+ All Categories
Home > Documents > Dragon Magazine #191 - Annarchive

Dragon Magazine #191 - Annarchive

Date post: 06-Mar-2023
Category:
Upload: khangminh22
View: 0 times
Download: 0 times
Share this document with a friend
124
Transcript

Issue # 191 Vol. XVII, No. 10

March, 1993

PublisherJames M. Ward

EditorRoger E. Moore

Associate editorDale A. Donovan

Fiction editorBarbara G. Young

Editorial assistantWolfgang H. Baur

Art directorLarry W, Smith

Production staffGaye O' Keefe Tim Coumbe

SubscriptionsJanet L. Winters

U.S. advertisingCindy Rick

U.K. correspondentand U.K. advertising

Wendy Mottaz

1 01 72 2

2 6

3 24 14 7

5 06 4

9 4

FEATURESHorses Are People, Too � Gordon MenziesIf you can�t describe your paladin�s war horse, read this article.

Open Your Mind � Michael John Wybo IIPsionicist kits, from gypsies to the thought police.

The Elven Pantheon�Completed! � Carl SargentWhere�s Rillifane? A lost elven deity reappears for the AD&D® 2ndEdition game.

Different Totes for Different Folks � Vince GarciaWhat�s in your backpack? A look at the best in equipment for theD&D® game.

An African Genesis � Brady EnglishNew lore and legends from West Africa for AD&D games.

The Known World Grimoire � Bruce A. HeardBuilding armies by the numbers in the D&D game.

A Magical Personality � Matt PosnerAre wizards crazy, or do they just act that way? Role-playing notesfor specialist mages.

Master of the Blade � Peter SearsA smart sword is a great ally�if it�s on speaking terms with you.

Campaign Journal: Risen from the Ashes � Carl SargentOur new game-worlds column begins with a look at the new (andchanging) WORLD OF GREYHAWK® setting.

The Dragon�s Bestiary � Richard A. HuntPoliteness counts when you meet the asrai and the faerie phiz.

DRAGON® Magazine (ISSN 0279-6848) is publishedmonthly by TSR, Inc., PO. Box 756 (201 SheridanSprings Road), Lake Geneva WI 53147, United Statesof America. The postal address for all materials fromthe United States of America and Canada exceptsubscription orders is: DRAGON Magazine, PO. Box111, (201 Sheridan Springs Road), Lake Geneva WI53147, U.S.A.; telephone: (414) 248-3625; fax (414)248-0389. The postal address for all materials fromEurope is: DRAGON Magazine, TSR Ltd., 120 ChurchEnd, Cherry Hinton, Cambridge CB1 3LB, United King-dom; telephone: (0223) 212517 (U.K.), 44-223-212517(international); telex: 818761; fax (0223) 248066 (U.K.),44-223-248066 (international).

Distribution: DRAGON Magazine is available fromgame and hobby shops throughout the United States,Canada, the United Kingdom, and through a limitednumber of other overseas outlets. Distribution to thebook trade in the United States is by Random House,Inc., and in Canada by Random House of Canada, Ltd.Distribution to the book trade in the United Kingdom isby TSR Ltd. Send orders to: Random House, Inc.,Order Entry Department, Westminster MD 21157,U.S.A.; telephone: (800) 733-3000. Newsstand distrib-

ution throughout the United Kingdom is by ComagMagazine Marketing, Tavistock Road, West Drayton,Middlesex UB7 7QE, United Kingdom; telephone:0895-444055.

Subscriptions: Subscription rates via second-classmail are as follows: $30 in U.S. funds for 12 issues sentto an address in the U.S.; $36 in U.S. funds for 12issues sent to an address in Canada; £21 for 12 issuessent to an address within the United Kingdom; £30 for12 issues sent to an address in Europe; £50 in U.S.funds for 12 issues sent by surface mail to any otheraddress, or $90 in U.S. funds for 12 issues sent airmail to any other address. Payment in full mustaccompany all subscription orders. Methods of pay-ment include checks or money orders made payableto TSR, Inc., or charges to valid Mastercard or VISAcredit cards; send subscription orders with paymentsto: TSR, Inc., PO. Box 5695, Boston MA 02206, U.S.A.In the United Kingdom, methods of payment includecheques or money orders made payable to TSR Ltd.,or charges to a valid ACCESS or VISA credit card;send subscription orders with payments to TSR Ltd.,as per that address above. Prices are subject tochange without prior notice. The issue of expiration of

2 MARCH 1993

9 8 Unearthed Mundana � Randy MaxwellWhen a magical item won�t do, use a nonmagical one that�stwice as valuable.

FICTION7 0 The Barber, the Thief, and the Smith � P. Andrew Miller

A cutting tale of shear delight.

REVIEWS5 7 The Role of Computers � Hartley, Patricia, and Kirk Lesser

The new Might and Magic has might�and magic!

7 4 The Role of Books � John C. BunnellSilicon ghosts, computer demons, and other lore of techno-fantasy.

8 2 Role-playing Reviews � Rick SwanThe times they are a-changin�, and time travel is changing,too.

1 1 2 Through the Looking Glass � Jean McGuireSo, what do you need for painting besides a brush? Somebasic equipment for all miniatures collectors.

DEPARTMENTS4 Letters 102 Dragonmirth6 Editoral 104 Twilight Empire37 Forum 108 Gamers Guide78 Sage Advice 120 TSR Previews87 Convention Calendar

Cover

Robin Wood welcomes spring into ourgaming world with her painting for thisissue, �Songbirds.� According to her,�the elf's name is Jandari, and thereare 27 animals in the picture not count-ing the elf, the wolf, and the birds. Onlythe last bird is real, by the way.� Goodluck to everyone on finding them all.For information on prints, contact:Robin Wood, 15529 Longmeadow Drive,Dearborn MI 48120-1023.

each subscription is printed on the mailing label ofeach subscriber’s copy of the magazine. Changes ofaddress for the delivery of subscription copies must bereceived at least six weeks prior to the effective date ofthe change in order to assure uninterrupted delivery.

