in a
fantasy world. This scheme has lots of
charm and also has interesting implica¬
tions for adventuring in a fantasy setting.
The prime material plane, see, is a nice
place where all the elemental substances
are in equal proportions and are in bal¬
ance. Scholars have produced a list of
known pure elemental substances. The
Lesser Basic Elements are Air, Cold, Light,
Vibration, and Water. The Greater Basic
Elements are Gravity, Heat, Dark, Inertia,
and Earth. Compound elements are those
composed of two or three basic elements;
the compound elements are Electricity,
Fire, Ice, and Wind. Super compound
elements are compounds containing some
of each of all the basic elements; the super
compound elements are Plasma and Vacid.
The complex elements are, well, complex;
they are Aether, Chaos, Nether, Nexus,
Spirit, and Time. Each of these essential
elemental substances has its own realms
where there is way too much of the ele¬
mental substance for a mundane person's
comfort. And each realm has its own
denizens, which right there starts the
fantasy campaign GM to musing, "Say, I
wonder what a time elemental looks like?
Wouldn't that be fun to stick in a magic
wand?"
This supplement also introduces other
entertaining fantasy magic notions. For
example, did you know it was possible for
mundane beings to crossbreed with ele¬
mental beings, producing offspring with
some really funky magical features? For
instance, the child of an elf and a water
elemental might sweat a lot or be thirsty
all the time. A pure elemental being may
display fancy magical effects like being
surrounded by a layer of its component
elemental substance (e.g., fire, water,
electricity). It also may absorb elemental
substance from its surroundings, growing
larger and more powerful, and as a pure
source of its element it may be a conduit
into its own elemental plane through
which a shrewd wizard might draw more
elemental substance.
My favorite bit of theoretical magic
jargon is "proto-elemental poisoning."
Proto-elemental poisoning is what happens
when mundane substances (which are
balanced mixtures of various elemental
substances) get infected with proto-
elemental matter (the pure, unmixed ele¬
mental substance). The example given is a
fighter who slices into a dragon and gets
sprayed with dragon blood. The dragon's
magical nature comes from the presence
of proto-elemental matter in his blood, you
see, so this cold drake naturally has proto-
elemental Cold matter in his blood. The
poor fighter has only a moment to savor
his triumph over the cold drake as he
listens to a roaring in his ears and watches
the sparkle of his flesh freezing solid.
(Anybody remember "ice-nine" from Kurt
Vonnegut's Cat's Cradle?)
By the way, the kiss or bite of a pure
elemental being or an elemental cross¬
breed might cause proto-elemental poison¬
ing. That sort of thing might affect PC
dating habits, yes?
Elemental spell lists: The spell lists
follow the ROLEMASTER model (of
course) and are extensive and pretty neat,
particularly when they extrapolate some
aspect of elemental theory into a magic
effect. For example, consider the spell
"Disperse Type A Element." The specified
element in the spell's area of effect pro¬
duces that element's distinctive effect—
light, for example, glows in that area. An
ultrafine covering of elemental material is
deposited on objects and beings in the
area of effect, and it remains active if the
DRAGON 73
objects or beings leave the area of effect.
I'm not at all sure how such a spell works
in a fantasy campaign, but it would be
interesting to find out. Such spell concepts
encourage, nay, demand that players and
GMs exercise their magical imaginations. If
dispersed light is easy to conceptualize,
what about air? Can a character walk out
of a Dispersed Air Effect and breathe
water? Maybe not, if there's not enough
air, but it might keep an object from get¬
ting wet from rain for an instant. I love
the idea of spells that have lots of improvi-
sational potentials to be discovered only
through playing sessions and late-night
player and GM scheming.
Among the other spell effects repre¬
sented here are glyphs (which store and
trigger spells on an in-flux material like air
or water), symbols (which store and trig¬
ger spells on a large immobile stone sur¬
face), runes (which permit the casting of
spells by reading runic inscriptions from
scrolls), wards (which store and trigger
spells when an area is entered), lesser
elemental missile and area attacks, elemen¬
tal items, mobile and immobile elemental
barriers, protection from elementals and
elemental environments, summoning,
energy absorption, banishment, gates,
healing, shaping and control of elementals,
elemental walls and barriers, elemental
spirit binding, weather mastery, elemental
curses, commune with elementals, elemen¬
tal "fires" (i.e., active elemental forces for
creating and working elemental materials),
elemental guardians, and so on. For a spell
list, it's a pretty impressive array of ele¬
mental magical applications.
Other features: Elemental Companion's
treatment of elemental creatures is exten¬
sive and encyclopedic, and it provides lots
of nice new monster types, but I was a bit
disappointed that all the creatures were
essentially unsubtle, nasty, psychologically
uninteresting monsters. (Why aren't there
more Joe Average, silent-majority-type
citizens in the other elemental planes? Or is
it that wizards summon only the nasty ones
to visit our plane?) It's only a minor issue;
given the multiplicity of attack effects sup¬
ported by ROLEMASTER mechanics, a lot
of monsters is really what's wanted here, I
suppose. With Elemental Companion you
also get. . . lots of new tables! (De gustibus
non est disputandum.) The "Elemental
Interaction Guidelines" are clever, effective
guidelines for handling the interaction of
various elemental substances (always a
tricky fantasy magic feature), and the treat¬
ment of cone effects is similarly sharp. The
supplement also introduces some interest¬
ing new character classes.
Evaluation: Very nice, very nice in¬
deed. This is a lovely supermarket of
fantasy magic concepts and mechanics.
Admittedly, the Elemental Companion adds
a lot of detail and mechanics to an already
rather elaborate ROLEMASTER system,
and even those who play ROLEMASTER
games may have grave reservations about
introducing all of the Elemental Compan¬
ion's new features. But as an example of
intelligent, entertaining, and imaginative
extension of spell-list magic systems, Ele¬
mental Companion is a good read and a
promising source of fantasy ideas.
ROLEMASTER products are available
from Iron Crown Enterprises, Box 1605,
Charlottesville VA 22902, U.S.A.
The Complete Wizard's Handbook
AD&D 2nd Edition supplement
128-page softbound book
TSR, Inc. $15
Design: Rick Swan
Editing: Anne Brown
All AD&D 2nd Edition game players and
Dungeon Masters ought to have a copy of
this. Some material is bland and unexcit¬
ing, and some is of doubtful utility, but
two elements—the wizard kits and the
new spells—are excellent examples of
what can be done with the AD&D game.
Wizard kits: A wizard kit is a charac¬
ter package for a wizard with role-playing
hooks linked to game benefits and limita¬
tions. Each kit is built around one recog¬
nizable stereotype of a fantasy spell-caster.
For example, the Academician is your
basic chalkdust-on-the-labcoat. Coke-bottle-
bespectacled bookworm; he suffers a -1
attack penalty on his first hand-to-hand
attack in combat because he lacks the
killer instinct. But his scholarly reputation
earns him positive reaction bonuses when
he meets other fellows in his field, and he
gets a +1 bonus to Intelligence and Wis¬
dom checks because he does his home¬
work like a good boy and keeps up to date
with all the professional journals.
The role-playing hooks in these kits
work especially well in the AD&D game
because they are linked to minor but
satisfying game benefits. Even though the
benefits are small, they are most signifi¬
cant at the most crucial point of character
development: the beginning stages of
character play. At 1st level, even the tiniest
advantage is significant. In selecting a
package, the player accepts the associated
limitations and colorful chrome that will
distinguish his character for life.
I like the selection of roles offered in the
kits, too. In particular, two strong female
roles—the Amazon Sorceress and the
Witch—are well developed and have very
appealing game benefits. My favorite, the
Anagokok, is deliciously obscure and dis¬
tinctive. The Anagokok is a primitive wiz¬
ard from a frigid or equatorial climate. He
suffers penalties when in a hostile envi¬
ronment (e.g., when he travels in a steamy
jungle), but in his home climate he is mas¬
terful, capable of finding food and water
in even the most desolate lands, and hardy
enough to endure the most brutal weather
conditions. This kit brings to mind the
Laplander wizards of the Norse sagas,
who tie knots in magical cords to decrease
or increase the speed of the winds.
Another feature of these wizards is the
option to specialize in one of eight schools
of magic from the Player's Handbook.
Specialists accept limitations on the variety
of spells they can learn in order to gain
benefits in casting spells in their areas of
specialization. The role-playing charm is
more modest here, since the different
schools are not clearly distinguished in
abilities and personality, but the game
benefits, especially for beginning charac¬
ters, are very attractive. In particular,
specialists always have one more spell slot
than generalist mages, so long as the extra
spell slot is occupied by a spell from the
wizards area of specialization. Anyone
familiar with the AD&D game will immedi¬
ately realize that two spells at 1st level are
immeasurably better than one.
Here, Rick Swan discusses the pros and
cons of selecting a generalist mage or a
specialist wizard, and he rightly observes
that in short campaigns with slow ad¬
vancement the specialist benefits are most
significant. At higher levels, the modest
benefits are overshadowed by abilities
gained by level advancement.
The wizard kits and, to a lesser degree,
the specialized schools of magic are exam¬
ples of AD&D game design at its best.
While maintaining careful control of play
balance, the designer uses small but color¬
ful game-mechanics advantages to involve
the player in an interesting fantasy charac¬
ter role.
New spells: Here's the beef of any
spell-list system: new spells to play with.
And the spells here are especially colorful
and useful.
For example, chromatic orb is a sort of
one-target mini- fireball, conjured into the
hand of the wizard and then thrown at a
target. But the chromatic orb suffers the
limitations of a missile weapon, in that the
wizard has to throw the orb at his target
and hit it to affect it. Further, the chromat¬
ic orb is not limited to one effect like a
fireball ; instead, there are nine different
varieties of orb, each with its own magic
effects. As the wizard advances in levels,
he gains the ability to use new and more
powerful forms of the orb. For example,
when the caster is 1st level, the white orb
does 14 hp damage, wraps the victim in a
ball of bright light that reduces his attack
and saving rolls by 4, and penalizes his
armor class by four. At the 3rd level, the
orange orb does 1-8 hp damage and ignites
all combustible materials within 3' of the
victim. The caster gains new powers with
the orb at each new class level, not at new
spell levels, so the character gets some¬
thing new to play with every time he
advances. Now, that's my ideal of a satisfy¬
ing spell: modest but colorful powers,
regular payoffs for advancement, and lots
of different effects from one spell slot.
Other notable new spells found here
include death recall, a second-level spell,
which replays the last 10 minutes of a
recently dead creature's life; divining rod,
a scaled-down version of locate object
available as a first-level spell; ghoul touch,
a weak second-level paralyzation spell just
74 MAY 1991
right for the discriminating necromancer;
and halo of eyes, a cinematic tour-de-force
with a halo of functional eyeballs sitting
atop the caster's head, giving him 360°
vision (including infravision, no less) and
one of the most striking hair styles in the
history of fantasy gaming. Plenty of clever
and useful spell effects are here. Most
importantly, they are so incredibly official
that your DM can hardly in good con¬
science deny them to you.
Disappointments: Other sections of
The Complete Wizard's Handbook are less
successful than the wizard kits, schools of
magic, and new spells. For example, an
entire chapter is devoted to a discussion of
role-playing and various wizard-character
stereotypes, but the treatments are not
effectively dramatized. Since these person¬
ality templates are not linked to any game
benefits or limitations, they will have little
appeal to players. Another sign of incom¬
plete and careless development is the
"Wizardly Lists" miscellany at the end of
the book. Some of the ideas found there
are charming enough, but any ideas worth
printing are worth developing as complete
concepts rather than dumping them to¬
gether in an undifferentiated grab-bag as
an exercise for the diligent reader.
More appropriate here would have been
detailed discussion and commentary on
specific cases of variant spell applications
and common refereeing problems. The
tantalizing promise of the "Combat and the
Wizard' and "Spell Commentary" sections
is never quite fulfilled. After decades of
enthusiastic field testing of AD&D game
spells in combat, there's a wealth of practi¬
cal wisdom and cheap tricks that might be
passed on to scheming wizard players. Bits
of the handbook hint at this, as when
Swan notes that though according to the
rules the possessions of an invisible char¬
acter are also invisible, perhaps the inclu¬
sion of a 30' pole carried by that character
in the invisibility effect is too much to
swallow. The handbooks guidelines for
judging disbelief of illusion spells and for
judging limited wish and wish spells are
lucid and practical, as is the discussion of
selecting certain classes of spell effects for
specific tactical purposes. But while skim¬
ming chapters that seemed to me to be
bland filler or disorganized, undeveloped
ideas, I wished instead for the sort of nuts-
and-bolts tech talk that I hear at conven¬
tions, tournaments, or local gaming skull
sessions; these concern the virtues of
various spells in specific tactical situations,
or the classic examples of clever, shame¬
less, and unscrupulous applications of
spells one inevitably encounters when
traveling in the company of clever, shame¬
less, and unscrupulous AD&D game wiz¬
ards and their players.
Evaluation: The good stuff in The Com¬
plete Wizard's Handbook is very good, in
particular the wizard kits, the specialists'
options, and the new spells. The handbook
is also a useful collection of essays and
optional systems for wizards; as such, it is a
useful reference for serious Dungeon Mas¬
ters and wizard players. I don't think this is
Rick Swan's best work, however, and some
of the handbook lacks the elegant polish
and conviction of the AD&D 2nd Edition
Player's Handbook and Dungeon Master's
Guide.
Aysle *
TORG sourcebook
144-page softbound book
West End Games $18.00
Design, development, and editing: Greg
Farshtey, Greg Gorden, Paul Murphy,
Bill Slavicsek, Jonatha Caspian, Michael
Nystul
Aysle is the heroic-fantasy setting for the
TORG cross-genre role-playing game sys¬
tem and campaign setting. (For a review of
the TORG system and campaign setting,
see DRAGON issue #166.) The boxed TORG
game provides spells and spell-casting
skills for wizard and cleric types. Aysle
provides the campaign background for the
fantasy setting and, of primary interest in
this review, a rationale and system for
creating magic spells, along with interest¬
ing elaborations of the original spell¬
casting rules in the basic game.
The first intriguing feature of this cam¬
paign setting is its peculiar world. Aysle is
a squashed doughnut. The sun rises and
falls up and down through the center of
the doughnut, producing day and night.
The seas around the doughnut hole are
boiling, and the lands and oceans farthest
from the doughnut hole are arctic. The
heavens are a sort of immaterial shell; the
stars that represent the cosmic magical
essences and knowledge released by a
mythic hero Dunad rest on this shell and
oscillate slightly to produce their rise and
fall on the doughnut's horizons. Gravity is
perpendicular to both the "top" and "bot¬
tom" of the doughnut, and both sides have
seas and populated continents and islands.
Inside the doughnut (where the jelly
should be) is the Land Between, where
most of the dwarves live. I am a sucker for
this sort of off-beat, implausible setting
trick, like Terry Pratchett's Discworld that
rests on the shoulders of four elephants
who in turn stand upon the back of the
vast cosmic sea turtle A'Tuin who swims
through space looking for a nice place to
spawn. Why aren't more campaign worlds
as weird and implausible as the "wisdom
of the ancients" once conceived our own
universe to be?
All natives of Aysle have an innate magi¬
cal affinity, determined by the dominant
stars in the heavens at their birth. Every¬
one is bom with some magical talents;
relatively few are trained to the level of
mage. Magic is literally the coin of the
realm, the foundation of the economy—a
conjuration magic spell with a duration of
one hour is the gold standard.
The surface trappings of an interesting
magical Dark Age culture are here, but the
interaction of the magic technology with
the medieval culture doesn't seem to have
been thought out with much energy or
enthusiasm. I wearily suspect this is a
ood thing, since things come to a roaring
alt regarding the suspension of disbelief
when you think carefully about such
things in a fantasy campaign. There is one
brief note about the economic significance
of wizards who can cast mage light to light
the streets at night, but beyond that there
doesn't seem to be much about how a
flexible magic system would be turned to
commerce in an arcane industrial revolu¬
tion. I forgive Aysle this approach, because
this is the standard FRPG ploy—to ignore
anything that doesn't have to do with
adventuring applications of magic. But, in
setting terms, it is a less elegant and satis¬
fying solution than the ARS MAGICA
game's approach that rationalizes the low
impact of magic on medieval society be¬
cause magic is so rare and so carefully
isolated from the culture at large by its
practitioners. The Aysle approach is prob¬
ably the more pragmatic game approach
since, no matter how fascinating and
magical a world transformed by commer¬
cial magic might be, most gamers are most
interested in blasting the epidermis off
green-skinned bad guys.
The TORG campaign setting itself also
features an interesting basic magical prem¬
ise, the other dimensions called "cosms"
and their links to our world. In addition to
the predictable travel between dimensions
this provides, there are colorful "reality
storms" at the boundaries of these dimen¬
sions. Individual earthly regions are trans¬
formed by the superimposition of the
reality axioms of other dimensions on the
axioms of our own dimension. Good and
evil have a metaphysical reality that may
be physically manifested in the lands
where Aysle's axioms have invaded Earth.