Back issues: A limited quantity of back issues isavailable from either the TSR Mail Order Hobby Shop(P.O. Box 756, Lake Geneva WI 53147, U.S.A.) or fromTSR Ltd. For a free copy of the current catalog thatlists available back issues, write to either of the aboveaddresses.

Submissions: All material published in DRAGONMagazine becomes the exclusive property of the pub-lisher, unless special arrangements to the contrary aremade prior to publication. DRAGON Magazine wel-comes unsolicited submissions of written material andartwork; however, no responsibility for such submis-sions can be assumed by the publisher in any event.Any submission accompanied by a self-addressed,stamped envelope of sufficient size will be returned if itcannot be published. We strongly recommend thatprospective authors write for our writers’ guidelinesbefore sending an article to us. In the United Statesand Canada, send a self-addressed, stamped enve-

lope (9½” long preferred) to: Writers’ Guidelines, c/oDRAGON Magazine, as per the above address;include sufficient American postage or InternationalReply Coupons with the return envelope. In Europe,write to: Writers’ Guidelines, c/o DRAGON Magazine,TSR Ltd.; include sufficient return postage or IRCswith your SASE.

Advertising: For information on placing advertise-ments in DRAGON Magazine, ask for our rate card. Allads are subject to approval by TSR, Inc. TSR reservesthe right to reject any ad for any reason. In the UnitedStates and Canada, contact: Advertising Coordinator,TSR, Inc., P.O. Box 756, 201 Sheridan Springs Road,Lake Geneva WI 53147, U.S.A. In Europe, contact:Advertising Coordinators, TSR Ltd.

Advertisers and/or agencies of advertisers agree tohold TSR, Inc. harmless from and against any loss orexpense from any alleged wrongdoing that may ariseout of the publication of such advertisements. TSR,Inc. has the right to reject or cancel any advertisingcontract for which the advertiser and/or agency ofadvertiser fails to comply with the business ethics setforth in such contract.

DRAGON is a registered trademark of TSR, Inc

Registration applied for in the United Kingdom. Allrights to the contents of this publication are reserved,and nothing may be reproduced from it in whole or inpart without first obtaining permission in writing fromthe publisher. Material published in DRAGON Maga-zine does not necessarily reflect the opinions of TSR,Inc. Therefore, TSR will not be held accountable foropinions or misinformation contained in such material.

® designates registered trademarks owned by TSR,Inc. ™ designates trademarks owned by TSR, Inc.Most other product names are trademarks owned bythe companies publishing those products. Use of thename of any product without mention of trademarkstatus should not be construed as a challenge tosuch status.

©1993 TSR, Inc. All Rights Reserved. All TSR char-acters, character names, and distinctive likenessesthereof are trademarks owned by TSR. Inc

Second-class postage paid at Lake Geneva, Wis.U.S.A., and additional mailing offices. Postmaster:Send address changes to DRAGON Magazine, TSR,Inc., P.O. Box 111, Lake Geneva WI 53147, U.S.A.USPS 318-790. ISSN 1062-2101.

D R A G O N 3

What did you think of this issue? Do you havea question about an article or have an idea for anew feature you�d like to see? In the UnitedStates and Canada, write to: Letters DRAGON®Magazine, P.O. Box 111, Lake Geneva WI 53147,U.S.A. In Europe, write to: Letters DRAGONMagazine, TSR Ltd., 120 Church End, CherryHinton, Cambridge CB1 3LB, United Kingdom,

The big brush-off?Dear Dragon,

I have a few comments and questions regard-ing DRAGON issue #188. First off, I would liketo take a second look at [Dale Donovan’s] editor-ial. It sounds like a cry for help. Let�s face it:Your magazine isn�t what it used to be. Writersaren�t producing material that can be inte-grated into everyone�s campaign. This isbecause there are so many campaigns pro-duced by TSR, Inc. Whatever happened to aDungeon Master creating his own campaign?Anyway, it seems like you are not interested inany articles �aimed specifically at the AD&Doriginal edition game.� I get the feeling that thismeans you don�t want anything that can beintegrated into an existing campaign becauseyou would rather have something for theSPELLJAMMER®, DARK SUN�, or AL-QADIM�settings so readers would have to buy that cam-paign to use it. Also, if you don�t promote theAD&D 1st Edition game, why do have picturesof its books on pages 10 and 17 of issue #188?

You also do not want �articles on the theory ofmagic or other fantasy elements.� May I remindyou that in DRAGON issue #106, there was anarticle called �The Laws of Magic� that revealedthe difference between clerical and magemagic. I enjoyed that article and would like tosee more along the same topic. In DRAGONissue #143, you had an article that dealt withfantasy [“The Highs and Lows of Fantasy”].

I am greatly disappointed when you brush theAD&D 1st Edition game aside. It seems that mygroup is the only one left that abides by the 1stEdition�s rules only. I would like the readers toknow that just because something is new itdoesn�t mean it�s better. I would encourageplaying the 1st Edition game to anyone who hasnever tried it.

Jason LaLondeMethven MA

Since you specifically mention my editorial, I

want to respond to your letter. In one way, myeditorial was a plea for aid. A lot of people makethe same mistakes when submitting articles toDRAGON Magazine, and the point of my editor-ial was to make authors aware of those mistakesand thus avoid them. Hence the editorial’s title,“Make my life easier.”

I do take issue with your assertions thatDRAGON Magazine and TSR in general are outto promote our published campaign worlds at

the expense of “home-grown” campaigns every-where. The PHBR, DMGR, and HR series ofbooks and the ‘Challenge” series of modules areexamples of “generic” AD&D product lines thatTSR produces. Also, let’s look at the issue ofDRAGON Magazine you mention, #188. Thetheme section contained three articles devotedto advice for players of role-playing games ingeneral, not just those who play in TSR's pub-lished game worlds. “The Wizards Three” con-tained spells and monsters that are adaptablefor use in any AD&D game (or to a D&D® cam-paign, for that matter). Speaking of the D&Dgame, “The Voyage of the Princess Ark” detailedthe race of phanatons—a race that can be trans-lated easily to either edition of the AD&D game.“Bazaar of the Bizarre” gave 10 magical swordswhich, while being labeled as having come fromthe FORGOTTEN REALMS® setting are emi-nently usable in any campaign. “Mind Over Mat-ter” discussed the best ways to run a psionicistcharacter in any AD&D game. “‘Sage Advice”answered readers’ questions on PHBR5 TheComplete Psionics Handbook, a generic prod-uct. “Forum” discussed the roles of the fighterclass and its sub-classes in the AD&D game.

As has been stated here before, readers needto look past the labels on gaming articles andproducts to the core concepts beneath—theconcepts that can, with a little work, be appliedto many campaigns. For more on the “world-specific vs. generic product” debate, see “SageAdvice” in issue #189, page 100.

The reason we don’t want articles writtenspecifically for the AD&D 1st Edition game isbecause the AD&D 2nd Edition game is nowentering its fifth year on the market, and themajority of AD&D gamer players today play theAD&D 2nd Edition game. Should TSR ignorethat majority? That's not good business. TSRdoes its best to keep its loyal gaming fans happyby publishing a wide variety of high-quality prod-ucts (including, we like to think, this magazine).There is no grand corporate conspiracy to stripgamers of their cash by “forcing” them to buyour products, be they campaign settings or oth-erwise. Besides, the changes made in the AD&D2nd Edition game were not so drastic as to makemost material for the current game unusablewith 1st Edition campaigns.

I should have added the word “esoteric” to thephrase, “. . . magic and other [esoteric] fantasyelements” in my editorial. I enjoyed both thearticles you cite, but they were the exceptions tothe rule. Almost all of the articles we receivealong the lines I mentioned quickly descend intometaphysical philosophizing on the abstractnature of magic, etc., quickly losing any directgaming applications. We’d much rather publisharticles that have direct effects or applications tocampaigns, like the articles listed above and thepieces on exotic weapons and armors, Orientaland bardic character kits, and the African cam-paign setting in issue #189 and those on ready-to-use equipment packs, specialist-magepersonalities, psionicist kits, elven and African

deities, swords, horses, and faerie creatures inthis issue. DRAGON Magazine publishes the arti-cles that present the best ideas in the best man-ner that appeal to the largest portion of ourreadership.

We’re not “brushing aside” anything. I'veplayed the AD&D game for over a decade, andI’m as loyal to it as you are. However, the AD&D2nd Edition game is better organized than, morereadable than, and just as much fun to play asthe 1st Edition game. May I remind you that theAD&D 1st Edition game was derived from theD&D Original Set, making that AD&D game inreality a “second edition” itself New isn’t neces-sarily better, but neither is progress necessarilybad.

Dale

Getting the tapesDear Dragon,

When I received the November 1992 issue, Icame across the letter �Cartoon kids!� on page4. This is the one that asked if the DUNGEONS&DRAGONS� cartoon series was going to bere-released on TV or if it was available on videoYour answer was yes, it is on video. I was ratherexcited, since I really liked the series when itwas on the air, so I called the video company,Best Film &Video, the next morning. Well, itseems that Best Film &Video has only oneepisode, �In Search of the Dungeon Master,�which isn�t even the first episode.

According to the people that I talked to, thecompany plans to release a quantity of tapesafter the first of the year, but they don�t believeany other D&D cartoons will be made availabledue to lack of demand! Well, I think that read-ers of this magazine could fix that little prob-lem. Let�s start demanding!

If you want to get this great series out on tape,let the company know! Just in case anyonemissed the last issue, here is the address: BestFilm & Video, 108 New South Road, HicksvilleNY 11801. The phone number is (516) 931-6969.Ask for customer service.

Matt StipicevichBurlingame CA,

Your editor spoke with the company this morning and can now offer a toll-free number to callthem in requesting catalogs, ordering informa-tion, and so on: (800) 527-2189. By all means, ifyou want to ask for more episodes to becomeavailable, be polite. You might also put yourrequest in writing. If enough people ask for theepisodes, perhaps more will appear. It workedfor “Star Trek,” after all!

It�s hard to be good

Many years ago, I played a paladin char- ing and slashing and being hacked at inacter in an AD&D® game. It was the only

our concept of Lawful Good in the AD&D

time I�ve ever done it. All I rememberreturn. I also didn�t feel right about my game is all mixed up with real-life issuespaladin disguising himself as anything of justice vs. the letter of the law, individ-

about my paladin now is that he was other than a knight in shining armor, andawfully hard to play because I had to think

ual rights vs. the rights of society histori-everyone knew he was a paladin from the

all the time about acting and thinkingcal accuracy vs. romantic chivalry, and so

way he looked just as sure as they knewGood, and that was almost impossible to

on. Just what exactly can a lawful-goodthe guy who claimed to be a fighter but

do when I wanted nothing more than toperson get away with? What is a lawful-

wore leather armor was a thief. Being asneak into a monster lair and steal its

good person expected to do? What shouldpaladin was really sort of dull. a lawful-good person want to do? It�s a

treasure after a hundred rounds of hack- Paladins are a real pain to play because very personal and controversial issue, and

6 MARCH 1993

it is not unknown for it to generate argu-ments right in the middle of role-playinggames (see DRAGON® issue #187, page 57,for a �Forum� letter on that topic).

That�s nothing, however, compared tothe troubles involved in simply role-play-ing a paladin. When I think of �paladin,� Iusually think of Dudley Do-right, someonehigh-minded but shockingly naive andlacking in common sense, what somegamers call �awful good� instead of �lawfulgood.� That can�t be right, of course,because anyone who fights evil as relent-lessly as a paladin can�t be naive. Besides,a paladin is supposed to be someone welook up to, not laugh at. But if we can�trelate to the paladin in more than two-dimensional terms, the knight in shiningarmor will always be a comic figure.