Places where nice people live are light and
fertile, while places where nasty folk and
monsters live are dark wastelands. Magical
stelae mark the points along which the
borders between pure and mixed axioms
meet. Some regions remain dominated by
20th century axioms, and people can con¬
tinue to use boom boxes, video decks, and
Nintendo games, while other regions are
controlled by medieval axioms, so only
primitive entertainment devices will oper¬
ate, like torture racks and faeries.
Unlike the ARS MAGICA game, the
TORG campaign setting has a clear bias
toward heroic role-playing. The Storm
Knight PC heroes are definitely good guys
out to save the world from corrupt,
power-mad, extradimensional supervillains
who want to conquer our dimension and,
if possible, kill a lot of people and destroy
a lot of stuff while they're at it. As such,
the PC heroes have heroic stature and
abilities to match. Gamers uncomfortable
with the anti-heroic tone of cyberpunk
RPGs and the ARS MAGICA game may find
a more congenial campaign setting in the
TORG game.
The cosm of Aysle has all the necessary
76 MAY 1991
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features for a standard fantasy campaign:
epic themes of good versus evil, ruling
houses struggling for control, dwarves and
elves, dragons and beastmen, goblins and
faeries, and lots of folks wandering
around and bashing one another for loot
or entertainment. It has the added enter¬
tainment of the interface between the
medieval fantasy regions and the 20th-
century Earth regions, with several other
notable features like its honor and corrup¬
tion skills. Honorable and corrupt charac¬
ters receive various abilities as they
increase in their respective skills—a sharp
way to link heroic behavior with the quest
for PC power. I like linking game abilities
to theme development; it increases the
significance of moral actions and choices
in the narrative context. A further charm
is the superimposition of medieval axioms
on 20th-century European geography; it's
handy to be able to pull out a map of
modem Nottingham and populate it with
the occupying armies of Aysle's corrupt
House Daleron.
Unfortunately, though I found a lot of
this campaign material interesting, I ha¬
ven't seen any adventure scenarios that
bring the Aysle campaign setting to life. So
far, the TORG Mission Books have been
dull and uninspiring, and the Mission Book
for Aysle, called Queenswrath, is no excep¬
tion. These anthologies of short, unrelated,
two- or three-page adventure outlines
don't bring much drama or tone to a set¬
ting. I can appreciate its charm and poten¬
tial, but until I see an example of the
potential realized in an adventure, I re¬
serve judgment on Aysle's value as a fanta¬
sy campaign setting.
The magic system: Here we have
something definitely interesting and ob¬
scure. Part of the problem and the charm
may be the presentation of the introduc¬
tion to magic in the form of a narrative
account of some Storm Knights receiving
an introductory lecture by a veteran Aysle
magic professor. The story is smoothly
told, so much so that it distracts from the
sense of loose jargon and incoherence in
the wizard prof's glib presentation.
The basic concepts are interesting. The
ARS MAGICA game reduces magic to five
verbs and ten forms. The TORG game
follows a similar strategy in that it defines
all magic as the action of one of four basic
magical skills: conjuration (bringing into
being); alteration (changing something
already in being); apportation (moving
something); and divination (knowing some¬
thing about something). With these four
basic skills, you can magically manipulate
"things." The TORG game has a complex
and hierarchical classification of "things"
(the equivalent of the ARS MAGICA game's
"forms"). At the bottom of the hierarchy,
and easiest to manipulate magically, are
the six elements: air, earth, fire, metal,
plant, and water. Next up the scale are the
seven kindred: aquatic, avian, earthly,
elemental, enchanted, entity, and folk.
(Classifications of various beings might be
a bit puzzling in the abstract, but they are
wisely specified by list in the text.) Next up
the scale, and correspondingly more ab¬
stract, are mixed forces (inanimate and
living forces), which are combinations of
the next higher level, the principles (dark¬
ness, light, and magic), which are combina¬
tions of the ultimate foundations of reality
(Death, Life, Time, and True Knowledge).
The relationships of this arcane knowl¬
edge are most clearly presented in the
helpful diagrams that chart the paths of
correspondences between these elements
and which also provide a game-mechanic
method of assessing costs for their use in
the construction of magic spells. The
names and associations of the various
terms are, as you can see, quite suitable
and atmospheric for magical mumbo-
jumbo.
The rationale for spell-casting itself is
that a mage is able to perceive the super¬
natural world, where all possibilities exist.
There he may perceive the specific reality
he wants to achieve, select it from all the
other countless possibilities, and bring that
specific reality back to the real world as a
pattern. Once he has that pattern, he fills
it with magical energy, aims it at a target,
and lets the energy, as informed by that
pattern, do its magical deed on the target.
I strongly suspect that what I found in
the "Theory of Magic" chapter of Aysle is a
spectacularly elegant combination of scho¬
lastic rationale and game mechanics for
role-playing magical effects. I'm not really
sure, since I found a lot of the discussion
hard to follow at times, and I felt simulta¬
neous admiration and amiable contempt
for the skillful narrative glosses that
dragged me through the discussion of
theory to the mechanics of spell-building.
In the end, I confess I am too impatient
and lazy to rigorously test the logic of the
theory presentation, and even more signif¬
icantly, I don't think I care very much to
dig too deeply into the logic of TORG fan¬
tasy campaign magic. I just hope there
were no important rules in the seven-page
theory exposition. I'm quite content with
the glowing feeling that magic makes
sense to someone, anyway, so that now I
can suspend my disbelief and get on with
the process of designing my "Enemies
Explode" spell.
I think the spell-design system works,
too, and is spectacularly powerful and
flexible. I say, I think it works, because
although I follow the examples clearly and
think I understand what's going on, I don't
play the TORG game and don't have a very
clear idea of how the magic I create is
going to interact with other game abilities.
I do like what I think I can do with the
spell-creation concepts. I particularly like
the final stage of spell-building, in which
the spell designer is encouraged to add
various atmospheric staging details to the
process of spell-casting as a mechanic for
reducing the difficulty of the spell to cast
and the risk of backfire. This is done
through a series of techniques called "pat¬
tern and process theorems." By accepting
various limitations and conditions on the
casting of the spell, you can reduce its
difficulty and risk. The theorems are
familiar genre spell-casting trappings; one
example is the Theorem of Contagion,
which posits that the part is always linked
to the whole; thus, using a human hair as
a spell component makes it easier to affect
a human target. Another more specific
theorem, the Theorem of Specific Conta¬
gion, posits that the link between a part of
the target and the target itself is a particu¬
larly strong link, and of even greater effi¬
cacy in easing the task of affecting the
target with magic. A spell designer skilled
in various aspects of spell design can also
create spells with distinctive efficiencies in
casting time, duration, range, etc.
The example of spell design given in
Aysle is an eloquent argument for the
spell-design system. One spell that trans¬
forms a person into a frog requires a frog
doll made by the magician to be covered
with patches of skin (his own is just fine,
since he is using the magical alteration of
the general target of "folk" as his basic
design concept). When casting the spell,
the mage speaks, and gradually as he
speaks he crouches to all fours, altering
his voice to the croaking of a frog, thereby
employing the Theorem of Voice, that
states that the path of thought to voice is
akin to the path of supernatural pattern
applied to the real world. (So that's why
spells have verbal components!)
The magic chapter also offers a very
simple but very powerful and flexible
refinement to the original spell-casting
rules of the basic TORG game. Spell-
casters may manipulate certain features of
spells. They may alter the balance be¬
tween the potential of backlash or spell
failure, which permits a spell-caster to
either accept a great likelihood of personal
injury in order to increase his chances of
successful casting, or to increase his
chances of failure rather than accept the
risk of serious and possibly fatal injury.
Points may also be reallocated from effects
(e.g., damage points) to range or duration;
for example, if he decreases the range of a
fireball, he gets correspondingly more
effective goblin-roasting. He can also in¬
crease cast time to extend range, duration,
or effect, or may accept a more devastat¬
ing risk of backlash to increase range,
duration, or effect. These nice tactical
choices are possible only with the TORG
game's unique abstractions of game ef¬
fects. To date, I have been exceedingly
skeptical about the worth of these unique
and unfamiliar systems, but in these spell-
manipulation provisions I can begin to
appreciate the system's peculiar virtues.
Aysle also has a grimoire of spells that,
ironically and inappropriately, is not de¬
signed for use by beginning characters. I
suppose beginning characters are sup¬
posed to be happy with the spells in the
original TORG rule book. Me, I didn't want
to start off designing spells because it
78 MAY 1991
»
JUNE
looked like a lot of game work. I found it
disappointing that I was going to have to
do all the work if I wanted cool new spells.
Now, a big question: The TORG magic
system looks powerful, flexible, dramatic,
and cleverly rationalized, but is the TORG
magic system playable? The answer is a
qualified "yes" for most gamers used to
spell-list systems. The spell-casting provi¬
sions in the boxed TORG game are only
moderately complicated and simply con¬
ceived. Though the list of spells is fairly
short, it provides most of the effects you'd
want in a fantasy campaign.
I don't have quite so much faith in the
spell-design system of Aysle —not because
it won't work, but because it is too much
work to find out whether it will work or
not. The presentation is so abstract and
wordy that I have a hard time figuring out
what part is rules and what part is just
gas. The systems seem simple enough, but
in practice they'll require the same sort of
player and GM arbitration that any more
informal spell-creation system requires.
The only folks who'll ever find out wheth¬
er the system works will have put a lot
more work into the process than most of
us are willing to expend. Note, however,
that designing your own spells in FANTASY
HERO games requires roughly the same
amount of work, and the Aysle system has
a number of neat features like spell theo¬
rems and the narrative rationale of magic
that the FANTASY HERO game lacks.
Evaluation: I have been generally
skeptical about the basic campaign prem¬
ises of the TORG game, uninterested in its
new and complicated game system, and
unimpressed by the campaign and adven¬
ture supplements I've seen. But Aysle
overcomes many of my initial reservations
about the TORG systems and campaign
setting. This campaign is satisfactory,
perhaps even superior, as a heroic fantasy
setting. The adventure material is unin¬
spiring. But the systems are intriguing,
powerful, and not quite as obnoxiously
fiddly and slow-paced as I had anticipated.
Fantasy role-players, particularly those
with an interest in magic systems, should
admire the style and effects of the TORG
game's implementation of magic theory,
spellcasting, and spell design in Aysle.
TORG products are available from West
End Games, RD 3, Box 2345, Honesdale PA
18431, U.S.A. Q
* indicates a product produced by a company other
than TSR, Inc. Most product names are trademarks
owned by the companies publishing those products.
The use of the name of any product without mention
of its trademark status should not be construed as a
challenge to such status.
Special price listed for our TOME of MAGIC promotion is also
honored at these fine local stores listed below. Please check them out!
Special price ends July 1,1991.
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80 MAY
In Harm’s Way
—At Home!
Danger rooms for MARVEL SUPER HEROES™ campaigns
by Michael Hollinger
The Uncanny X-Men had the first one.
Just about every super-hero group with a
base now has one, yet very few groups
use one to its full potential. I am speaking
of the danger room, a training arena that
is one of the most useful, if seldom used,
tools that a MARVEL SUPER HEROES™
game Judge has. With the system present¬
ed in this article. Judges will be able to
make their own danger rooms for their
crime-fighting groups, ready for super
heroes to use within half an hour.
Before the procedure for creating a
danger room is laid out, a few things
should be said about running a danger
room. First, heroes should take only one-
fourth normal combat damage in a danger
room (robotic opponents pull their
punches, etc.). I have my gamers' groups
immediately sent to the clinic at their base
after a danger-room workout, then decree
that all damage taken has been healed (it
saves on paperwork). Second, I have my
danger rooms divided into small areas
called tiles; one floor tile is equal to one
MARVEL SUPER HEROES game area for
determining a hero's movement, range,
etc. Third, a floor tile is activated when
any weight is placed on it. If a Judge wish¬
es, the pressure necessary to trigger a tile
can be so sensitive that a character flying
overhead can set it off due to the slight
change of air pressure above it. Once
activated, a tile presents a hero with a
crisis (an attack robot or a trap) that must
be confronted and overcome.
A danger room should not be so difficult
that the heroes have no chance to "pass"
it, but neither should the heroes be able to
pick off crises with ease, one at a time.
The best solution I've found is to start with
easily triggered tiles until the heroes are
up against impossible odds, then have
whoever is controlling the danger room
decrease the sensitivity until running
across the tiles alone will activate them. As
a last resort, if the heroes are over¬
whelmed, turn off the sensitivity of the
tiles completely. The tiles cannot usually
differentiate as to what causes the pres¬
sure on them, so the results of activating
one tile could conceivably activate one or
more other tiles.
It helps to assume that a nonplayer-
character hero, one who doesn't go out
adventuring very often, is in charge of the
danger room and can design its horrors
without the knowledge of the other he¬
roes. An enthusiastic scientist/technician
(something like Q from the James Bond
movies) works best for the danger room's
manager.
Danger-room construction
The first step in creating a basic danger
room is to draw the grid of tiles on which
the characters will play out the scenario.
(The design here is quite basic; more unu¬
sual designs may be developed, too.) I
suggest the use of a manila folder on
which to draw out the danger room. By
folding the map up, you also have a handy
folder for keeping all danger-room-related
forms. In addition, the folder is the right
size for play and is much sturdier than
normal paper.
With a pencil, first draw out a large
rectangle or square, about 10" across,
centered on the unfolded folder. This is
the outer wall of the danger room. The
room's walls are Vi" thick on paper. On
the left side, draw in the control room,
where the danger room's activities are
monitored, and mark it as such (com¬
puters and control consoles may be added
as well). On the right side, draw in lockers
DRAGON 81
and showers for the heroes to use after
their workout. The ceiling height in the
danger room itself is assumed to be about
two stories. The material strength of the
danger room's walls, ceiling, and floor is
assumed to be Monstrous, though the
Judge may alter this.
Next, mark along the top wall of the
danger room itself, between the control
room and the showers, in 1" segments,
using a pencil and ruler. Starting in the top
left comer, make the first tile (called Al)
1" long by 1" deep. Tile A2, moving right,
should be the same size, and so on to tile
A7. Row B, just underneath, is composed
of six tiles; B1 is IV/ x 1", B2-B5 are 1"
square, and B6 is like Bl. Row C is like
Row A, Row D is like B, and so on down to
Row J, which is like Row B. (Optionally,
the room may be lengthened by having
the center tiles be 2" long by 1" wide.)
This produces a bricklike layout of tiles.
It is much easier on the eyes if you put
the outlines of the tiles and the outlines of
the walls in different color pens, or have
the walls in pen and the tiles in pencil. I
can almost guarantee that if you don't do
this, at some point a character will try to
walk through a wall.
The danger room is specifically made
with 10 rows and six active columns so
that any location may be rolled with ldlO
to determine row and ld6 to determine
column (tiles A7, C7, E7, G7, and 17 are left
inactive as "safe zones").
takes to fill out the danger room.
Danger rooms present crises in two
basic ways: robots and traps. A danger
room can arbitrarily hold a maximum of
only five different types of robots and five
types of traps. One specific robot type and
one specific trap type have special pro¬
gramming, as detailed later, and usually
only one of each of these will appear in
the danger room at any one time. All other
robots and traps have "generic" programs
and are assumed to be unlimited in num¬
ber. Each "generic" robot and trap should
be designed before the game begins, using
the section "Traps & robots" herein.
The special robot is an emulation robot,
which is designed to look and act as
though it is a real costumed hero or vil¬
lain. All of its statistics come directly from
criminal files (in game terms, the
Advanced Set Judge's Book or any game
module), and it is programmed to respond
in a reasonably complex, "intelligent"
manner, though the robot is not itself
intelligent. Note that the real hero or
villain copied by this robot might have
powers not known to the super heroes,
and these powers won't appear in the
robot (surprise!). The special trap simu¬
lates a natural disaster. Once set off, this
trap presents the effects of a volcano,
tornado, blizzard, or the like over an
expanding area of the danger room.
The method for determining what type
of crisis is activated by a tile is rolled on
the following table:
activation. Results from this table need not
be assigned to each tile prior to its activa¬
tion, but assignment will let the Judge
better control the scenario. Once a tile has
been activated and its crisis dealt with, it
becomes "safe" for the rest of the scenario
if no other crisis has been assigned to it.
If an event is selected for a tile that has
already been activated and is now present¬
ing a crisis, the Judge has three options.
He can either reroll the location, use the
second crisis for the second time the tile is
activated, or place the crisis on an adja¬
cent tile. Again, allow no more than three
active crises per tile per scenario.
Your mission is...
Now the Judge should determine the
mission that must be completed in order
for Karma to be awarded for the scenario
and in order to have the danger room
turned off, unless the team wishes to
admit defeat. (Of course, the danger room
can be shut down by the controller if the
heroes look like they're about to be killed!)
For random mission determination, roll
on the following table using ld6. If the
Judge wishes to make the mission slightly
harder or easier, merely add an appropri¬
ate modifier. Note that the Clear mission is
usually so hard that it cannot be randomly
rolled without a modifier. Also, the object
of any mission will always be a nonliving
thing; to use living victims would be cruel.
The table to generate the object of a mis¬
sion is given later on.
A sea of crises
Now that the danger-room map is com¬
plete, it is time to fill the danger room
with things to make the heroes jump, fall,
get knocked unconscious, or what have
you. The first step in filling a danger room
is to determine the number of tiles that
contain crises during a particular scenario.
You can either select a number (start with
10-15 crises for introductory scenarios), or
else you can generate a number. In the
latter case, roll ld6 for the tens' digit and
ldlO for the ones' digit, with a roll of 0 =
zero, not 10. This die roll will generate a
number between 10 and 69. Do not be
alarmed at the fact that it is possible to
have more active tiles than exist in the
room; a tile can have more than one crisis
on it. It is recommended, however, that no
more than three crises be placed on any
one tile. Remember: The more tiles that
produce an effect, the longer the process
Transport
Recover
Destroy
Protect
Assemble
Survive
Clear
ldlO Result
1-4 Robot (type 14)
5 Emulation robot
6-9 Trap (type 14)
0 Natural disaster
Robots and traps are created using the
section "Traps & robots" herein. Second¬
ary die-roll encounter tables should be
created for the four robot and four trap
types, with one of each appearing per tile
82
MAY 1
Transport: Roll for or select two tile
locations, the first being where the object
starts and the second being its destination.
The heroes' objective is to move the object
from the starting point to its destination.
Because this mission is usually easy, the
Judge is encouraged to assign extra com¬
plications or crises.
Recover: Roll one tile location; this is
where the object is originally situated. The
objective of this mission is to bring the
object in question outside the danger
room. On this mission, a robot always
guards the door. (Roll up the robot's statis¬
tics as per a normal robot player character
in the game; do not count this one against
type allotments for the danger room.)
Destroy: Roll for the tile location of the
object. Next, give the object either body
armor or a force field. Roll IdlOO; the
rank in which the number falls is the rank
of the armor or field. For instance, if a 53
is rolled, the rank is Amazing (53). The
object of the mission is to bypass the de¬
fenses and destroy the object. Certain rolls
may be disregarded and rerolled if the
armor or force field is too strong or too
weak to challenge your heroes, but always
allow the heroes a chance at victory.
Protect: After placing the object in ques¬
tion on a randomly rolled tile, roll up two
robots (using player-character rules for
the game) for every three characters in
the group. The players must prevent the
robots from destroying the object. The PC
robots will not move until they are at¬
tacked or until a hero activates the tile on
which the object is located. Once this
happens, no more tiles that activate robots
will function; however, traps and current¬
ly active robots will remain active. The
players must clear all remaining robots
from the danger room.
Assemble: After creating an object using
rules given later in this article, have it be
disassembled, then roll a random location
for each piece. The objective of the mis¬
sion is to put all the pieces together again.
It takes one turn to put two pieces in the
same area together, or two turns if the
object is deemed awkward by the die rolls
in the following section.
Survive: Do not select an object for this
mission; the mission is hard enough as is.
Roll ld20 + 10 to generate a number be¬
tween 11 and 30. This is the number of
turns for which all the heroes must remain
conscious. Generate two robots, using
player-character rules, for every character
entering the danger room. Make all powers
for the robots combat related (e.g., don't
take Plant Control), and have one of the
robots for each hero possess a power geared
to take advantage of that hero's greatest
weakness or to confront his strongest
power. The rank on this power should be
equal to the hero's power that it is working
against, with a bonus of + ICS. For example,
Iceman, with Ice Generation—Remarkable
(30), is going into the danger room; a robot
specifically designed for him might have Fire
Generation. (If the Judge is unsure of what a
good opposing power would be, find out
what its nemesis is in MA3 The Ultimate
Powers Book, a volume most certainly worth
its price). The Judge should start off with all
tiles active but, in all probability, will soon
have to turn them off.
Clear: In this mission, no object is cre¬
ated, as the players will not have time to
deal with one. The players must deactivate
every single robot in the complex. Each
turn, a number of robots equal to three
times the number of the characters is
automatically activated. In addition, one
emulation robot per turn activates. Again,
this is a very difficult mission. Use it spar¬
ingly but threaten characters with it often.
Next, use Table 1 to generate the charac¬
teristics of the object of the mission. Roll
once each for the object's size, weight, and
material strength. If the mission is "Assem¬
ble/' roll for the number of pieces. The
term "object" is deliberately generic so as
to let the Judge throw in an interesting
twist. For instance, the heroes will treat a
glass figurine much differently than a
lump of tin.
If the term "awkward' is rolled, make a
note of it and reroll for its weight. In
addition to the Strength FEAT, the charac¬
ter attempting to move an awkward object
must also make an Agility FEAT vs. Re¬
markable intensity. Should the term "awk¬
ward" be rolled again, increase the
intensity of the Agility FEAT by + ICS each
time.
After determining the mission and its
object, roll for complications. The exact
number is left up to the Judge, but the
suggested number is six minus the num¬
ber of the mission rolled. This allows the
Judge to balance out the danger room.
Thus, if you've consistently rolled up
easily beaten opponents, you can still
challenge the players with complications.
Conversely, the "Survive vs. Godzilla's Five
Cousins" mission can be made playable by
having one or two of the creatures ex¬
plode on the eighth turn.
Roll 2d6 on the following table to see
which complications come into play. With
the exception of "May self-destruct" and
"Will self-destruct," any repeat rolls are
cumulative. The complications are ex¬
plained in the following section.
2d6 Complication
2 Timed (ld6 turns)
3 Stay ld6 extra turns
4 Combine two missions
5 Object is hostile
6 Object moves
7 Object is hidden
8 Timed (3d6 turns)
9 Object is protected
10 Object moves quickly
11 May self-destruct
12 Will self-destruct
Timed: The mission must be completed
within the allotted amount of turns or else
one random tile per turn will be activated
at double-normal potency. If the random
tile activates a robot, double all its ranks
(by number) to a maximum of Monstrous.
Traps will automatically move beneath the
hero and have doubled effects. If the tile
rolled was unoccupied, no effects are felt.
Stay ld6 extra turns: After the mission is
completed, the group must set off half the
tiles and overcome them all. Should they
succeed before all extra turns are up, keep
sending things at them one at a time.
Combine two missions: Roll for another
mission but keep the same object, then
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DRAGON 83
combine the two missions. For instance.
Transport and Survive are rolled. The
characters might have to bring a robot to
a tile where it will activate, then must
destroy it and stand guard. Even better,
the characters must catch an emulation
robot and transport it to a giant garbage
disposal or "prison" on a certain tile, stand¬
ing by to ensure its destruction or capture.
The possibilities are limitless.
Object is hostile: The object has a weap¬
on for use against anything that comes
into its area.
Object moves: The object moves 1-4 tiles
every turn in any direction the Judge
chooses.
Object is hidden: The object in question
is hidden beneath a tile (the Judge might
not tell where), and the tile covering it
must be activated in order to gain access
to the object. Any traps or robots lying in
wait are also sprung when the tile is acti¬
vated. If the Judge decides not to tell
where the object is, the heroes must
search for it. While Penetration Vision or
other powers will work, the easiest and
most fool-proof searching method is still
the Accidental Mine Detector routine (i.e.:
pray, step, pray, step, etc.).
Object is protected: Four robots are
already protecting the object from any
type of outside interference.
Object moves quickly: On each turn, roll
ld6. On a 5 or 6, the object moves to a
totally random location (roll location on
ld6 for the row, ldlO for the column)
either by flight, teleportation, running, or
some other form of locomotion. If the
object moves by any means other than
teleportation, the characters must make
an Agility FEAT vs. Amazing intensity to
catch it while it is in motion. Any tiles the
object runs across, flies over, or lands
upon are automatically activated.
May self-destruct: Each turn that the
characters occupy the same tile as the
object, there's a 50% chance that a timer
will be set off, allowing ld6 turns to pass
before the object explodes, doing Incredi¬
ble (40) force and Excellent (20) edged
attack damage. The heroes should be
informed of this complication but should
not know the number of turns before it
explodes. The longer the heroes hold on to
the object, the more exciting this complica¬
tion gets.
Will self-destruct: The timer is set for
ld20 +5 turns and starts when the first
tile is activated. Any character on the
same tile as the object (or on an adjacent
tile) in the turn in which the object ex¬
plodes takes Incredible force and Excellent
edged attack damage as before. The he¬
roes should be informed of this complica¬
tion but should not know the number of
turns they have before the object ex¬
plodes. Again, the longer the scenario, the
more suspenseful this complication gets.
Enjoying the scenery
After the mission and all its complica¬
tions are finalized, the Judge should add
1-3 landforms to vary the room's topo¬
graphy. Roll for the location of one tile as a
starting point for each landform, then
expand the landform's size to a minimum
of three tiles. The following table is intend¬
ed for use only if the Judge is unsure of
what to put in.
Table 1
Mission Object Table
Strength
Material
ld6
Size
to lift
Pieces
strength
Very small
PR
FB
Small
TY
PR
Medium
GD
GD
Large
RM
EX
Very large
IN
IN
Awkward
AM
Table 2
Table 3
Robot FASE Statistics
Robot RIP Statistics
ldlO
Rank
1 d 1 0
Rank
PR
1-3
FE
2-3
TY
4-5
PR
4-5
GD
6-7
TY
6-7
EX
GD
8-9
RM
EX
10
IN
10
RM
2d6 Landform
2 Stream or river
3 Pit
4-6 Hill
7-8 Pond or lake
9-10 Bluff or cliff
11-12 Chasm
Any variation in height is usually one
story high or deep. If a character falls off
a ledge, treat it as a charging attack
against the ground. Short-circuiting robots
in water is a very common ploy in my
scenarios, so add a pond at least.
In no case should a topographic feature
interfere with an active tile. For instance,
a robot that emerges from a tile beneath a
lake would be resistant to water. A trap at
the same place might indicate that the lake
is really made of poisonous water or acid.
Traps & robots
The last step in creating a danger room
is to give identities to the various traps
and robots that infest the room. Emulation
robots should each be assigned a personal¬
ity as noted previously (Doctor Doom is
the best!), and all disasters should be
worked out.
A trap is easy to describe but often hard
to design. Some ideas to get you started
would include:
-power-nullification traps
-web-casting traps
—logic traps (the character must solve a
riddle to escape)
—pit traps
—spike traps
-moving-wall traps (walls move in at the
rate of one area per round)
-character-specific traps
—acid traps
-power-lowering traps (-2CS power
drop)
—traps that use a character's power
against him
—illusion traps
—traps that cause a character to fight
his group
Table 4
Robot's Number of Powers
# powers*
(0,1,0)
( 0 , 1 , 1 )
( 1 , 1 , 1 )
( 1 , 2 , 0 )
( 0 , 2 , 1 )
( 1 , 2 , 1 )
( 1 , 2 , 2 )
(1.3.1)
(2.3.1)
(2.3.2)
* The first number is the number of
detection/movement powers; the second
dumber is offensive powers; the third is
defensive powers.
84 MAY 1991
Because you demanded It...
REVISED
Ninjas & Superspies
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Available at Hobby Stores and
Comic book Shops everywhere!
DRAGON 85
-gas-spray traps
—entangling traps
-machine-gun traps
—traps that set off 1-3 other tiles
-paralysis traps
Disasters: A natural disaster is very
similar to a trap, except that its area of
effect keeps expanding by one tile per
turn in all directions. Starting on the
fourth turn, the Judge should roll ldlO on
the following table to see the progress of
the disaster. If "No change" is rolled as the
first result, the expansion of the disaster's
area of effect continues.
ldlO Result
1-5 No change from previous roll
6-8 Expansion/retreat halts
9-0 Area of effect retreats one tile
in all directions
Some ideas for potential natural disas¬
ters include:
—Volcano: blinding ash, lava (TY (6)
force, IN (40) heat), poisonous gas of RM
(30) intensity
—Forest fire: blinding smoke, heat (TY
(6) + ICS per turn, max. AM (50)), poison¬
ous gas of EX (20) intensity
—Nuclear explosion: instantaneous RM
(30) force, AM (50) heat, AM (50) radiation
optional
—Monsoon: winds, flying debris and
water doing EX (20) edged attack damage
—Sea wave: water with AM (50) force
and triple speed (no halt/retreat)
—Blizzard RM (30) intensity cold, blinding
snow doing EX (20) edged attack damage.
Robots: A normal robot is generated by
a series of ldlO rolls on Tables 24. Roll
four times on the first table for each of the
FASE scores, then three times on the sec¬
ond table for each of the RIP scores. If any
three of the mental statistics is FE (2), this
type of robot has no on-board intelligence.
As such, the robot takes a - 3 modifier on
the number of powers it possesses, but it
is invulnerable to all mind-affecting
powers. No danger-room robot is truly self
aware; they are simply well programmed.
After determining the robot's statistics,
roll for its number of detection/ movement
powers, offensive powers, and defensive
powers, then select them at your discre¬
tion from the Advanced Set booklets or
The Ultimate Powers Book. Ranks can be
determined by using the MARVEL SUPER
HEROES game tables or by rolling
2d20 + 10 and using the rank number so
indicated (i.e., for 42, the rank is Incredi¬
ble).
Roll up a danger room and show your
heroes how much trouble they can have
without ever leaving home! Q
Keeper’s
Kit
A Rugose Package of
Globular Goodies,
Blasphemous Bookcover,
Protoplasmic Poster,
and a Stupefying Scenario.
The Keeper’s Kit is an aid for both keepers and
players of the Call of Cthulhu roleplaying game. It
contains a plethora of rare and'valuable items gar¬
nered from the dark recesses of mankind's imagi¬
nation. Within is a keepers screen summarizing all
of the forbidden secrets contained within the mys¬
terious Call of Cthulhu tome; a giant poster de¬
picting a mind-searing vision of Mythos Horror; a
packet of new Investigator Sheets on which to
chronicle your character’s plunge towards insanity;
a new tale of Mythos perfidy; either a back-window
sticker or a bumper sticker to proclaim your support
of Miskatonic University; and a notepad for the
keeper on which to plan andscheme.
AVAILABLE ON MAY 1st
| Item #5108 $14.95 \
Available from your local games retailer.
Chaosium Inc.
950-A 56th Street, Oakland CA 94608-3129
Write or call 415-547-7681 for a free
catalog. M/C, VISA orders accepted.
Editorial
Continued from page 7
18. We look for unique and interesting
plots (a) in module proposals for
DUNGEON Adventures before all else,
though a proposal had better have a good
length, game accuracy, and an interesting
setting, too. There are lots of other things
we look for, too, like distinctive characters,
but plot comes first. Does the module tell a
story? If not, out it goes.
19. An article that takes up 25 pages in
DRAGON Magazine is far too long for our
tastes these days, so answer (b) is impor¬
tant. But (e) is important, too, because
there's absolutely no point in replacing a
brand-new official game system until that
system has been tried and tested. The
AD&D 2nd Edition Complete Psionics
Handbook deserves a fair shake. None of
the other reasons given make any differ¬
ence. Note in particular that DRAGON
Magazine has published unofficial addi¬
tions and changes to official rules hun¬
dreds of times; it's our stock in trade.
20. You're best off starting with (b) to
make sure you aren't publishing some¬
thing lifted word-for-word from a copy¬
righted source. A game inconsistency (a
half-elven magic-user in the D&D game)
was mentioned, but this might have been
easy to fix on the editor's part. Sillier ideas
have been published and have proven to
be quite popular, and sometimes it's okay
to railroad the characters into an adven¬
ture, so long as you're careful about how
you do it and so long as you don't do it
very often.
So now you have an idea of what goes
through your editors' heads as they look
over your article, module, or game sub¬
mission. * * And you thought anyone could
do this.
Next month, another topic—but no test.
Enjoy!
dead brontosaur, either. The Avalon H„, v.
Company has already published one of th_... _
RUNEQUEST® module. I am completely serious.
* * If you were about to send us a module in which e
tinker gnome in battle armor must fight a goliath-
monster with a Bohemian ear-spoon +5 that has
taken over a planetoid shaped like a klein bottle
inhabited by a shirokinukatsukami, think again.
86 MAY 1991
IN A DARK
MINIATURES A
GAMING... M
WOREE
d) fljfuft: rupn.“Jtnbi one poreon
-••• Ijattlca in imy Ikntasy world,
in thu ULatldiindk. litadwtorm
;uiJe, fwrt fLillAinlor maps* niuJ
US $30-00
UK £17.43
A dozen deadly daggers from the FORGOTTEN REALMS®
campaign setting
There was a sudden collective gasp,
almost a roar, among the merriment—then
deathly silence.
In all that high-timbered hall in Ruathym
there sat no more beautiful lady at the
feast than Princess Saerthae, and many an
eye had turned her way again and again,
captivated by her beauty.
So, almost all there had seen it. One
moment a courtier leaned over the prin¬
cess to pour her some wine—and in the
next moment, his livery flickered and
shifted horribly, and a yellow-white dop-
pleganger was upon her, snarling and
clawing, goaded to attack by some unseen,
magical hand. The First Axe was not
present; his empty chair could raise no
sword to save his princess from a bloody
death.