One solution might be for anyone want-ing to role-play a paladin to write downthat character�s basic goals, with someexplanation as to why these goals are kept.Is her ultimate goal to destroy all undeadshe encounters, as part of a long-termwar between her religion and a necro-mancer-lich arch-foe? Is he a questingpaladin, searching for magical items thatcould be used by his liege to strengthenthe kingdom for a coming battle againstmigrating humanoid hordes? Is she adual-classed mage/paladin who dresses asa peasant and works to overthrow an eviltyrant? Is he a guardian paladin who mustdefend an island colony from a score offoes, including the ravages of nature?Think about what the paladin is supposedto do, and not so much about what thepaladin is supposed to think. The latterwill come naturally during play, and deedsspeak louder than words.

The paladin player should also workwith the Dungeon Master to develop a listof general �dos and don�t� for the charac-ter, based upon the paladin�s religion, cul-ture, and personal beliefs. This list shouldbe brief, no more than 10 items long, clar-ifying what is done with helpless but evilprisoners, what should be done with trea-sure, who may be associated with, how tohandle crimes, and so forth, to avoid trip-ups during play.

Focusing on what the paladin opposesoften strengthens the image of what thepaladin supports. A heroic but possiblydoomed struggle against terrible odds willgreatly deepen a character�s role-playing.The heavy cloak of responsibility smothersout the silliness that some may feel withsuch characters, giving them a welcomeseriousness not wholly devoid of humor.

Look at possible quirks for the paladin,things that set that character out of theordinary. Does this paladin use firearms,perhaps even a magical holy blunderbusswith blessed ammunition? Does he refuseto wear armor, relying on magical rings,cloaks, and bracers to allow for freemovement? Does she come from a seafar-ing background, using a net and trident

and being familiar with evil sea-dwellingraces? What of a paladin from a Viking,African, Oriental, Native American, Arabic,or Indian background, which affects herdress, mannerisms, and speech? Did thispaladin start out as a cleric, boosting hisnumber of clerical spells and allowinghim to use clerical magical items? Doesshe have a wild psionic talent? And whatof a paladin who travels wildspace todefend his world and its colonies with hisown spelljammer? Is he an AD&D 1st Edi-tion cavalier-paladin, as per UnearthedArcana, or does he use a kit from theAD&D 2nd Edition Complete Fighter�sHandbook (Amazon, Cavalier, Noble, etc.)?Does she use a different set of virtues andcodes than the list given in UnearthedArcana, page 16? Is this paladin from theRAVENLOFT® GREYHAWK®,DRAGONLANCE®, FORGOTTENREALMS®, or other setting, with appropri-ate attitudes, goals, and skills?

Consider, too, the use of quasi paladins,characters who are not true paladins butact and function like one in many ways. Adwarven hero, an elven knight, a halflingsheriff, and even a good-aligned thiefcould take on the aura (if not the reality)of paladinhood, given the proper combi-nation of classes (fighter/cleric is best),goals, magical devices (a goad swordhelps), skills, mundane equipment, androle-playing. I had a lawful-good charac-

ter named Paladin Brandybuck, a halflingwarrior who made good use of potionsand other devices to this end.

Borrow material from other role-playinggames and media sources to bolster yourpaladin-playing. The first and foremostsource of material in my mind would bethe brilliantly designed PENDRAGON*game from Chaosium, which covers theworld of Ring Arthur and his knights.Writers to �Forum? in the past have sug-gested characters as diverse as Batman,James (�Wild, Wild�) West, and James(�007�) Bond as prototypical paladins inother settings. To that list, I would addSuperman and Captain America, two �law-ful good� comic-book heroes, and ourmodern concept of the ideal police officer.

Paladins are great guys, and playingthem well is one of the AD&D game�sgreatest challenges. It�s hard to be good,but it�s well worth it.

* indicates a product produced by a company otherthan TSR, Inc. Most product names are trademarksowned by the companies publishing those products.The use of the name of any product without mentionof its trademark status should not be construed as achallenge to such status.

DRAGON 7

The AD&D® 2nd Edition Dungeon Mas-ter�s Guide offers some ways to give horsesmore individuality and detail (see pages36-37). The tables in this article give aplayer the further option to detail amount�s color, markings, height, weight,encumbrance, and jumping capabilities.This article also expands and details thelist of possible traits, defines training pro-cedures using a system similar to the Non-weapon Proficiency (NWP) system used forcharacters, outlines some tricks a horsemay learn, and discusses horse care ingeneral.

AppearanceThe exact appearance and coloration of

any particular horse can be determinedrandomly, using Tables 1-6, or can bechosen from those tables by the player atthe DM�s discretion. The tables are alsouseful for a DM who wishes to create andmaintain information on breeds of horsesunique to her own campaign world.These animals would have a typicalappearance and possibly common traits,depending on the environment theyoccupy and the people who breed them.For instance, the dwarves of a particularregion might maintain herds of strong,sure-footed ponies that are usually grayand shaggy-coated. These animals wouldbe exceptionally strong to carry heavyloads (food supplies brought up from thevalleys, raw ore, etc.) and may also be con-sistent in size and temperament.

MovementTable 7 gives movement statistics for

horses. When traveling, horses usuallymove at a walk or trot, and the rider muststop often throughout the journey to feed,water, and rest the animal. Faster speedsmay be attained when necessary, thesebeing the canter and the full gallop. Asstated in the DMG (page 123), a horsemoving at its normal rate may cover up to30 miles a day; moving at a canter doublesthis rate, but forces the animal to make asaving throw vs. death, failure indicatingthe animal has become lame or is spentand cannot move any farther for a full day.Finally, at full gallop, a horse triples itsnormal daily movement rate, but mustagain make the saving throw vs. death,this time at -3 on the die roll; failure indi-cates death from exhaustion.