Nobles and war captains of Ruathym
alike roared in fear and anger, blades
hissing out and chairs toppling as they
charged toward the high seat, all knowing
with cold horror that they were too late.
And then the mottled, hairy shoulders of
the beast slumped, sagging down upon the
high seat. From beneath its bulk the prin¬
cess emerged, uninjured, a bloody dagger
in her hand.
Pale but calm, she wiped her blade on
the doppleganger's hide, and returned it
delicately to its sheath in her bodice. Then
she looked around at the glittering blades
that could not have reached her in time,
took up her wine jack, and smiled. "My
lords and ladies, be seated, and eat, I pray!
This danger, at least, is past—and once
by Ed Greenwood
again, I fear, a dagger proves a ruler's
most pointed argument."
Only after she was seated again in a new
chair, and the talk and mirth had begun
anew, did Princess Saerthae allow herself
a shudder.
Elminster told me that tale of the
Realms, and many others, in which a
humble dagger had meant the difference
between life and death. Then he allowed
that some daggers were less humble than
others, and soon I'd heard of half a hun¬
dred magical blades, each with its own
tale. I tried to slow this torrent of Realms
lore by inquiring if there were any com¬
mon magical daggers (beyond those al¬
ready known to us all); that is, types of
daggers that were not unique weapons,
but that a traveler was unlikely to see.
I should have known. He started right
off naming and describing blades as fast as
ever. I'll spare you all but the first dozen;
Elminster does take some getting used to!
Here follow details of those magical
daggers of the FORGOTTEN REALMS®
setting. Elminster bids me remind you that
the experience value for each weapon is
awarded only to those making, or at least
enchanting, a weapon, as per the AD&D®
2nd Edition Dungeon Master's Guide, page
135. In addition, busy magical-item makers
are warned that each successive weapon
of the same type enspelled earns its en¬
chanter 100 fewer experience points, until
a minimum of 25 points is reached.
Full details of how to enchant such
weapons are not given here; they must be
discovered or researched by the maker.
Although not listed under each blade's
entry, assume always that enchant an item
and permanency spells are necessary to
create these daggers.
Blade of banishing
This dagger +2 twists awry magical
barriers, protections, and illusions that it
touches. Whenever it touches or impinges
on a being or an area under an illusion,
protective magic, or magical barrier, there
is a percentage chance that the dagger will
destroy the magic. The weapon has a base
60% chance of success, plus a random
bonus of ld20%, and minus 10% per level
of the magic contacted (e.g., a shield spell
is a first-level spell and gives a modifier of
-10%). Percentile dice are then rolled. If
the roll is less than or equal to the modi¬
fied chance of success, the dagger de¬
stroys the magic. If the roll is higher than
the modified chance of success, the dagger
has no effect (note that spells of eighth
level or greater can never be affected).
Consider all magical item effects to have
the level of the item's creator, if known;
otherwise, use one level greater than the
level of any equivalent spell. The DM may
choose to consider all unknown defensive
magicks to be seventh or eighth level, and
all artifacts to be 12th level or greater.
To act, this dagger need not be drawn or
wielded. Its destructive nature is constant,
regardless of the caster's wishes, and need
not be activated or invoked. If thrown or
88 MAY 1991
I
Arr*cfk ty filnphom &cH#anjE
thrust through a barrier that it does not
bring down, the blade (and wielder, if in
contact with it) suffer the magic's full
normal effects. If the blade destroys the
barrier, no damage is done to the wielder.
XP Value: 4,500
Chill blade
Up to three rounds in any turn, this
dagger's magical chill power can be acti¬
vated, causing the blade to glow with a
pale, ghostly white radiance. When so
empowered, a chill blade does an addition¬
al ld4 hp cold damage per strike and
forces the struck being to save vs. spells. If
the save fails, the victim's attack rolls are
made at -1 for the next hour. Further
successful attacks by the dagger will cause
a greater penalty, as follows: three strikes
cause a - 2 penalty, five strikes a - 3
penalty, and so on). Any chill blade strike
that is successfully saved against does not
count in this numbering. Undead suffer no
chill damage from a chill blade strike but
must save vs. spells each time they are
struck, or be forced to flee for 2-5 rounds.
Activation is instantaneous, by will of
the wielder. Activated or not, a chill blade
itself saves against normal and magical
cold, ice, and chill effects with a + 2 bo¬
nus. It does not confer such bonuses on its
wielder.
The enchantment of a chill blade re¬
quires a finely made dagger with a blade
of ferrous metal, a piece of rock crystal, a
snowflake or piece of ice, some sort of
lightning or electrical discharge, and the
casting of a chill touch spell.
XP Value: 2,000
Dagger of defiance
This dagger is of normal appearance and
damage, but anyone grasping it is instantly
aided against certain magical effects and
attacks. The wielder of a dagger of defi¬
ance becomes immune to all forms of fear
and repulsion. A + 3 bonus to saving
throws against all enchantment/charm
attacks is also gained, as well as a + 1
bonus to saves against all polymorph and
petrification effects. These protections last
as long as the dagger is touched and can¬
not be exhausted, but they can never
extend to more than one being.
The enchantment of a dagger of defi¬
ance requires doppleganger blood and a
distilled essence of xorn flesh. The process
also involves the casting of fear and repul¬
sion spells.
XP Value: 3,500
Dagger of doomwarding
This dagger + 1 has seven charges when
first enchanted. It cannot be recharged;
once the charges are used, it will be only a
dagger + 1 thereafter. A charge is drained
whenever the being grasping the dagger's
hilt so wills it. The number of charges left
can be known at all times.
Using a charge from a dagger of
doomwarding allows its wielder an extra
action or chance in bad situations: an
additional attack in a given round; an
additional saving-throw attempt against a
dangerous effect; another bend bars/lift
gates roll, and so on (the DM's decision as
to what actually occurs is final). Only one
charge may be expended per round. The
wielder must have been holding the dag¬
ger when the initial failed saving throw or
missed combat strike was made; the newly
gained action or failed chance is assumed
to occur almost immediately after the
failed one.
The enchantment of this type of weapon
is said to require a powdered alicom (uni¬
corn horn) or—even better—the touch of a
living unicorn's horn to the blade.
XP Value: 4,000
Dragonfang
This dagger can emit a straight-line,
l'-wide, 90'-long lightning bolt from its tip
four times a day, but only twice in any one
turn. The bolt does 2d8 + 1 hp damage to
all beings in its path (save vs. wands for
half damage). If the lightning bolt is in¬
voked as the dagger strikes a victim, no
bolt is produced, but the victim takes the
full lightning damage in addition to the
dagger's physical bite. No saving throw is
allowed to the victim. Creatures resistant
or immune to electrical attacks take partial
or no damage from the bolt.
Any dragonfang dagger attack does
double damage to all dragons, including
Oriental dragons, spacefaring and extra-
planar dragons, and dracoliches.
XP Value: 3,000
Fang dagger
This sort of dagger is rare indeed in the
North, but it is a favored weapon of evil
thieves and wizards in Thay and in places
south and east of there (the lands of
Murghom, Semphar, Raurin, and Durpar).
When sheathed, a fang dagger appears as
a normal weapon. When drawn, it be¬
comes a small, coiling emerald-green snake
head and torso up to 6" long.
This "blade" has no cutting edge and
cannot be used to sever ropes, parry other
weapons, or the like. Its use does not alter
the wielder's THACO. A successful attack
does only 1 hp piercing damage, but the
struck victim must save against poison or
suffer the snake's venom effects. A being
who successfully saves against the poison
of a fang dagger is forever immune to the
poison of that particular dagger.
The poison effects of a fang dagger vary
with the type of snake used, and may be
of injected types A, B, C, D, E, F, or O (see
the DMG, page 73). The venom is never
exhausted, no matter how often the blade
is used, unless the blade's head is de¬
stroyed. The snake head is itself AC 6 and
will be destroyed if it suffers 4 + hp dam¬
age. It makes all saving throws as a 1-HD
monster.
The making of such a blade requires a
live snake (of the poison type desired), an
intact dagger, and a secret ritual involving
the powdering of gems, the casting of a
temporal stasis spell, and the use of a drop
of sovereign glue.
XP Value: 2,500
Grimwald's dagger
First popularized by High Lady Alustriel
of Silverymoon, these amusing and effec¬
tive daggers +1 emit a continuous snarl¬
ing noise, like a small and angry dog,
when drawn and grasped. The snarls rise
into barks whenever the blade actually
strikes a living target.
Opponents touched but not wounded by
the blade of a Grimwald's dagger must
save vs. spells or shudder helplessly with
laughter on the following round (-2 on
saving throws, strength checks, armor
class, and attack rolls). This effect lasts for
one round but may recur each time con¬
tact is made with the blade.
Once per day, the wielder of this type of
dagger can cause it to savage an opponent.
This causes the blade to emit a shrill,
ululating screaming noise (audible up to
half a mile away in good conditions) and
grants the wielder two rounds of hasted
attacking (double attacks, -2 initiative
bonus, and no aging). During this time, the
dagger functions as a +2 weapon and its
base damage is doubled.
This sort of dagger is named for its
inventor, the wizard Grimwald, who de¬
lighted in teasing his cats.
XP Value: 2,500
Invisible blade
This weapon does normal damage but
appears only as a hilt; its blade cannot be
seen. Blood or dirt can outline or betray
the location of its blade, but even striking
a creature does not make the metal itself
appear. An invisible blade can therefore be
concealed in a man's grasp and carried
where weapons are not permitted.
An invisible blade is always silent in
striking, even if it falls or is thrust against
stone or metal. It never reflects light, but
it can be normally affected by heat metal
and similar spells, and it can be readily
seen by creatures able to see invisible
objects. When grasped (it need not be
drawn), an invisible blade allows its wield¬
er to see as if using a detect invisibility
spell.
Detect invisibihty, invisibility, gaze reflec¬
tion, and some form of magical silence are
required for the enchantment of such a
dagger. The magic must be worked on the
blade as it is forged and tempered.
XP Value: 1,000
Jump dagger
This magical weapon looks and func¬
tions as a normal dagger, but it has three
special powers. One operates automati¬
cally, affecting the blade and any one
creature grasping it as if by a feather fall
spell. This power is negated only during
the use of the next power described.
The wielder can, at will, make one jump
(as per the first-level wizard spell) every
other round, so long as the weapon is
90 MAY 1991
More Important
than Knowledge.
£ A new concept in roleplaying from ICE.
Imagination is
“Relativity, Black Holes,
Unified Field Theoiy -
it’s all crap. I’m
convinced that
the true
underlying
structure of
space-time
is actually
Dreamtime.”
UK by H-obfcj^gamcs Ud .
grasped (it need not be drawn). The weap¬
on must accompany the wielder.
The wielder can also move small nonliv¬
ing objects about by pointing the blade at
the object and willing the effect to occur.
An attack roll is required, and the object
will jump up to 30' away, its distance and
direction set by the wielder of the jump
dagger. The objects cannot be larger than
3' in any dimension and must weight less
than 100 lbs.
This property is often used to pass
weapons, keys, and valuables to another
being, or to snatch them away from an
enemy, such as a mage readying spell
components. If it is used to launch an
attack (even indirectly, such as a lit torch
being directed at a flammable object), the
DM should require a successful attack roll
to ensure that the object reached its in¬
tended target.
If this power is directed at an opponent's
weapon or other firmly held object, the
opponent is allowed a strength check on
ld20 to retain hold and break the dagger's
attempt (for that round, at least). If the
check succeeds, the opponent retains full
control over the weapon, and is not penal¬
ized in any attack rolls launched during
the round. If the check fails, the weapon is
snatched out of the opponent's grasp;
magical weapons are allowed a save vs.
spells to be unaffected, with a bonus
equalling any "pluses" they possess. The
opponent can never be overbalanced or
pulled along by the affected item.
The making of jump daggers requires
feather fall, jump, and levitate spells, in
combination with a special tempering. The
oil for the quenching of the tempering
process must contain blink dog or displac¬
er beast blood or beholder ichor, stirred
and mixed well.
XP Value: 2,000
Rust blade
These rare weapons have a constantly
operating, involuntary power. Whenever
the naked blade of a rust blade directly
touches metal (a successful attack roll is
required), the metal rusts, crumbling to
useless shards and flakes in one round.
Magical metallic items contacting a rust
blade have a chance of escaping destruc¬
tion equal to 10% per plus (e.g., a dagger
+1 has a 10% chance of being unaffected).
Special powers or abilities may, at the
DM's option, be considered equivalent to
additional bonuses. A rod of lordly might,
for example, has 10 powers or forms and
functions, and could be considered to have
a 100% chance of escaping a rust blade's
effects, if the DM deems it so. Consider all
magical items that are not weapons or
armor of some sort to have a 20% base
chance of being unaffected.
Note that such a weapon cannot be
carried in a metal scabbard, and it is as
much a hazard to the wielder and allies as
it is to enemies. The making of such weap¬
ons requires some of the flesh of a rust
monster's antennae.
If a rust monster smells such a blade, it
will attack it over all other possible metal¬
lic meals. A rust blade touched by a rust
monster antenna collapses into a hot,
sparkling gray liquid that a rust monster
will immediately devour, thereafter falling
into a contented doze. The liquid takes 2-5
turns to digest but acts as a healing agent
and growth stimulant, giving the affected
rust monster its full possible (40) hit
points. In rust monsters already at full hit
points, the devouring of a rust blade
awakens a strong urge to mate—and
causes them to wildly attack all sources of
metal in the vicinity, ramming any crea¬
tures in the way and bowling over any
creatures wearing or carrying metal, for
2-5 hp impact damage per charge (one
charge per round, normal attack roll re¬
quired, in addition to tentacle attacks).
XP Value: 1,000
Speaking dagger
When thrown, this otherwise normal
dagger's special power is unleashed. It is
+4 to attack, only when thrown, and
upon impact, it emits an audible message.
This spoken "sending" cannot be a spell
incantation, nor can it trigger any delayed
spell or activate any item or effect by
utterance of a command word. It can, of
course, convey passwords or instructions.
Such a message reproduces the accent and
tone of the speaker, can be up to 50 words
in length, and is repeated each time the
dagger is thrown. (The irritation that a
mocking comment can produce makes it a
favorite of Calishite torturers, who throw
it near the arms and legs of bound pris¬
oners in the darkness, without warning
and at irregular intervals.)
Only one message can be spoken over
the dagger in a day or any 144-tum peri¬
od. A code word (not part of the message,
nor counted in its word length) begins and
ends the dagger's "recording" of a mes¬
sage, that may be emplaced by any being
knowing the word and having the power
of speech. If the word is spoken twice
over the blade with nothing being said in
between, the blade will bear no message.
The making of such blades is known to
require the crushing of certain gems, the
casting of a magic mouth spell, and the
utterance of the code word! which can
never be changed thereafter.
XP Value: 1,500
Spider fang
This dagger +3 is always black or dark
purple in hue. Its touch causes all non-
magical ropes, bindings, and magical or
natural webs to part in an instant. Despite
the name, this weapon has no effect on
poisons and does not itself employ poison.
Once every six turns, a spider fang can
emit a web from its tip. Such webs are in
all respects identical to those created by
the spell and last for four turns, if not
destroyed earlier. A spider fang can also
emit a curtain of cobwebs once a day. This
shroudlike, oval curtain hangs upright in
midair, always 6' in front of the point of
the dagger. The curtain partially obscures
the vision of others, so that they may not
be able to identify the wielder of the spi¬
der fang, and it causes all nonmagical
missile attacks (excluding those from siege
engines) against the wielder to be
launched at -1 to hit and damage.
A curtain of cobwebs acts in all other
respects like a shield spell, except that it
has no effect at all on magic missiles. It
lasts for seven rounds, moving as the point
of the dagger is moved, and may be posi¬
tioned over a window or portal and left
there, if the wielder leaves the dagger on a
table or jammed into a crevice and moves
away.
If a curtain of cobwebs contacts any
living being who is not at the same time
also touching the spider fang that created
it, it collapses instantly all over the being,
doing ld3 hp corrosive damage. A curtain
of cobwebs is destroyed instantly by any
contact with flame, being consumed with
a flash and a roar. If this occurs at the
same time that the curtain contacts a
creature, the creature suffers an addition¬
al 2d4 hp fiery damage (save vs. spells for
half flame damage).
The creation of spider fangs is known to
involve the ichor and web silk of driders
or certain monstrous types of spiders,
shield and web spells, and a complicated
brew of strange ingredients in which the
blade must be submerged for several days.
XP Value: 2,000 Q
LOOKING FOR A
GAME CONVENTION?
If your gaming group is too small,
or if you've just moved into the
neighborhood, finding friends who
are also gamers can be a problem.
However, your local hobbies and
games shop may have a bulletin
board where gamers can advertise
their groups and meeting times.
The hobby store may also know of
local game conventions where you
can meet dozens of other gamers
with the same interests. The Con¬
vention Calendar in this issue may
also be of help. Don't sit at home
and wish you knew more gamers.
Go out and find them today.
92 MAY 1991
(^[CHRIS HAEVEY GAMES ^
It’s not so bad a year but...
TIME IS RUNNING OUT!
W* r rt: well into Spring $nd, $u 771711^ 5 ramingw- help jwreeGJ tvhileaway
thelo^wetni^hta... Buy a Itaaduf janncs-
You owe it to you rat: Lf. And if y*u d On't gp tci thr fihnps liFlrd bflnw and buy
&]] liif you want then you know
whot'll happen! You']] just friller your menwy 1 away <m food, uluEhra, a r?*xf
over your bead and other unimportant
abifff with no games to play and only Neighbours <0 watch on the TY? 1 So if you
want bn cnjr*Y the rcjtf tjf the year
and whodeservea it ta;t;crr... d 11 italL yourself. Start now before if 5 too Laic*
so j$ct out there Asud treat yourself... Enjuy!
Fatal Experiments * Tefinagers^&ili OuterKpate *, Rplcmagtcr- McgaTVavelleij
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TRADE ENQUIRIES ONLY
CHRIS HARVEY CAME& PO Bps 38, Bath Street, Walsall WSl 3BY
FAX: 0922 721644
DRAGON 93
The world of Rifts
Rifts , the Role-Playing Game
Rifts™ is a multi-genre role-playing game that captures the elements of
magic and the supernatural along with science fiction and high technology.
The Palladium mega-damage system applies to both magic and technology,
creating super powerful characters of all kind. The fact that the same basic
RPG system links all of our games, means that players can bring in any
Palladium character from any Palladium game.
The Earth has been inadvertently transformed by a cataclysmic event that
nearly obliterated humankind. It is approximately 200 years later (nobody
knows for sure). Human beings are emerging out of a dark age to reclaim the
planet. A strange and alien Earth inhabited by unimaginable, and sometimes
terrible, creatures.
Earth is brimming with what ancient man called “magic" energy. Ley lines
criss-cross the planet. Where they intersect, the energy is at its peak and
trans-dimensional rifts tear open the fabric of space and time, releasing unspeak¬
able horrors.
Highlights Include:
• Nearly 30 exciting and unique Occupational Character Classes includ¬
ing the Cyber-Knight, Borgs, Glitter Boys, Psi-Stalkers, Dog Pack
(mutant humanoid dogs), Crazies and many others.
• Supernatural creatures. Some, like the Dragon are actually player
characters, other are horrifying menaces from the rifts.
• Bionics and cybernetics, offer a vast range of mechanical augmenta¬
tion.
• Super-technology with mega-damage body armor, energy weapons,
rail guns, power armor, and human augmentation.
• Psionics including the Burster and Mind Melter O.C.C.s and new
psionic abilities.
• Magic! In addition to the more traditional wizard types, we introduce
techno-wizardry , the true synthesis of magic and technology with some
fabulous results.
• An entire savage world of the fantastic and super- technology is within
reach of your finger tips. A world unlike any you’ve experienced
before. A grim and brutal place where survival is a daily struggle and
champions must step forward to protect the helpless. Note : Some
parents may find the violence and supernatural themes of Rifts unsuit¬
able for young readers/players.
• Cover by Keith Parkinson! 16 pages of interior color paintings by
Kevin Long, Keith Parkinson, Kevin Siembieda, and others.
• Interior art by Long, Siembieda, and MacDougall!
• Written by Kevin Siembieda. Three years in the making!
• 256 pages! $24.95 plus $2.00 for postage. Available now at hobby
shops and comic stores everywhere.
NEW!! The Rifts Source-book (#1)
The Rifts Source-Book is designed to satisfy the thousands of fans who
insist they need more now! This particular volume gives you more of every¬
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Highlights Include:
• More details on the Coalition, Emperor Prosek, Coalition bases and
troops. Not to mention the CS Skelebots (depicted here).
• More weapons, vehicles, robots, and equipment.
• More monsters (at least a dozen) including Splugorthian Raiders/Slav¬
ers, and others!
• More world information and maps
• Robots and Robot Occupational, Character Classes (O.C.C.s).
• Robot NPCs, villains, and adventure that revolve around a robot crisis
that threatens humankind.
• Cover and interior art .by Kevin Long.
• Written by Kevin Siembieda.
• 112 pages, $11.95 plus $1.50 for postage and handling.
Palladium Books® 5926 Lonyo Avenue
Dept. D Detroit, MI 48210
Copyright © 1991 Kevin Siembieda
Palladium Books is a registered trademark owned by Kevin Siembieda.
Megaverse, Rifts, Beyond the Supernatural, and other titles are trademarks owned by
Kevin Siembieda.
Rifts World Book: One
The VAMPIRE KINGDOMS
Vampires as you’ve never dreamed them in your wildest nightmares!! Entire
civilizations of blood sucking fiends. Includes a variety of vampires, their
cultures, cities, rivalry, and technology. We guarantee you that your in for
some big surprises. These aren’t your typical, “hide in a cave,” variety of
vampires.
Plus more data on the world, focusing on New Mexico, Central America,
and parts of South America. More villains, monsters, animals, adventure ideas,
maps of the land and major communities, ley line locations, monsters and
menaces other than vampires, weapons, and equipment.! Price not yet set
(probably $14.95 or $19.95, around 200 pages). Mid-May release.
Other Great Palladium RPGs
Beyond the Supernatural
Beyond the Supernatural™ is a complete role-playing game of contempo¬
rary horror. Player characters include the parapsychologist, psi-mechanic, psy¬
chic sensitive, nega-psychic, arcanist, and others. The monster section is
comprehensive and unique and the magic system really works in the modem
world. Over 250 pages; ties directly into Rifts™ with its psychic powers and
the concept of ley lines and magic energy. The super natural monsters (and
characters to a lesser degree) can be dropped into the new RPG with ease.
The Rifts Conversion Book (coming soon) will provide exact information on
how to integrate Beyond characters smoothly into Rifts™. $19.95 plus $2.00
for mail order. ,
Teenage Mutant Ninja Turtles®, ROBOTECH™ RPG books and vid¬
eocassettes, Heroes Unlimited™, Ninjas & Superspies™, and the Palladium
Fantasy RPG are still hot, hot, hot!!!
pORUM
“Forum" welcomes your comments and opinions
on role-playing games. In the United States and
Canada, write to: Forum, DRAGON® Magazine,
P.O. Box 111, Lake Geneva WI53147, U.S.A. In
Europe, write to: Forum, DRAGON® Magazine,
TSR Ltd, 120 Church End, Cherry Hinton,
Cambridge CB1 3LB, United Kingdom. INe ask
that material submitted to "Forum" be either
neatly written by hand or typed with a fresh
ribbon and clean keys so we can read and
understand your comments.
I have attended many conventions in the
northeastern U.S. and along the eastern coast,
and have some observations and some advice
for convention-goers.
If you plan to attend a small convention,
register for events in advance; that way, you
will avoid the aimless wanderings of so many
people I have observed. After all, you can wan¬
der a mall any time, but how often can you play
an AD&D® game with national-class players?
Don't waste time!
If you are going to go to a large convention,
the game mastering should be very good. I
would advise you to play in events mat you
would not normally play, such as BATTLE-
TECH*, CALL OF CTHULHU*, PARANOIA*, and
SHADOWRUN* games. Most large conventions
offer "no experience required" games, so take
advantage of the opportunity to learn a new
system and meet new people. You always said
what you want most is a real adventure, right?
If you plan on buying game systems or
batches of new figures that you can barely
afford, wait until the last day of the convention.
The dealers usually reduce their prices on the
last day, and most have large stocks. Remember,
nobody ever said that you can't barter! Ever tell
a store owner that his + 1 back scratcher is not
worth your extra suit of +5 chain mail of
flying? Play the game!
If you have a comment, either good or bad,
about the way a convention is run, write a
letter, share your experiences, and let others
benefit. Maybe the game master honestly be¬
lieved that you would want to be utterly de¬
stroyed by the Klingons after you pulled out of
Star Base 11 with your whole task force. As I
said, make your feelings known; they may help
next year's convention. If a convention has
problems year after year and you don't help,
then you are part of the problem, not the solu¬
tion.
This year, for the first time, my best friend
and I volunteered to be game masters for TO¬
TAL CONFUSION in Worcester. For this, they
gave us a break on our registration fees and we
had a great time. I strongly recommend that any
mature gamer give a little of himself, his experi¬
ence, his knowledge, and his time to make an
event more enjoyable for all. And please, if you
do sign up to GM a slot, show up! That way
TOTAL CONFUSION won't become "Mass Confu¬
sion" and "Total Panic" when one of our
Dungeon Masters is missing!
I would also tike to say "well done" to the staff
of TOTAL CONFUSION! It was very well orga¬
nized and run; everything went off perfectly.
Scott A. Steinmetz
Glen Burnie MD
I am writing to express my opinion on two
subjects constantly debated in ''Forum": role-
playing and alignment.
I agree with Troy C. Jennings (issue #158) that
DMs should run their campaigns as they want,
but I don't agree about restricting evil charac¬
ters' actions in the game. I also don't agree with
John Patrick Wall (issue #159) when he states
that there are limits to role-playing when the
correct role-playing of a character will prejudice
other characters,
Since I became a DM (for the AD&D 2nd
Edition game), I have heard there is only one
rule a DM should obey: "Be fair!" Is it fair to
permit a paladin character to do good and bring
order as much as possible, and not permit a
chaotic-evil assassin to do evil and bring chaos
too? Doesn't seem very fair to me!
If you permit evil characters in your cam¬
paign, you should let them act evil! What's
wrong with an evil outlaw killing his party to
make off with all of the loot? If the party is not
useful to him any more, why keep it alive? Evil
acts like betrayal are part of a role-playing
game, as are good acts like saving a poor girl
without expecting any reward.
I think the heart of this discussion relies in
how you face the AD&D game. Is it a game of
heroic fantasy with magic, dragons, dungeons,
etc., that has role-playing as a part of it? Or is it
a role-playing game lived in a world of fantasy
with magjic? Wnich do you consider to be more
important: dice-rolling or role-playing? I and my
players believe that the role-playing is the most
important part of the AD&D game, and so our
game is much more fun because no one gets
angry when his character is killed by another,
or when a ranger character uses the party's
only wish left in a ring of three wishes to stop a
fire in a local forest. The characters can get
angry (and you bet they do), but the players
never will. After all, it's all part of a role-playing
game!
I don't like evil characters. I don't have an evil
character. And sometimes I don't permit evil
characters in my games. But when I do, they
can be as evil as they wish!
If you think evil actions are bad for the enjoy¬
ment of your game, then you should not permit
evil characters. It is not right to permit a player
to play an evil character without permitting him
to do evil actions. It is not fair.
Fabio Luis De Paoli
Sao Paulo, Brazil
In response to Toby Meyers' letter in issue
#164,1 have to hand it to him. He does know
what he is talking about.
However, my original remarks were appar¬
ently misunderstood. When I said, as Mr. Mey¬
ers puts it, "The idea that computers as GMs are
equal to or even better than humans:' I believe
Mr. Meyers did not follow the point I was at¬
tempting to establish. My point was that the
computer will be the GM for you, whereas
humans could argue over who has to GM. Better
than humans? Not really. This remark I didn't
make either. I simply said that computer RPGs
are going to be interesting and exciting for
years to come. Computers are helpful tools that
you can also use for recreation.
When you play a computer RPG, you guide
your party through some sort of dungeon
where everything can become monotonous. The
walls all look the same. The endless stream of
monsters seems impossible when you are in a
10' x 10" room. The magical items come readily,
But, if this is the type of game you desire, this is
the type of game you buy. The challenging
puzzles, the little quests, the magical items
whose functions you cannot guess, and the
funny-looking green thing you just fought—all
are on the bright side of the argument.
When you play the game, you have to imagine
that you, as your paladin at the front of the
party, are walking in sewers full of muck and
who-knows-what toward the huge iron-bound
door at the end of the tunnel. You don't know
what is beyond it, so the sound of your sword
rasping from its sheath alerts your party of
possible danger. If you don't imagine these sorts
of thoughts, the game would be more like this:
"Okay, let's go down the tunnel and through the
door." The same thing can be said of an AD&D
game campaign. For example, you sit in your
house, your friends house, or wherever you
play, and you listen to the droning voice of your
DM. When he finishes attempting to describe
whatever he was saying, you tell him that your
character goes to the door and opens it.
It is tough to sit in a place you have lived in or
seen on many occasions and still let your mind
wander and think in the rhythm of the game.
The same goes for sitting at your computer.
Dan Howarth
Holbrook AZ
This letter is addressed to all those people
who feel that their campaign is lacking some
"between-player mystery." I've played a number
of role-playing games for about 3% years,
including the AD&D game, and I've noticed that
the AD&D game differs a bit from most others.
I'm not talking about the game system or about
combat complexity, but about the way the game
is most commonly played. AD&D game players
tend to roll up their characters as a group, then
as a party they're off on an adventure. This is a
bit of a shame, as you miss out on a lot of the
role-playing between the players, which is great
fun as many undoubtedly know.
So, try this instead: When starting a cam¬
paign, let each player roll up his character alone
with the DM. That’ll mean that the player keeps
his stats, profession, and abilities a secret, at
least in the beginning. (Quite a few players,
including myself, like to keep a few secrets
about their characters, or may even want to
appear as someone completely different than
who they are, but more about that later.) Then
let the player or the DM make up the charac¬
ter's background; play a little pre-game with the
player and direct him to a suitable place in the
campaign where he might meet another PC.
Then do the same for ml the other players,
doing each character separately.
Example: "The son of a peasant girl and a
sailor, Jodyni Xon was born in the year AC 979.
Since his mother died in childbirth and his
father never returned to claim him, Jodyni
grew up with a nearby peasant family. He was
treated as a member of the family and was quite
DRAGON 95
content with his lot. One day, when Jodyni was
about 18, his host family and the nearby farms
were attacked by bandits. Jodyni himself was
knocked out in the ensuing battle; when he
woke up, he found himself in the vicinity of the
capital city, Specularum. He wandered in, and
now that he has recovered from the worst
shock, he has decided to try to become a city
guard. That would give him some weapon
training (sorely needed if he contemplates
revenge) and iso some cash."
This is the sort of pre-game you can run with
each player, preferably role-playing it, though it
can be decided without role-playing by the DM,
the player, or both. Now for bringing some
characters together: "Garvin of Shackleton was
a young man of 24, bom in the city of Kelvin.
There, as a street urchin, he learned the skills of
a thief, as well as those of bargaining and evalu¬
ating things. Growing up, Garvin got into larger
and more serious crimes, but after one particu¬
larly large heist that brought him quite a lot of
cash, he decided to give up thieving and instead
become a merchant He had quite a bit of fight¬
ing experience from fighting in back alleys, so if
anybody asked, he pretended to be an ex¬
fighter. Anyway, he bought a wagon, a horse,
and some merchandise, and then was off to¬
ward the capital, Specularum. There, in a tav¬
ern, he got into a brawl after a few too-quick
words with Bren of Danmaddem, a young
priest with very strong beliefs and a high social
standing. In the ensuing fight, the whole tavern
got involved and someone sent for the city
guard. It arrived shortly after to restore order;
of course, it included Jodyni Xon. This is the
first time the PCs meet, but not the last.
After a couple of days, you might arrange for
a caravan going east/north/wherever. Of course,
Garvin of Shackleton (the merchant/thief) goes
along. Our fiery priest, Bren of Danmaddern, is
assigned by his church to see to the spiritual,
and possibly healing, needs of the caravan,
according to an agreement between the church
and the Guild of Caravans. In the meantime, a
friend of Jodyni Xon's has quit the city guard to
become a mercenary instead. He asks if Jodyni
wants to join him, as he's heard that there's a
caravan leaving soon. At this point, you might
introduce another PC, such as a mage named
Garth. Garth is an apprentice to an old wizard
who desperately needs to send a message to a
colleague/friend in Darokin, a distant city. He
decides to send his apprentice. However, the
wizard has enemies who might want to get at
the message, so he suggests that Garth disguise
himself to fool anyone trying to intercept him.
Garth buys a sword (which he can carry but
cannot use) as well as some other equipment,
and decides to pretend to be an adventurer,
"Garth the Brave." And there just happens to be
a caravan leaving for Daroldn soon.
There is room for some interesting role-
playing aboard that caravan: a merchant who
pretends to be an ex-fighter but is actually an
ex-thief; and a disguised mage who cannot use
the sword he carries and might not want to
reveal his powers, and who also carries an
important message! What you have are four PCs
of different backgrounds, and nobody knows
very much about each other. After many days
together on the caravan, fighting off bandits
and monsters, you hope they'll get to know and
respect each other. Even if the characters con¬
tinue to adventure together after the caravan
has reached its final stop, it may well take a
while before Garth the Brave has to reveal his
magic, or before Garvin of Shackleton is discov¬
ered to possess certain nonwarrior skills. Of
course, double-identity characters shouldn't be
used often, as then everybody will probably
suspect everybody else of having a double
profession But it's lots of fun to play a character
who has a secret profession or secret goal. Also,
it's fun for the DM to watch the PCs tell other
characters about themselves without giving
away any secrets. Then, of course, everybody's
in for a surprise when the secrets get out.