Galloping speed can be maintained forone hour without harm to the animal,though the animal must thereafter walkfor an hour before it can gallop again. Acanter can be maintained for two hourswithout harm, but again the animal mustbe walked for a full hour before speed canagain be increased. Bursts of speed likethis are useful for putting distancebetween the rider and any enemies inpursuit.

The saving throws for increased dailymovement are for normally encumberedanimals, If the horse is encumbered toslow it to half its normal movement rate,the saving throw should be at -2 on the

die roll, and at -4 if encumbered to one-third of its normal rate.

EncumbranceHorses are useful for carrying baggage

and supplies, and Table 8 lists the maxi-mum rates according to the type of ani-mal. Keep in mind the weight of thecharacter, as everything he carries mustalso be applied when he rides the animal.As noted above, encumbrance affects howhard a character can push his mountwhen attempting to increase his normaldaily movement rate.

HeightThe height of the animal (determined by

Table 9) must be known so that the char-acter can calculate the amount of food thehorse needs on a daily basis.

JumpingEvery horse is capable of a maximum

height and length when it comes to jump-ing (see Table 10). Some are particularlyadept at this (see Table 11), while somerefuse to jump at all. Whatever an ani-mal�s capabilities, they should be kept onrecord so that both the player and the DMknow the ability of the horse, and canweigh it against the immediate needs ofany particular situation. Keep in mind thatdraft horse, mules, ponies, and the likeare certainly not given to high perfor-mance jumping, so Table 10 is unlikely toapply to them.

Table 1Overall Coloring and Appearance

1d20 Color1 Black2 Brown3 Black-brown4 Bay5 Bay-brown6 Chestnut7 Cream8 Dun

9 Gray10 Blue roan11 Red roan12 Strawberry roan

13 Piebald

14 Skewbald

15 Odd-colored16 Palomino17 Liver chestnut18 Dapple gray

19

20

Sorrel

Albino

CommentsBlack pigment is present throughout, including both skin and hair.The coat is a mixture of black and brown hair. Black is the predominant pigment, but the muzzle, and sometimes the flanks, are brown.The color varies from a dull reddish-brown to a golden shade that is nearly chestnut.The predominant pigment is brown but the muzzle is bay. The legs, mane, and tail are black.A red-gold color with a number of varying shades.This color is a result of unpigmented skin. The eyes of these horses are always pink or blue in color.This is a primitive coloring that is characteristic of wild horses. It can be either a yellow dun (a sandysort of yellow) or a blue dun. In the latter instance, the skin of the horse is black. The mane and tail areusually dark.This is a varied mixture of black and white hairs on a black skin.This is a blue-tinged gray that is a result of white hair on a body with black or brown pigmentation.An earthy red the result of bay or bay-brown body color with a mixture of white hairs overall.This is a dusty or smokey rose color that is the result of a chestnut body color with a mixture of whitehairs.The coat of these horses is made up of large, irregular patches of black and white, similar in appearanceto common milk cows.This is the same as the piebald, except in this instance the black coloring is replaced with any othercolor.This type is any coat that has more than two different colors.A rich yellow-gold coat with a white mane and tail.This coat is the dark red color of raw liver.Dapple gray is a storm cloud gray, darker than a usual gray, with small patches and flecks of lighter col-oring on the chest, belly, and hindquarters.A sorrel is a chestnut red-brown coloring somewhere between bright bay and yellow chestnut. Themane and tail are both white or reddish in color.An all-white animal, an albino is the result of a complete absence of pigmentation in both the skin andhair. These horses are always pinkeyed.

DRAGON 11

Table 2Coat Pattern

1d100 Pattern Comments01-70 Whole/Solid coloring Coat is completely regular.71-80 Flecked81-90 Flea-bitten

Table 3Leg Markings

Coat contains small, irregular groupings of white hairs throughout.Coat contains specks of brown hairs throughout, common with gray-colored

1d100 Marking01-70 None71-85 Stocking86-00 Sock

Table 4Body Markings

1d100 Marking01-80 None81-90 Flesh marks91-00 Zebra marks

Table 5Muzzle Text

1d100 Marking01-70 None71-80 Snip81-90 White muzzle91-00 Lip marks

and older horses.

Comments:Leg is a solid color or pattern matching the rest of the animal�s body.Leg has a white area between the hoof and the knee or hock.Leg has a white area extending from the hoof halfway to the knee or hock.

CommentsThe coat contains no unusual markings.These are areas of unpigmented hair and skin, usually around the belly, flanks or legs.These bars or stripes on the legs or flanks are a throwback to the primitive camouflage of early breeds ofwild horses.

CommentsThere is nothing unusual about the muzzle.White markings ring the nostrils of the horse.The muzzle and nostrils are white. The lips are white.

TraitsAs stated in the DMG, each horse has a

total of 0-2 (1d3-1) traits that define theanimal�s personality. Though Table 11 wasoriginally divided into two columns�oneapplying to bags, broken-down, and aver-age-quality horses, and the other to high-spirited horses and chargers�it has notbeen done so here. Rather, it has been leftto the DM to apply as he sees fit. Some ofthese traits are beneficial, others generallyhamper characters in some way, and stillothers are just plain annoying. Many ofthe positive traits can be enhancedthrough formal training, which is dis-cussed later. Some breeds of horses areknown for having common traits that canmake them either desirable or undesir-able, and the DM should keep this inmind when creating different types ofhorses to populate his game world,ascribing one or two traits to a particularbreed (these traits being independent ofthe random 0-2 rolled for above).

TrainingFormal training for most horses begins

at age three. These first few years havebeen spent getting the animal used tohuman (or demihuman, etc.) contact, andnow it is ready to be trained to carryweight upon its back�either heavy bag-gage or a rider. A total of 11-17 (9+2d4)weeks are spent teaching this to the ani-

12 MARCH 1993

mal. A character must either seek out anindividual with the Animal Training NWPto do this work, which costs 10 gp perweek of training, or do the training her-self, during which time she must limit allother activity or fail in the trainingattempt, as the animal requires constantattention. For every day the charactermisses, a cumulative -1 penalty should beapplied to his proficiency check to deter-mine the success of training the animal.Naturally, if the character trains her ownhorse, it cost her nothing beyond theusual care and feeding fees.