What I'm trying to say is this: You don't need
to keep all the players together all the time, so
that everybody knows everything about every¬
body else and about what's happening. You can
keep the characters in groups and just let them
meet up once in a while, or at least let each PC
do some things on his own now and again
Certainly, a campaign such as this may not
please everybody Some may have groups too
big to make it practical, and some DMs may not
be willing to make the extra time and work (for
it does increase the DM's workload a bit) These
are just suggestions that have worked well in
my D&D game campaign. Also, for "once-off"
adventures, it might not be worth going to the
trouble of giving each PC a separate back¬
ground, but you can always try to give some
PCs a different lead-in to the adventure. It does
add a bit to the role-playing.
Kristian Teglbjaerg
Fagersta, Sweden
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WEST SUSSEI * BNIfi SAG
| If you have any questions on the games
produced by TSR, Inc., "Sage Advice" will
answer them. In the United States and
r£*» CanacJa ' write to: Sage Advice, DRAGON®
Magazine, P.O. Box 111, Lake Geneva WI
53147, U.S.A. In Europe, write to: Sage
Advice, DRAGON Magazine, TSR Ltd., 120
Church End, Cherry Hinton, Cambridge
CB1 3LB, United Kingdom. We are no
longer able to make personal replies;
please send no SASEs with your questions
(SASEs are being returned with writers'
guidelines for the magazine).
This month, the sage looks at the theory
and practice behind the skills, spells, and
equipment in the AD&D® 2nd Edition
much do kayaks cost, anyway?
Seamanship includes the ability to han¬
dle small boats and serve as a crewman on
larger craft. Whether or not seamanship is
absolutely required to use a small boat is
up to the DM (see the next question). The
DM might also choose to limit seamanship
to large craft and create a new proficien¬
cy, boating, to cover small craft. Kayaks,
when available at all, cost about the same
as canoes of similar size, 30-50 gp.
Isn’t it silly to require a proficien¬
cy check every time a character
wants to do something unusual or
complex? Doesn’t everybody have at
least a slight chance to succeed at
anything? How would such chances
be calculated?
reduced to one half or one quarter (round!**.
fractions down); the more difficult the '
task, the less chance there is for success. ’ j ‘ t l
Consider the circumstances carefully. The
world-record long jump currently is
29'2y2", but this does not mean that every
adventurer can leap a 10' pit with ease;
encumbrance, damage, footing, lighting,
even ceiling height will affect any attempt
to jump. The DM should decide on a case-
by-case basis using common sense. The
DM should try to avoid making the cam¬
paign a slave to the proficiency system,
but making the players think their charac¬
ters out of a predicament is better than
allowing them to extricate themselves by
calling on skills the characters don't have.
Is the survival nonweapon profi¬
ciency useful only for extreme cli¬
mates such as tundra or tropical
jungle, or can it also be used for the
temperate forests where most
AD&D game campaigns are set?
The survival proficiency can be applied
to any combination of terrain and climate.
It is entirely possible for a ranger or druid
to starve in the woods if the character is
lost in unfamiliar terrain at the wrong
time of the year. For example, food and
water can be pretty tough to find in a
deep forest in high summer when very
few nuts and berries are ripe. On the
other hand, even an unskilled character
could do very well at the right time in
familiar terrain.
Is a character illiterate in his na¬
tive tongue if he does not have the
reading/writing proficiency? If this
is so, isn’t reading/writing abso¬
lutely required for wizards and
priests?
If you're following the rules strictly, one
proficiency "slot" must be spent for every
language to be read or written. All wiz¬
ards learn how to read magical notation,
which is a highly specialized symbolic
language, something like musical notation.
This does not necessarily mean the charac¬
ter can read and write in other languages.
Likewise, priests learn to recite prayers,
catechisms, and the like; they might never
learn to read anything. Individual DMs
may hand out a few free reading/writing
proficiencies to characters who might
need them.
Is the seamanship proficiency
required to operate a small boat
such as a canoe or kayak? How
It would indeed be silly to roll the dice
every time a character attempts a task.
However, nobody can try to do everything
and succeed all the time. To stay between
these two extremes, the DM must decide
how difficult a task is and decide what
skills are necessary to complete it. There
are some things just about anybody could
do; for example, it doesn't take the rope
use skill to tie one's shoes, nor does it take
the carpentry skill to nail two boards
together. However, some skills look a lot
easier than they really are. Canoes, for
example, have a nasty habit of moving in
circles when improperly paddled. Like¬
wise, rowboats also are fond of orbiting or
not moving at all when an inexperienced
oarsman tries his hand. While a character
with seamanship probably shouldn't have
to roll to control a boat or canoe on a calm
lake, unskilled characters are in for a hard
time even under such favorable condi¬
tions. Also, there are some tasks that un¬
skilled characters cannot complete. Only a
carpenter has enough knowledge to build
an entire house, and only a seaman can
hope to control a boat or canoe through a
dangerous rapids or during a windstorm.
When adjudicating attempts that fall into
the middle ground, the DM should decide
how difficult the task is and how much
specialized knowledge is needed for suc¬
cess. A skilled character probably can
automatically complete an absurdly simple
task even under poor conditions (perhaps
failing only on a roll of 20), while an un¬
skilled character might have to try harder.
For example, a character with rope use
might be able to tie his shoes with one
hand or while hopping on one foot, while
an unskilled character might have to make
a roll. A good rule of thumb in such cases
is to use the normal proficiency score
I have a dual-classed fighter/thief
whose thief level finally has exceed¬
ed his fighter level. If he uses two
weapons, can he still get weapon
specialization bonuses? Can he use
weapon specialization bonuses
while backstabbing? Which saving
throw chart does he use?
A character can use a specialized weap¬
on with another weapon; see the "two-
weapon style" question in "Sage Advice,"
issue #165, page 91 for details. Neither
dual-classed nor multiclassed characters
can combine class abilities. If your fighter/
thief backstabs, he must use his rogue
THAC0 and must forgo specialization
bonuses; he can, however, use his warrior
strength bonuses. Strength and magical
bonuses to a thief's damage are applied
after the backstab multiplier. A multi¬
classed character (and a dual-classed char¬
acter whose active class level has
surpassed his original class level) uses the
best applicable saving throw.
Can a spell caster have two mirror
image spells running at the same
time? If so, is there a limit to the
total number of images the caster
can have at one time?
I can't think of a reason why multiple
mirror image spells cannot be used, but
note that each additional spell creates 2-8
additional images of the caster, not of the
caster and all previously existing images. I
strongly suggest that you limit the total
number of images to eight. If an additional
spell would bring the total to nine or more
images, the excess images from the new
spell are lost.
According to the magic jar spell
description, the host life force is
held captive in the receptacle if the
MAY 1991
spell caster gains possession of a
body. What happens to the host life
force if the receptacle is destroyed
while the caster is still in the host
The caster need not hurl all the bolts on
the round of casting, but unused bolts are
lost when the spell's duration expires at
the end of the round. The caster must
own, or does it always tip one way
or another? Will it tip if placed di¬
rectly against an existing wall, or
will it insert itself into the wall and
body?
Magic jar creates all kinds difficulties for
DMs. Here's an answer to tide you over
until something official comes along: Any
life force held in a magic jar receptacle is
slain if the receptacle is destroyed (see the
Player's Handbook, page 170). However,
unwilling victims of magic jar spells are
not irrevocably slain as the caster would
be if the receptacle is destroyed, as the
captive life force is not an integral part of
the spell as the caster's is. Note that the
caster's life force must return to the recep¬
tacle before returning to his own body. If
the DM feels the need to discourage player
characters from using magic jar as a cheap
way to slay opponents, it's fine to set a
high value on the crystal or gem required
for the receptacle, to prohibit the caster
from replacing receptacles when they are
destroyed (thus trapping the caster in the
host body), or both.
How are the fiery bolts created by
the second version of the third-level
flame arrow spell used? Can the
caster hurl them all at once? Does
he have to roll to hit his targets?
Will the bolts affect creatures
make a to-hit roll for each bolt; range
modifiers do not apply to the roll, but
dexterity adjustments do. The DM might
wish to allow an additional +2 to-hit bo¬
nus as in the Melfs minute meteors spell.
The fiery bolts are a magical attack and
can affect just about any creature. Note
that the bolts inflict minor piercing dam-,
age (ld6) and fire damage (4d6, save for
half); creatures that are immune to only
one of these forms of damage still suffer
the other form of damage if struck. If the
caster directs one or more bolts at a
magic-resistant creature, the creature
makes one magic resistance roll for the
volley; if it succeeds, the entire volley is
negated. Bolts from multiple casters consti¬
tute separate volleys.
What happens to creatures that
are partially or completely sub¬
merged in mud when a mud to rock
spell is cast in the vicinity?
A creature completely submerged in
mud will be trapped in the resulting rock.
Creatures walking or wallowing on the
surface might escape entrapment if they
save vs. breath weapon.
reinforce that wall?
An unsupported wall of iron will fall
over unless it can insert itself into adjacent
nonliving material. The wall can be placed
face-to-face with another nonliving surface
to reinforce it. Note that a wall of iron is
always created vertical. Also, a wall of iron
is very heavy, and the DM might rule that
even a supported wall will tip if the adjoin¬
ing material is very weak (such as a thin
wooden or plaster wall). In such cases the
magical wall probably will bring the sup¬
porting material tumbling down with it.
Are undead, constructed beings,
or plants affected by the polymorph
other spell or a wand of poly¬
morphing? Why or why not?
Most creatures, including undead and
simulacra, can be polymorphed with the
fourth-level polymorph other spell or a
wand of polymorphing. (As a side note,
golems are creatures, but all of them are
immune to polymorph spells.) Generally
speaking, a creature is an entity that can
move and react without outside aid. A
creature need not be alive. On the other
hand, magically controlled creatures still
are creatures even when not acting inde-
harmed only by magic weapons?
Will a wall of iron stand up on its \ pendently. Animated nonliving objects
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(excluding skeletons and zombies) are not
creatures, whether magically or mechani¬
cally animated. If the DM uses science-
fiction monsters such as sentient robots or
androids, he should decide when they are
introduced whether to treat such entities
as objects or creatures. Nonsentient plants
probably should not be considered crea¬
tures for purposes of low-level polymorph
magicks. Note that animals cannot be
turned into plants by polymorph other
spells or a wand of polymorphing; the
eight-level polymorph any object spell is
required for such transformations.
The description of the portable
hole in the DMG says there is a lim¬
ited amount of air in the hole. Do
bags of holding have a similar limi¬
tation or do they allow unlimited
breathing? Just how large an object
will fit into a bag of holding?
Bags of holding, like portable holes, do
not contain any air except what happens
to be inside when they are closed. How¬
ever, it is assumed that a bag can be left
open just a bit when living creatures are
kept inside. If a bag is tightly sealed, there
is limited air inside. A large bag has about
the same internal capacity (250 cubic feet)
as a portable hole (a little more than 282
cubic feet). The other bags have propor¬
tionately less space and air inside them.
Note that most creatures will use up oxy¬
gen faster than it can be replenished
through a small crack, so a bag still would
have to be opened every half hour or so to
keep creatures inside from suffocating.
No item can be placed inside a bag of
lwlding unless it can pass through the
mouth. A standard bag of holding, laid out
flat, is 2' wide and 4' long, with a mouth at
one of the narrow ends. No object can
pass through the mouth into the bag un¬
less its circumference is 4' or less. For
example, a chest l 1 across on all sides will
fit into the bag, but a chest VH across on
all sides will not.
Because bags of holding are larger on
the inside than the outside, they can hold
objects that are very long. Assuming that a
standard bag is twice as deep as it is wide,
each type of bag can hold objects about
this long: 30 cubic feet, 5'; 70 cubic feet,
6V2'; 150 cubic feet, 8V2 1 ; 250 cubic feet,
im. A portable hole can hold an object
about I2V2' long. Note that this assumes
the object is very thin; bulky objects
would have to be a bit shorter.
Why do the potions of heroism
and super heroism work only on
warriors?
There are several magical items that
work only for specific classes. In each
case, game logic and game balance play a
role. Game logic in this case is unclear, but
it probably goes something like this: The
potions enhance, not create, the warrior
potential in a character. Zero-level charac¬
ters and warriors have the potential to be
enhanced, but members of other classes
do not. The latter have abandoned or
suppressed any warrior potential while
training to become members of their own
classes. Game balance demands that there
be distinct differences between classes.
Class specialization in the AD&D game
helps to insure that all characters are not
near-clones trying to achieve the same
menu of skills and abilities. Clearly defined
character classes also make teamwork
necessary, since one or two characters
cannot do everything that might be re¬
quired for successful adventures. This also
promotes role-playing and campaign lon¬
gevity. Most magical items that duplicate
class abilities are class specific. Otherwise,
class distinctions would disappear and a
typical party would become a homogeneous
mix of wizards turned healers, wand-
toting fighters, sword-swinging priests,
and scrying rogues.
When using Table 8 (on exceeding
level limits) from the DMG, which
ability score is the prime requisite
for a ranger?
The prime requisites for a ranger are
strength, dexterity, and wisdom. The
prime requisite for each character class is
listed at the beginning of the class descrip¬
tion in the PHB, immediately after the
class's ability requirements.
How should ability score checks
be handled for monsters with no
defined abilities? For example, how
do I determine the dexterity score
for a horse or a hill giant?
If the question comes up during play, it's
best to decide quickly. Keeping the game
moving is more important than making a
precise calculation. I suggest that you
assume that any monster has average
ability scores (about 10). Just roll a ld20
for ability checks; if the result is 10 or less,
assume the creature passes the check.
If the roll is higher, start figuring: Roll
ld3 to get the base ability score. In the
case of dexterity, add one or two to the
base score if the creature is described as
agile, quick, or sure footed (subtract one
or two for clumsy creatures). You might
add a point for a high movement rate and
one point for every multiple of three that
the land or water movement rate rises
above 12 or every multiple of six for air
movement above 18 (you can subtract
points at the same rate for exceptionally
slow creatures). Generally, creatures with
multiple legs are more sure footed than
bipedal creatures, allowing one point for
each pair of legs after the first two. The
situation will exclude some modifiers; a
horse might get modifiers for speed and
legs when determining if it can jump a
fence, but it might get none for deciding if
it slides down a rocky slope. On the other
hand, a basilisk probably couldn't jump
over a matchbox but would get credit for
its eight legs when negotiating slopes.
Giants are notoriously clumsy, but their
sheer size allows them to simply ignore
most obstacles.
When calculating other ability scores,
consider the following: Strength generally
equates to size; tiny creatures might re¬
ceive a -2, small creatures a -1, man-
sized creatures no modifier, large
creatures a +1, and so on. Creatures
especially noted for strength, such as draft
horses, might get an extra point or two. If
a creature has any damage modifiers from
strength, use Table 1 in the PHB to esti¬
mate its strength score. Wisdom generally
equates to intelligence, with an extra point
or two if the creature has priest spells or
is noted for its cunning or guile. Most
monsters have higher than normal consti¬
tutions (say 11-13), modified for size as per
strength. Most monsters have low cha¬
rismas (say 8-10) with extra points added
for high intelligence and times when a
creature deals with other monsters of the
same alignment. Needless to say, it's al¬
ways better to go through this process
before play begins when possible.
The description for the wall of
sand spell in FORGOTTEN REALMS®
Adventures implies that the wall is
always 12’ high, no matter what the
caster’s level. Is this the case?
Judging from the descriptions of other
wall spells, I suggest that a wall of sand be
no thicker than 4' per caster level, up to
12' high per caster level, and up to 4' long
per caster level.
The spectral wings spell from
FORGOTTEN REALMS Adventures
creates two 12’ wings with a wing¬
span of 26’. Doesn’t 12+12 = 24?
Also, the spectral wing’s will follow
their last instruction if the caster is
slain. How aggressively will they
follow an order such as “kill those
creatures that are attacking me”?
The spell creates a ghostly steed with 12'
wings; the extra 2' come from the thick¬
ness of the mount itself, the steed has no
intelligence and acts only at the caster's
command. It is utterly incapable of follow¬
ing complex orders. The DM might allow
the steed to make overbearing or pummel-
ing attacks, but the caster must think out
such attacks action by action, as though
performing the attack himself. If, for
example, the caster orders the steed to
swoop own and attack a foe, but the
caster is slain before he gets there, the
steed follows the last command—to
swoop—and probably will smack the
ground at a high rate of speed as there is
nobody to stop its dive. In this case, the
steed tries hard to drive itself right into
the earth until its duration expires. Q
EXERCISE
Does Your Heart Good.
^American Hear! Association
100 MAY 1991
FANTASTIC GAMES
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DRAGON 105
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in the Palladium Megaverse*
The Palladium Role-Playing Game"
The Palladium fantasy RPG creates an exciting world of epic fantasy.
Players can be any number of unique creatures such as the werewolf-like
wolfen, the bearmen of the north. or the loathsome changeling who can assume
the form of any humanoid creature. Additional player creatures include ogre,
troll, goblin, ore, dwarf, elf, human, and dozens of optional races.
Magic is unparalleled, with the inclusion of the spell casting wizard, elemen¬
tal aligned warlock, ward wielding diabolist, circle using summoner, psioni-
cally empowered mind mage, the metamorph druid and others.
Combat is realistic and fast playing. The world intriguing. If you play any
of our other games then you’re already familiar with the game mechanics.
This is the original RPG system that all the other Palladium role-playing games
grew out of.
274 pages. Compatible with Rifts and other Palladium RPGs. $19.95 plus
$2.00 for postage and handling.
Fantasy Source Books
Book II: Old Ones is a giant book of cities, mapping and exploring 34
major communities in and around the Timiro Kingdom. Plus adventure in
the mysterious dwarven ruins known as the Place of Magic. The dreaded
Old Ones and six adventures. 208 pages. $14.95 plus $1.50 for postage
and handling.
Palladium Books®, Inc.
Dept. D
Book III: Adventures on the High Seas. A super source book that maps
and explores the islands around the Palladium Continent, including the Isle
of the cyclops. Source material offers the gladiator and seven other new
character classes, new skills, over 30 new magic items, faerie food, magic
curses, herbs and gems, ship to ship combat, six adventures and ideas for
a dozen more. 208 pages. $14.95 plus $1.50 for postage and handling.
Monsters & Animals presents nearly a hundred new monsters. Many, like
the Bearmen, Coyles, Rahu-men, Ratlings, and Lizard Mages, are optional
races available as player characters. Most are quite new and original, not
your usual repeat of monsters from myth. This source book also contains
200 different, real life animals, all with complete stats and maps indicating
their location in the Palladium Fantasy World. Compatible with RIFTS and
the entire megaverse. $14.95 plus $1.50 for postage and handling.
Adventures in the Northern Wilderness is a 96 page, action packed adven¬
ture and source book that provides new data on the Great Northern Wilder¬
ness and the Wolfen. Six adventures pit characters against elemental forces,
an insane dragon, ancient rune magic, the demonic Omicron, and, of course,
the wolfen. Keith Parkinson cover. Interior art by Talbot and Long. $9.95
plus $1.00 for postage and handling.
Further Adventures in the Northern Wilderness. Kevin Siembieda fol¬
lows the excitement of the first Northern Wilderness book with this second,
48 page adventure book. Source material includes data on the mountains,
known as the “Bones of Belimar,” that divide the Great Northern Wilderness
and the Eastern Territory. Four adventures, random encounter tables, the
village of Wrijin, and adventure ideas. $7.95 plus $1.00 for postage and
handling.
The Compendium of Weapons, Armour, & Castles presents over 700
different types of ancient weapons, over 40 types of armour, and dozens of
castles, each complete with floor plans. All data is historically accurate. Com¬
patible with the entire Palladium megaverse® and ALL game systems. 224
pages. $19.95 plus $2.00 for postage and handling.
Still Available! Weapons and Assassins and Weapons & Castles of the
Orient. These are the last available source books from our original weapon
series. Both titles are historically accurate, 48 pages, 7x10 trade paperbacks,
and compatible with ALL game systems. Each costs $5.95 plus $1.00 for
postage and handling.
Coming this Summer! The Island on the edge of the World. A new
adventure/source book that will carry our heroes through the mountains of the
Old Kingdom to an uncharted island on the edge of the world. Introduces
crystal magic and a psychotic, world threatening villain. Watch for it late
Palladium Books®’ Complete 1991 Catalog is now available. Send 50 cents
to get your 24 page catalog of the Palladium Megaverse® today.
Rifts , the Role-Playing Game
Rifts™ is a multi-genre role-playing game that captures the elements of
magic and the supernatural along with science fiction and high technology.
The Palladium mega-damage system applies to both magic and technology,
creating super powerful characters of all kind. The fact that the same basic
RPG system lihks all of our games, means that players can bring in any
Palladium character from any Palladium game.
The Earth has been inadvertently transformed by a cataclysmic event that
nearly obliterated humankind. It is approximately 200 years later (nobody
knows for sure). Human beings are emerging out of a dark age to reclaim the
planet. A strange and alien Earth inhabited by unimaginable, and sometimes
terrible, creatures.
Earth is brimming with what ancient man called “magic” energy. Ley lines
criss-cross the planet. Where they intersect, the energy is at its peak and
trans-dimensional rifts tear open the fabric of space and time, releasing unspeak¬
able horrors.
Highlights Include:
• Nearly 30 exciting and unique Occupational Character Classes includ¬
ing the Cyber-Knight, Borgs, Glitter Boys, Psi-Stalkers, Dog Pack
(mutant humanoid dogs), Crazies and many others.
• Supernatural creatures. Some, like the Dragon are actually player
characters, other are horrifying menaces from the rifts.
• Written by Kevin Siembieda. Three years in the making!
• 256 pages! $24.95 plus $2.00 for postage. Available now at hobby
shops and comic stores everywhere.
5926 Lonyo Ave.
Detroit, MI 48210 Palladium Books* and Megaverse* are registered trademarks owned
by Kevin Stem
are trademarks owned by Kevin Siembieda. Copyright © 199!
Available at hobby shops and comic book stores everywhere!
Qamersguide
WESTERN BONES
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Experience the ultimate in (,
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Societies Sourcebook
Add purpose and
depth to your
campaign! Soci¬
eties Sourcebook
contains detailed
descriptions of
over 100 organi¬
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the Unseelie Court, run for the presidency of the Glad-
Handers Club, or delve into the secrets of the Red
Skull. This manual is a wonderful sourcebook for
adventures your players will never forget!
Compatible with Legendary Lives and
other Fantasy Role Playing Games.
Societies Sourcebook • $12.95
Player’s Primer. $11.95 Referee’s Rulebook • $11.95
Available at finer hobby and game stores. If ordering
direct, please add $1 per manual for shipping.
Marquee Press, 1101 SW Washington St., Suite 141
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|See Your Character In The Flesh!|
Detailed ink Illustra¬
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artists for all types of
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Send a character
description and $10for
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110 MAY 1991
Sponsored by TSR, Inc/s Rook Department
Braider thousands of games and gaming events, one of the
major highlights of the GEN CON® Game Fair is the Writing
Workshop. Writers interested in having their work critiqued by a
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GEN CON Game Fair, August B -11.
Submissions must be postmarked no later than
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DRAGON 111
by Robert Bigelow
Photography by Mike Bethke
Fifty years ago this May, the British navy
took the backbone out of the German,
surface fleet. The sinking of the battleship
Bismarck was a major event in World War
II and will be talked about later in this
article. But first we have a topic that needs
to be addressed not only for my sake but
for all other reviewers in this magazine.
Recently, an effort was made by one of
the companies whose figures I review to
make me change both my rating on a
particular figure as well as the way I re¬
view figures in general. An individual
from this company made some comments
about my being bought off, then tried to
influence me by putting pressure on
DRAGON® Magazine and the officers
of an outside organization of which I am
an officer. This organization is mini¬
atures oriented and needs the support
of all miniatures companies, so this threat
was especially problematic. The gist was
that, unless I was persuaded that I was
wrong in my reviewing methods, the
company would cease its support of the
organization.
I want to thank Roger Moore and the
staff of DRAGON. Magazine for their sup¬
port, and I thank the other officers in the
organization for their support. I am not
going to change my rating of any minia¬
ture already reviewed, as I have done my
utmost to be perfectly fair. But I am going
to put part of my decision-making process
before you, the readers, so you know how
I review miniatures and so I can air some
ideas for your response.
My reviews are based on the following:
The figures sent in for review must be
sent by either a manufacturer or a distrib¬
utor. This ensures that each figure is ei¬
ther new or is currently available on the
market. I will not knowingly review a
figure that is out of production or unavail¬
able, as that is fair neither to you nor to
the company that put the figure out. The
figures must be in their original packag¬
ing, as sold to the public, and should come
from a common shipment.
Miniatures' product ratings
Poor
Below average
Average
* * * Above average
'**** Excellent
I check the figures I receive against
those at my store to ensure that the quali¬
ty is the same and that I did not get "steril¬
ized" pieces. I will not do a review from a
photograph, a prepped model, or a paint¬
ed miniature, as these allow for hiding
defects through cleaning or retouching
and do not assure you of getting the same
product that I received.
I also frequently check with distributors
as to any current or long-term problems
that point to decreased quality control.
Such problems include getting two of the
same figure in a pack instead of two dif¬
ferent figures, or a long run of multiple-
piece figures with two left or two right
legs instead of one of each, or even figures
missing major parts such as heads. Several
companies have had some quality-control
problems lately, and I have contacted them
as a result.
After I have checked the packaging, out
comes the magnifying glass. I check fig¬
ures for flash (how much and how thick),
for mold lines, and for incomplete filling
of molds. Flash is a common occurrence
when the mold halves don't seal tightly or
when they get old (and sometimes when
they are very new). Usually, manufactur¬
ers clean away light flash before the fig¬
ures leave the factory, and major flash
should be caught by quality control. Sev¬
eral companies have given gamers the
impression that no flash is found on minia¬
tures at their factories, so great shiny
webs of flash on their figures are especial¬
ly noticeable. Mold lines will always be
present, but this defect must be judged on
whether one side of a figure is higher than
the other (which means that the mold
halves didn't line up) and whether one side
is raised in such a way that repairing it
endangers the figure's features. Incom¬
plete fills are usually because of under¬
heated lead, incorrect metal composition,
or simply running out of lead. These fig¬
ures should be caught by quality control.
If the reviewed miniature is a single¬
piece figure. I'm just about done. I explore
the detail to make sure that it is good. In
some cases, I prime the figure to bring out
hidden details as well as flaws. If none are
noticeable, I then write the review.
If the miniature is a multiple-piece fig¬
ure, I test-fit all of the pieces to make sure
they join correctly. If they fit perfectly, I
often glue the pieces together, check the
details, and review the figure. If they don't
fit well, I find out why. If it's an easily
fixed problem, I fix it and keep track of
the time and effort required to do so.
Sometimes large pieces shrink and there¬
fore don't fit properly. I try to fix that as
best I can, usually with putty, and I keep
notes on the process.
The star rating each figure gets is based
on many points, including all the consider¬
ations just mentioned. I also take into
consideration the figure's utility, detail,
price, quality, completeness, and clarity of
instructions (for multiple-piece figures),
The Bismarck anniversary: friends and foes (GHQ)
Rating (not berating) the ratings
112 MAY 1991
conformance to accepted scale, labeling,
company claims, and other products. If a
company continually states that its
products are the best, then the standards
for that company's products should be
slightly higher than for other companies. I
also judge on whether a product conforms
to its billing. If it is labeled as being for
skilled modelers, then that is how it is
judged. If there is no labeling and it is a
skilled kit, then points are lost immediately
to reflect the disappointment of someone
who got in over his head without warning.
I've modeled for over 30 years in plastic,
lead, wood, and other materials for both
model railroading and gaming, and I have
frequently cursed manufacturers when a
supposed 40-minute job took hours to
complete due to misrepresented instruc¬
tions. I've received letters from gamers
whose levels start at rank amateur and go
to skilled kit-basher (those who can take
several products and combine them to
make an object not otherwise available). I
aim my columns at all levels of hobbyists
and grade accordingly.
An exception to this rule involves pew¬
ter products. Pewter is rarely if ever used
for gaming, and such pieces rarely have
the precision found in gaming pieces. Most
people who collect pewter do so for its
beauty and form rather than each figure's
details. Pewter pieces tell stories, set
moods, and tickle fancies. I grade pewter
on its uniqueness, its "story," how it gets its
idea across, visible flaws, and the safety of
the product.
I have been considering adding to my
rating system by issuing a skill-level rating
for each miniatures set requiring assem¬
bly, to better reflect the suitability of the
set for any particular buyer. I am inter¬
ested in getting feedback from all of you
and will make my decision by the end of
the year.
Every person who reviews products for
DRAGON Magazine writes with the good
of the readers in mind. We are not perfect,
but we stick by our standards and explain
how we reach our decisions. Speaking for
myself, I don't rate on product flow but I
do on quality, and this is the way it will be.
Reviews
The Bismarck anniversary
One of the most famous battles of World
War II happened 50 years ago this month.
It began on 23 May 1941, the day that the
German battleship Bismarck and the heavy
cruiser Prinz Eugen steamed into the
north Atlantic through the Denmark
straights. The battle's roots extended back
to 1928, with the reemergence of the
German navy and the appointment of
Admiral Raeder as the naval Commander-
in-Chief.
Raeder believed that Germany needed a
strong navy to pursue its aims around the
world. He was restricted by the armistice
of World War I as to the size, weight, and
quantities of his ships and even the num¬
ber of men he could have under arms.
Raeder oversaw the building of new light
cruisers and Panzerschiffs, or pocket
battleships. These were the ships that
were to lead to a new, well-balanced navy.
By 1934, the navy had decided to build
raiders that could disrupt and destroy
standard sea lanes. Merchantmen were
purchased for conversion into raiders, and
two triple-turreted ships—actually battle
cruisers—were being built.
In 1936, Germany began building the
Bismarck and the Tirpitz under heavy
security. The battleships' design was based
on a late World War I battleship layout but
was to have more compartmentalization,
more armor, and more weapons of every
type. The engines were meant to propel
the ships at speeds of 31 knots for over
8,000 miles. Unfortunately, these battle¬
ships took years to build; by the time the
Bismarck was completed, Germany had
been at war for over a year, and the Ger¬
man navy had been reduced to sorties in
the Atlantic to disperse and destroy the
convoys bearing the lifeblood of the Unit¬
ed Kingdom. The German battleships
worried the British, as they were compa¬
rable to the best of Britain's operational
New from Bard Games!
Gihe Tall si ant a Worldbook is the atlas of Archaeus - the
strange and exotic world which serves as the setting for
the Tallslanta game. The Worldbook features fully-revised
material from the Chronicles of Talislanta and the Cyclo¬
pedia Tallslanta, plus new continental, regional, and city
maps. Also included: all-new material on the Unknown
Lands - Draknar. the Lost Continent, the Flying Island of
Alcedon, the Midnight Realm, Altarus, and Celadon!
Suitable for use with any Fantasy Role Playing game.
Retail price: $19.95
Available in Europe and the UK exdusively through:
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Katherinen Str. 15
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2241-311313 (phone orders) 2241-312892 (FAX)
Available in the U.S.A. through Waldenbooks, B. Dalton,
and finer hobby stores. For a free catalogue, write to:
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P.O. Box 7729
Greenwich, CT 06836
DRAGON 113
battleships. The battleships would also
force Britain to stretch her forces very
thin, as all convoys would have to be
equipped with a battleship or heavy battle
cruiser escort to fight off the big German
The Bismarck and the Prinz Eugen were
originally slated to be part of larger group
attacks on shipping lanes. Unfortunately,
the other attack ships were still dock-cases
when the Bismarck and the Prinz Eugen
were set to leave. The German High Com¬
mand wanted operational capital ships at
sea to confuse the British, so they dis¬
patched the Bismarck and the Prinz Eugen
to their destinies.
The Germans charged into the north
Atlantic under cover of a storm but ran
smack into a patrol of cruisers. One was
the H.M.S. Suffolk, which had the only
radar set on tire Arctic patrol. The captain
of the Suffolk had the set installed less
than a month before at his own behest, so
his ship shadowed the Germans and guid¬
ed in the battle cruiser H.M.S. Hood and
the battleship H.M.S. Prince of Wales. On
24 May, British vessels fired on the Prinz
Eugen, which had steamed ahead of the
Bismarck during the night. This error gave
the Germans plenty of time to retaliate.
Within minutes, the Hood blew up and
sank, and the Prince of Wales withdrew
from the battle, heavily damaged and on
fire. The Bismarck had received some hits,
and one hit on its fuel bunker forced the
ship back toward France. At some point,
the Prinz Eugen slipped away from the
Bismarck and found her way back to port.
The Bismarck almost slipped away but was
found on 26 May by a British Catalina
aircraft. Shortly thereafter, a group of 15
Swordfish planes scored a hit on the Bis¬
marck's rudder, forcing the ship to sail in
circles. Destroyers pressed the attack until
the H.M.S. Rodney and the H.M.S. King
Cymrillian Magician (Lance & Laser Models)
114 MAY 1991
George V appeared and began firing on
the Bismarck. On 27 May, the Bismarck
sank after taking heavy damage and a
multitude of torpedo attacks, including
two torpedoes from the Rodney (these two
torpedoes did no significant damage but
were the only torpedo hits ever scored on
a battleship by another battleship). The
Bismarck's crew finally scuttled her; she
sank with flag flying at 10:40 A.M.. The
British had ended the threat to their ship¬
ping on their own, and this basically end¬
ed the sorties of the German battleships
into the Atlantic.
My gaming club has developed a quick¬
playing miniatures war game to see if we
can stop the Bismarck. Our version of this
battle requires a copy of The Avalon Hill
Game Company's BISMARCK* game (now
out of print); a copy of the SEAPOWER* 1
& 3, SEEKRIEG*, or any other World War
II naval rules; and miniature ships.