The basic training of wild or untrainedadult horses requires the same trainingdescribed above, but it takes a little longer,usually 15-20 weeks (14+ 1d6) and coststwice as much (20 gp/week) as it does totrain a three-year-old.

Training for specific tricks (see Table 12)requires constant work of an even moreintense nature. It requires the daily atten-tion of either the trainer or the character,and if a single day is missed, the trainingautomatically fails and must be startedanew. All war horses, riding horses, andwild horses can be taught 2-8 specifictricks, plus one for each point of the ani-mal�s Intelligence. Draft horses, mules,ponies, and the like can learn only 1-4tricks. The number of tricks any animalmay learn is determined only once, andthat number is the maximum number of

tricks the animal can ever learn. Learningto carry baggage or a rider does not countas a specific trick; it is considered to beseparate training.

Each specific trick requires 1-4 weeks oftraining, at a cost of 25 gp per week,unless the character is training the animalhimself. At the end of the allotted time, thetrainer or the character makes his NWPcheck to determine whether the horse haslearned the desired trick. No more thanone trick may be taught to a horse duringany training period. Exceptionally intelli-gent horses (see Table 11) add a +1 bonusto the animal trainer�s proficiency checkfor every point of Intelligence over one.

BreedingHorses are mature at three years of age

and are considered adults at the age offive. The gestation period is approximately11 months. After mating, a mare generallygives birth to a single foal (85%), twins(10%), or triplets (5%). Foals are weanedafter six months.

If horses are worked hard, they arerarely useful past the age of 12, though ifthey are well cared for they can be goodfor more than 20 years. The usual lifespan of a horse is 30-35 years, though rareexceptions have reached the age of 50 (seeTable 13).

Table 6Facial Markings

1d100 Marking01-50 None51-60 Blaze61-70 Star71-80 Stripe

81-90 Star/Stripe

91-00 White face

CommentsThere is nothing unusual about the face.A wide band of white ranges from the top of the horse�s head to the tip of his nose.A white diamond is set on the horse�s forehead, right between the eyes.A narrow band of white ranges from the top of the horse�s head to the tip of his nose in an elongateddiamond shape.There is a small white diamond on the forehead between the eyes and a short, narrow band in theshape of an elongated diamond down toward the animal�s nose.A large white patch covers the horse�s entire face, including both eyes and the muzzle.

Table 7 Table 9Movement Capabilities Height in Hands

Type WalkDraft horse 6Heavy war horse 6Medium war horse 9Light war horse 12Pony 6Wild horse 12Riding horse 12Mule 6

Trot1215182412242412

Canter Gallop18 2421 2727 3636 4818 2436 4836 4818 24

Table 8Encumbrance Statistics

1d100 Height of animal01-15 14 hands**16-40 15 hands41-80 16 hands81-90 17 hands91-00 18 hands* This table should be applied only toriding horses and wild horses. Drafthorses are usually 17-18 hands high;heavy, medium, and light war horses18,17, and 16, respectively; and ponies,mules, donkeys, and the like, 14 andunder.* * One hand equals 4�.

Type: Normal One-half One-thirdDraft horse 260 390 520Heavy war horse 260 390 520Medium war horse 220 330 440Light war horse 170 255 340Pony 160 240 320Wild horse 170 255 340Riding horse 180 270 360Mule 250 375 500

Table 10Maximum Jumping Capability

1d100 Height Length01-20 4' 12'21-50 5' 14'51-75 6' 16'76-95 7' 18�

Care and feedingThe natural food for horses is the grass

and clover that grows on the open plains,where equines evolved. Domesticatedhorses, however, are fed a diet of hay(bulk food) and grain (concentrated food).The basic guideline for the proper feedingof horses is that they should be givensmall amounts of food on a frequent basisthroughout the course of a normal day,simulating a life of periodic grazing in thewild.

Hard-working horses need a greaterdegree of concentrated energy food(grains) in their diet than those that areinactive, but otherwise eat a largeramount of bulk food (grass and hay).Types of concentrated foods include oats,barley, corn, and bran. To round off adiet, fresh vegetable and fruit such as car-rots, turnips, and apples should be offeredas well to keep the animal healthy andhappy. Hard-working horses are thoseanimals that travel encumbered, plowfields, pull carriages, or are engaged insimilar activity. Inactive horses spendmost of their time in the stable and farm-

yard corral or are involved in leisurely,unencumbered travel (see Table 14).

Note that both traveling and stabledhorses must be given either a suitableamount of hay or access to adequate graz-ing land for them to be able to get therequired amount of bulk food in theirdiet. This required amount equals thetotal pounds of food needed per dayminus the required amount of concen-trated food.

Horses also require an average of eightgallons of water per day. A good guidelineis one-half gallon per hand of the animal�sheight. An animal that does not receivethe necessary daily amounts of food andwater will suffer and eventually die, butthe effects leading up to this must bedefined by the DM according to the situa-tion at hand during play. [Previous articleson horses include: �From the Sorcerer�sScroll: Warhorses and Barding,� in issue#74; �Let the Horse Buyer Beware,� inissue #92; "A Saddle�s Not Enough,� inissue #113; and �The Dragon�s Bestiary,� inissue #149.]

Does your computerever byte back?

To learn more about the hottest fantasyand science-fiction computer games,turn to “The Role of Computers” in thisissue!