Some of the ship figures you can use are
briefly reviewed here, as these 1/2400-
scale miniatures were sent for review by
GHQ. The ships pictured are all from GHQ.
All GHQ ships include deck planking, and
all are available at this time.
The H.M.S. Hood is available through
CinC (MF100) or Superior Models. This
ship had eight 15" guns and a deadly
weakness over a magazine. In addition,
the British player also has the battle cruis¬
er Renown, which was not actually used
by the British because of the fate of the
Hood.
2634 Bryant Ave.
Minneapolis MN 55408
UKN-2- Suffolk ****y a
This was a heavy cruiser of the Kent
class. It had eight 8" guns, plus torpedoes
and radar. The model is well detailed, with
little flash at ends of gun barrels. Five of
these heavy cruisers patrolled the Den¬
mark straights and between Greenland
and the top of Iceland.
UKN-5 & 6- "H" and
"J" Class DD
These are generic destroyers; eight were
with the Rodney convoy.
UKN-9—Rodney BB
This ship was the most heavily gunned
ship in the British navy at this time, with
nine 16" guns, but it was also strange
looking and was vulnerable from the rear.
This ship, the King George V and two
heavy cruisers of the Norfolk class were
with a convoy when the Bismarck was
discovered.
UKN-10—King George V BB * * * *
This ship had ten 14" guns plus second¬
ary guns. This figure can be used as either
the Prince of Wales or the King George V.
The Prince of Wales was with the Hood,
south of Iceland, when the Bismarck was
discovered. Be careful of the secondary
guns on this model during assembly, as
they are prone to breakage
GEN-5—Bismarck BB
The second most powerful ship in the
German navy (the Tirpitz was larger and
slightly better armed), the Bismarck tied
up almost half of the British navy in trying
to contain the raider. With eight 15" guns
and optics far superior to British equip¬
ment, the only surprise in store for its
crew was the British ability to track it with
radar. She was almost invulnerable to
torpedoes, except in the rudder area. This
miniature is excellent and makes a good
display piece as well as a gaming piece.
GEN-6—Prinz Eugen CA * * * * *
One of a class of five planned heavy
cruisers that were each more than a
match for any British cruiser in armor or
guns, this ship had eight 8" guns as its
main armament. The main problem these
ships experienced was with their propul¬
sion systems, which frequently broke
down. Luckily, the miniature doesn't have
this problem.
Lance & Laser Models
PO. Box 14491
Columbus OH 43214
T-009—Cymrillian Magician ****
Bard Games' Chronicles of Talislanta
glossary defines Cymrillians as a green¬
skinned, green-haired people enamored of
all things magical. The lead figure submit¬
ted for review represents one of these
magicians. The figure is scaled for use
with 25 mm figures. Although the descrip¬
tion in the glossary did not include height
for any of these magicians, the figure is 36
mm in height, putting it at just under 8'
tall, and has a slender build.
The figure is dressed in a long, flowing
robe bundled in a pleatlike manner
around his body. The robe billows out bell-
like at the cuff and reaches from shoulder
to floor; an interwoven embroidered edge
at the front, where the robe joins and
extends around the neck and head guard,
acts as a wind break. The robe is held
together by a wide woven belt that is
knotted and cinched on the right side. The
magician is further protected from the
elements by a long cape, held on by a
multiringed clasp on the center of the
chest. The left hand holds a thick, open
book in a position to be read, while the
right hand grips a long staff cut in a spiral
design. The staff is topped by a creature
that could either be a carving or a famil¬
iar; it looks like a cross between a bat and
a pseudodragon.
The figure's face is uncovered, with his
expression easy to see. The magician is
quietly chanting a spell, as his face bears a
look of concentration and his mouth is
open slightly. Facial detail is good, with
well-formed features and good hair. Some
detail is shallow, so be careful when you
paint. Also note that a chain hangs from
the metal crown and gem, around the
guard. This will take some extra care and
work when you paint the figure.
The figure makes a bit of a "ting" when
tapped. This usually indicates that slightly
more tin has been used than usual, so the
figure will be brittle. The detail is good,
and I can see several uses for it not only in
AD&D games but even as an army magi¬
cian in BATTLESYSTEM™ or GW's WAR-
HAMMER* miniatures combat. This is a
good buy at $1.75.
Ral Partha Enterprises
5938 Carthage Ct.
Cincinnati OH 45212
Ral Partha Enterprises
c/o Minifigs
1/5 Graham Rd, Southhampton
ENGLAND S02 OAX
FA-70-Gallinir the Elf Knight * * * *Vz
This lead, 25 mm scale figure is a little
large for an elf (at 25 mm tall), so he could
be used as a half-elf. The figure has a
rounded base textured to resemble
ground. He wears supple boots, skin cov¬
erings on his legs, and chain mail. From
neck to waist he wears overlapping plate;
the armor is joined by a hidden clasp on
top and by a belt at the waist. He wears
gauntlets, with his right hand holding a
sword and his left holding a great Y-¬
shaped shield with raised edges on both
top and bottom.
His head is bare and his long hair is in a
pony tail that drops to his belt. His hair is
held up in front by a headband. EEs face
bears a serious expression and features
pointed ears that are well defined, but also
short enough to be a half-elf's. His face
resembles that of an old movie star, whose
name escapes me.
This is a well done figure and can be
used as a leader figure. This is recom¬
mended at $1.50.
Grenadier Models
P.O. Box 305
Springfield PA 19064
Grenadier Models UK Ltd.
19 Babage Rd.
Deeside, Clwyd, Wales
UNITED KINGDOM CH5 2QB
Everyone wants and needs fighters.
They defend, attack, and act as cannon
fodder when the occasion demands. Be
they the barbarians of fantasy lands or the
street samurai of FASA's SHADOWRUN*
world, they are the troops who bail you
out with their berserk attacks and brave
actions. Two packs of Grenadier figures
share this heritage:
GaHinir the Elf Knight (Ral Partha)
#1320 — Metahuman Samurai * * * *
Street samurai take care of problems
beyond the range of technology. Muscle is
their stock in trade. These figures are
meant to be compatible with the figures in
the SHADOWRUN boxed sets and succeed
well. They measure correctly for 25 mm
scale and match the illustrations in the
SHADOWRUN game's Street Samurai
Catalog almost exactly. The set consists of
656 f.. McMillan. Uncmab. OH 4520^1991
PIiuiil' Mhfiday ihrough Friday. S to 5 E.S T.
M^lerCauf & VISA welcome'
LunlrtnJ taliikMi s«ta Mill available-' Ear (ree tnfonnaUori, scud S.A.S.E.
d tWARNIMO Trts pnduc: caiKiumJ hhIiI rni fc*: .rtniiwl ijf vuufowd Nui recammf
ncbd rcr uu mhWt ih; c* H
JQfJfi - IVEastircf Ortrf Hafliny...Slf/ fif)
n hundeiboli; Mountain Miniatures unveils two new
creations from its series of 54mm figures. Each is
masterfully crafted with painstaking precision by
the hand of biternationalV-''eric^ t ned designer Tom Meier,
whose work is known among both enthusiastic hobbyists
and serious collectors. Rich in detail and faithfully
reproduced, these figures are currently available at your
local hobby store.
They ate destined for
■every serious
coflector’s shelf.
^MOUNTAIN MINIATURES'
DRAGON 115
on the bottoms of the bases, as each had a
molding ridge line that prevented it from
standing straight. If you play the
SHADOWRUN or another dark-future
game, these will make good opponents.
Cost is $3.50 per pack.
#1411-Barbarians With Hand^
Weapons ****y a
These barbarians, designed by Mark
Copplestone, come from Grenadier Models
UK and are packaged in yellow blister
packs. These lead figures are meant to be
used in 25 mm scale, but the figures mea¬
sure just over 33 mm in height, which
means they are over 7' tall. All figures
except one are bare chested and bare
legged. There are five different figures in
this pack.
Figure #1 is a barbarian with his sword
thrust out in a challenge or as if leading.
His mouth is open, and his face is slightly
pinched. His hair is gathered behind in a
pony tail and goes down to his belt.
Around his neck he wears a chain neck¬
lace from which hangs a talisman, and his
right wrist has a bracer. A studded shield
on his raised left arm is his only armor. He
wears a set of fur boots wrapped with
cloth bands and a fur loincloth secured by
a belt. There is some flash along the mold
line, but very little.
Figure #2 has stepped back and is pre¬
paring to chop at a foe with his axe. He
has a smooth wood-backed shield on his
left arm. His hair flows to either side of his
shocked-looking face and is pulled back in
the rear. He wears a girdle and loincloth,
with a chain crossing his chest. He also
wears a small locket. There is no obvious
mold line or flash on this figure.
Figure #3 wears a fur vest and shorts,
cinched with a belt and buckle. His feet
are clad in smooth, fur-cuffed boots, and a
necklace with bear teeth circles his neck.
He has a single-bladed war axe in his right
hand and a smooth, wood-backed shield
on his left arm. His chin juts out as if to
say "hit me." His hair is parted in the mid¬
dle and swept back. The fur detail is excel¬
lent; the only bad point is an obvious but
easily fixed mold line on the left leg.
Figure #4 stands with his legs spread,
challenging anyone to pass him. He is
armed with a two-edged broad sword in
his right hand and a saucer-shaped shield
on his left arm. His fur "cover" is held by a
wide belt with a skull buckle. Around his
neck hangs a necklace. His hair is cut
short, and his chin is thrust out to add to
the challenge. There are mold lines on the
inside of the arm, with some light flash.
Figure #5 looks like Arnold Schwart-
zenegger as Conan, complete with bear-
claw necklace. Armed with a double-
bladed battle axe with a wood shaft and a
saucer-shaped, wood-backed shield, he
also wears a studded leather belt with a
hook, a fur loincloth, and fur-topped boots
with leather bindings. This figure has a
mold line running completely around it,
but it will clean up easily and disappear
Metahuman Samurai (Grenadier Models)
Barbarians With Hand Weapons (Grenadier Models)
three metahuman figures: an ork, a troll,
and a dwarf.
The ork figure stands 29 mm tall and
has his left arm folded over his body,
supporting what looks like an Ingram
smartgun held in his right hand. He is
dressed in a waist-length jacket; upon
close examination, you see that he has a
shirt and tie. He wears long pants and
boots, and sashes adorn his upper thigh.
The ork's face is well done, with visible
canines in his sneering open mouth. His
hair is brushed back and falls to mid¬
shoulder. His wrinkled forehead is pro¬
nounced. Flash must be removed from the
left ear, the groin, and shoulders.
The troll measures 37 mm in height. His
jaw juts out, with his lower tusks reaching
the base of his nose. Twin horns curl back
from his high forehead; the top of his head
is covered with warts, curls, and other
engravings. He appears to be snarling. He
wears fur boots. His right hands clutches
an axe, and his left hand holds an automat-
116 MAY 1991
ic pistol with stock. His pant legs have
rolled cuffs, armor, and spikes at the left
knee and thigh. The armored vest is partly
covered by a fold-over jacket. An addition¬
al armor plate covers his right shoulder,
and a deaths head pin leers from his left
lapel. This figure was relatively flash free,
with only a little flash on the pistol.
The dwarf is armed with a maglock pass
key in his left hand and a holstered pistol
on his right side. He stands 23 mm tall
with his neatly trimmed hair, beard, and
mustache. His expression is one of near
boredom. He wears a fully armored jacket,
complete with spikes on his right shoulder.
A web belt circles his waist and supports
spare ammo pouches as well as what looks
like a scroll tube. The jacket has no visible
front closures. The dwarf has knee pads
and buckle boots. There was flash be¬
tween the left arm and the pass key, in the
groin, and in the crook of the right arm.
All these figures have small faults that
can be fixed with care. You need to work
337-641 a
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Dwarf Crossbowmen (Viking Forge)
with painting.
These figures would fit well with any
Games Workshop figures but might be a
bit large with Ral Partha or other smaller
25 mm figures. They are well done, by a
designer who once worked for Games
Workshop and was probably influenced by
it. At $4.95 per pack, these figures are an
excellent value.
The Viking Forge
1727 Theresa Lane
Powhatan VA 23139
#5004 —Dwarf Crossbowmen * * * *Vi
Dwarves are one of role-playing gamers'
favorite choices for characters. These
dwarves are scaled in 25 mm, standing 19
mm tall, and have stout and hefty builds.
Each figure is dressed in a waistcoat cov¬
ered by chain mail that extends from
shoulders to waist. The elbows and fore¬
arms are covered by cloth. The hands are
exposed; detail here is very good, right
down to the knuckle joints. Each figure's
left hand holds a heavy crossbow that has
sights and a visible spring mechanism,
while the right hand grasps the trigger. A
studded leather doublet covers the upper
chest and back. The chain mail is secured
at the waist by a wide belt, and criss¬
crossing straps support two quivers of
bolts, complete with feathers.
The feet are clad in boots, and leggings
are visible. On each dwarf's head is a wide-
brimmed, floppy hat with a button that
supports a wide feather that is just a bit
too thick. The face is well done, with a
large nose, a well-detailed beard and mus¬
tache, and high cheeks. The only fault in
this figure is a mold line across the top of
the hat that can be fixed with very little
work.
These figures come four to a pack for $4
and are a good deal to provide a fire team
or missile base for your fantasy army
groups. They are highly recommended. □
* indicates a product produced by a company other
than TSR, Inc. Most product names are trademarks
owned by the companies publishing those products.
The use of the name of any product without mention
of its trademark status should not be construed as a
challenge to such status.
Challenge This
Sanctuary of
Unexplainable Evil!
An ancient keep stantis aliknc In Lhr
Forest. Centuries nyo ; L wa* Lhe Home itf
mighty wizards and warriors- "10* it
harbors the hideous creature* that
annihilated those; inhabitant*. Inattjlhle
treasure and danger await all takers.
“HDWttJWtal'saorflflMJ™?
OUr. yaitCChl HfcTegeMflgmU. This tcay.
w. iwmrsrtattewi. rwJ
ftalNMp."
nightmare Keep: lor the FOROQTTTh
^leALMS !, game adventurer with
uncommon courage, a stmug
stomach and superior
fiTepovcr. This adventure nits
easily into any ongoing t"nY
high-level camjwlgo.
kjfrVtiTTFH ft-j Ur, 4 Liignvwi nw-H* WFnd'Tf Ok
118 MAY 1991
/ The POLYHEDRON™ New*zlne
Is the bhmanthJy news zinc
sent to all members of the
ROLE PLAYING GAME ASSOCIATION™
fflPQA ') Network. The NewszJne brings you
updates on conventions, news about
the industry gaming advfcs. game scenarios,
and even a classified section sa you can
seek out gamers in your area!
Join TOOOs of gamers worldwide! r Join today! I
See cur subsLrlpdan cud In itidi itiinr, or wrlif (g
HP0A *J*Ew*f*. PO fttwc Si S, Lake Geneva, W1 531 4?
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The Complete Pciesi't
naiadbook litiuiKirfet a*
clerics niuglL-liuilhtg mid
III afl.il. wlrl -JIniJ nlilltllrH
and ap-petlt™ fur Hrtycn-
tufe.lt Aim. mfNn}M to
play a lighting ivmikk. an
Amazon prlestus, a tilhvd
or peasant prleuts
The oimnlrra world of the
fhlef Is titled with dark-
«iejo and stealth, courage
and cowardice, bravado
end treachery. Bui also
lairnhter. lively parLIc*.
Imjhi iImi) markets end< ad¬
venture Hod hD thief
worth 1-1I5. uelnM In salt
would embark on any
quesl without The Coin-
pfele Th-leT's Handbook.
A mnat for spies, senuta.
brnaars. bounly hunters
sod swindlers like youi
aelfl
Take a L'liyage bar k In
Lime to live tll*fl« Aif.-v
with The Cuttle fluldr
niV.-.L'rnT Ikiw In ImmiTV
krtlQl.J* 1111- hl-nul d-:-
rersdtrsar i In- ikhI mi how
to design acid cuoabnjti
your own r-nrtrvss: :mii
how to us* BATTWfS-
TEH" Mili'il.iturK:, In ill luck
and lU-Th-imI urnnghoWo if
alSKi ini Ii»:lr% 3-model rus¬
tles and much, much
ir ynu vp Ifol the ADM*
SudMiChmbna. then Ihe
Itinp.tlgn Soil TCLtKlOh
uud t aUcumh Guide IEi
nf11 1 ll gives secrets iur
*eai»i|l better tales ar ad
VeULUri: Shi yisu r B n Hin
ganwk ratter man the
pull. 11 Im/hidcs. set linn.
UP 9'v-** ’javni^igns. rele
rtting players pacing
'■vrni i making better
Sinttf: undrf-gruund pas-
MKjrt. it also includes Q
Iml rnilihk- catacombs’
Energize your summer campaigns itritJi these
hot game supplements. Find them at book
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.■jIivhHlcc ni,r*::r-+f. i mAGWH >-j AMD in npwvm in^m»
by TSftUL Ita TSmogo m) &*TflJESY5TEk! 44 Utthnuru Mine
tj TM. Nc. ‘-rm hi ivn, Fterod
ISBN 1-56Q76-1W-5