DRAGON 13

Table 11Horse Traits

1d100 Trait01-03 Bites04-06 Ricks07-08 Steps on feet

09-10 Refuses to gallop11-13 Chews fences14-16 Stops unexpectedly

17-19 Rubs against fences

20-21 Bucks unexpectedly

NotesThe horse is 20% likely to attempt to take a chunk out of anyone within biting range.The horse is nervous and kicks out at anyone who is too near to its hindquarters.If the person leading the horse stops, or if anyone is within range, the horse deliberately steps on that person�s foot 20% of thetime, causing 1-2 hp damage.Unless beaten with a riding crop, spurred, or otherwise encouraged, this horse never attempts to reach its full galloping speed.This may be just an annoying habit, but it can be an indicator of parasites in the horse�s stomach or simply a poor diet.This horse just isn�t into exerting itself and simply takes random �breaks� during any journey. Check each hour to see if this hashappened. If encumbered normally, the chance is 25%; if encumbered to half speed, 50%; and if encumbered to one-third speed,the chance is 90%. The horse delays its rider for a full turn at a time, snorting angrily and adamantly refusing any attempts to getit to continue moving.This horse lives for pleasure and probably is just dying for a good grooming as well. Other than this and the possibility the ani-mal is infested with fleas, ticks, mites or lice, it is not a particularly detrimental trait.There is a 10% chance per hour that this horse bucks for no particular reason. The rider must make a Dexterity Check to remainin his seat and keep the animal under control.This trait is handled the same as �Bucks unexpectedly,� above.Poor alignment of the shoulders causes this animal to be particularly uncomfortable to ride. The rider must stop for a full turneach hour to rest and stretch and give himself a break from this torture; failure to do this puts the rider at -1 to hit for 10 min-utes after dismounting.This horse refuses to be overburdened and simply won�t take a second passenger, fighting and protesting if this is attempted.Similarly, it won�t allow itself to be encumbered to the point of affecting its normal movement rate.There is a 25% chance each hour of being ridden that this horse either attempts to head in a direction different than the riderdesires, or that it pauses to either eat or drink for a full turn, ignoring all attempts to make it do otherwise. Increase this chanceby 50% for passengers who are not proficient in Land-Based Riding. Those who are proficient can make a proficiency check todetermine whether or not they can regain control of the animal immediately.When determining the maximum heights and lengths this animal can clear, add 1� to the former and 2� to the latter. When ananimal makes its maximum leap in either case, the rider should make a proficiency check to determine whether he has kept hisseat or fallen off upon landing.Unless the master is in the saddle, this horse accepts no other rider or passenger.This horse has a powerful constitution and can move at great speeds longer than an average animal might.The horse receives a +3 on its saving throw vs. death when being forced to double or triple his normal overland speed.Add 1-6 points to this horse�s normal speeds for walking, trotting, cantering, and galloping.A fearless horse has exceptional morale. It will thus be average (8-10) 65% of the time; steady (11-12) 20% of the time; elite (13-14)10% of the time; and champion (15-16) 5% of the time. Loud noises, sudden movement, etc. rarely upset this animal.

Skittish This horse has an exceptionally low morale rating of Unreliable (2-4). These types tend to balk at the first sign of danger, loudnoise, sudden movement, etc. and will then either buck, rear, flee, or freeze.This animal is powerful and gets to add 10-100 units to his normal encumbrance rates right across the board.Not quite fearless, this animal is still confident and not often frightened by loud noises and sudden movements, and it receives a+3 bonus on any morale check.

Gentle The animal has a kind and tolerant temperament, making it a good horse for new or inexperienced riders, as well as childrenand ladies of gentle birth.A good animal to have when traveling through mountainous areas, this horse receives a +3 to all Dexterity checks or savingthrows when footing is precipitous or unstable.The animal is fond of a particular type of food�sweet grass, apples, carrots, etc. It can sometimes be easily coaxed with suchofferings.

22-2324-25

26-28

29-31

32-34

35-3637-39

Rears unexpectedlyBone-jarring gait

Single rider only

Headstrong

Exceptional leaper

Accepts master onlyRobust

40-42 Exceptionally fleet43-45 Fearless

46-48

49-51 Strong52-56 Stable

57-60

61-64 Sure-footed

65-68 Loves particular food

69-71

72-75

76-78

79-80

81-83

84-85

86-87

88-89

90-91

92

Intolerant of poor handling These high-bred types won�t put up with an inexperienced rider or handler and are quite likely to bite, kick, buck, or rear at theindignation of being subjected to such a situation. There is a 75% chance of this each turn the horse suffers abuse.

Affectionate This animal is particularly fond of its master or any other individual with whom it normally comes into contact. A +3 bonusshould be applied to any proficiency checks this person needs to make when working with this animal.

Vengeful This animal does not easily forget wrongs that have been done to it and seeks to strike back at those who have abused it when ithas the opportunity.

Exceptional intelligence This animal is particularly clever. The majority of these types (75%) are semi-intelligent (2-4) and the rest (25%) have low intelli-gence (5-7). For each point of Intelligence the animal gains an additional �slot� to use toward learning tricks during training.

Sickly This animal has a poor Constitution and is prone to sickness. A penalty of -3 should be applied to all saving throws vs. death thisanimal must make when forced to move at double or triple speed.

Freezes when frightened The majority of horses tend to flee if they experience a failed morale check, but this type freezes on the spot, refusing to move.Only a rider who has the Land-Based Riding proficiency can get the horse moving again.

Desires freedom This animal wants its freedom very much and seeks it at every opportunity. If the animal is not tethered or hobbled when notbeing ridden, it certainly makes a break for it. It won�t openly fight a rider, but it does tend to be uncooperative so the profi-ciency checks of any rider should be rolled with a penalty of -2 on the die.

Dislikes certain individual For no particular reason, this animal takes an instant disliking to a particular individual, possibly another member of the adven-turing party. The animal is openly hostile and uncooperative to this individual�biting, kicking, nudging, and otherwise being anuisance at every opportunity.

Dislikes certain sex This animal won�t tolerate being handled or ridden by a particular sex of human, humanoid, or demihuman. It is uncooperativewith such a handler and has a 75% chance per turn of bucking or rearing to dislodge such an individual from its back, forcingthe character to make a Dexterity check to remain seated.

Dislikes certain animal The horse is either hostile to or fearful of a certain type of creature, usually one that is really no threat to its well-being. Dogs,sheep, pigs, birds, and cows are some likely possibilities. The horse acts completely out of character when encountering suchcreatures, requiring a morale check at -3 to keep it from either bolting, rearing up in fear, or attacking the creature.

9 3 Dislikes certain race Similar to �Dislikes certain sex� above, the fear or hostility in this case is applied to a particular race�dwarves, elves, gnomes,orcs, goblins, humans, etc.

94-95 Strong swimmer This animal is adept at swimming and may well enjoy it as well. The DM should take this into consideration and afford the ani-mal certain bonuses when attempting to cross rivers, swollen streams, etc. A +3 bonus is suggested against a predetermined

Fear of water

Won�t jump

number depending on the strength of the current, etc.Horses of this persuasion are terrified of water and neither leap over nor attempt to swim across it. Characters with the Land-Based Riding proficiency may attempt to force the animal to do so, but there is a -5 penalty on the die roll.The animal will not jump, no matter how low or short the obstacle is. It frequently stops just before an obstacle, forcing the riderto make a Dexterity check to remain in his seat or be unceremoniously dumped over the horse�s head (for 1d6 hp damage).Characters with the Land-Based Riding proficiency may attempt to force the animal to jump, but with a -5 penalty on the die roll,

96-98

99-00

14 MARCH 1993

Table 12Specific Tricks

1d20 Trick1 Kicks/bites in battle

2 Tramples enemy

3 Directed with knees

4

5

67

89

10

11

Alerts master of danger

Responds to call

Stops on commandClimbs stairs/steep incline

Walks backwardWalks sideways/reverse

Knows way home

Protects master

12 Fetches on command13 Counts

14 Rears on command15 Lies down when ordered

16

17

18

1920

Keeps silent on command

Jumps

Pirouettes

PiaffesFinds water

CommentsThe horse assists the rider in combat by lashing out with its front hooves and biting duringeach combat round.When charging into combat, the horse deliberately rams into enemies and attempts to tramplethem beneath its hooves. Enemies under attack must make a Dexterity check or suffer doublethe damage a normal hoof attack (i.e., both hooves) would do. The horse may trample only oneman-sized or smaller enemy per round. This attack form cannot be used in the same roundthat the horse is using its kick/bite attack mode.All war horses must be trained to respond to knee pressure, which allows the rider to use botha weapon and a shield while maneuvering the animal.The horse neighs, snorts, and generally makes a ruckus to alert its master to the approach ofenemies, a spreading fire, etc.The horse comes to its master when its name is called, when it�s whistled for, or when sum-moned in any other manner, as long as it is within hearing distance.The horse comes to an immediate halt when commanded to do so.The horse is capable of climbing up stairs or steep inclines as long as there is adequate footing.The rider must make a Dexterity check at +2 on the die roll to remain in his seat.This trick is useful on narrow mountain paths and the like.This trick can be employed in crowd control to sweep compact groups of people out of theway, using the horse�s bulk.At night, or when carrying a weary or injured rider, this horse can take its passenger home ifgiven control of the reigns.The horse guards a fallen or injured rider until help arrives, and it attacks all enemies whothreaten its charge.The horse can be sent to fetch a particular item it is familiar with.The animal can accurately count, using its hoofs to stamp out answers to simple addition andsubtraction problems that are given to it.This is a very impressive trick to be used when leading armies or just before riding out of town.This trick is useful for injured characters trying to reach equipment or climb back into the sad-dle after a fall.The horse uses as much stealth as possible when ordered to remain quiet, walking slowly andavoiding any vocalization for a full turn.A horse trained to jump properly adds 1' to the maximum height and 2� to the maximum lengthit is normally allowed to jump.The horse can turn in place in a circular motion that is useful to a character caught in a tightplace or who wishes to whirl the animal about to face an approaching enemy.This is the ability to perform a spectacular elevated trot in place�impressive to behold.The horse can lead its master to fresh water if there is any to be found nearby.

Table 13Horses� Age Categories

Age Category Comments1-2 Young adult -3 MV; -100 encumbrance; -2�/-4� jumping height/length3-5 Mature +3 MV; +100 encumbrance; +2�/+4� jumping

height/length6-20 Middle-aged Standard

21-35 Old -3 MV; -100 encumbrance; -2�/-4� jumping height/length36-50+ Venerable -3 MV; -100 encumbrance; -2�/-4� jumping height/length

Table 14Food Requirements

Size of Total lbs. food Total lbs. of concentratehorse needed/day needed: inactive/bard-working

14 hands 20 lbs. 1-2/2-415 hands 24 lbs. 5-6/10-1216 hands 28 lbs. 9-10/14-1617 hands 32 lbs. 13-14/18-2018 hands 36 lbs. 17-18/22-24

Expand your AD&D® game withkits for the psionicist class

by Michael John Wybo II

Artwork by Karen L. Wann

The AD&D® 2nd Edition game�s kit sys-tem is a line way of improving a player�scharacter and enhancing the role-playingpossibilities of the game. I was thereforesurprised when the Complete PsionicsHandbook (CPH) arrived and did not con-tain any kits for the psionicist.

Kathryn Kurtz�s Deryni are the mostpopular fantasy psionics-using charactersI�ve read about. Luke Skywalker, DarthVader, Obi Wan Kenobi, Yoda, and theEmperor are other popular (if science-fantasy) examples of psionic characters. Itis more important to have game templates(i.e., kits) for psionic characters than it isfor the more standard AD&D classes,because of this relative lack of previouslyestablished role models. [Editor�s note:The CPH does contain a �Related Reading�list on page 113 for further inspiration andexamples.] This article attempts to allevi-ate this problem by providing severalpsionics-using character kits to makepsionicists more fun to play.

Berranie Seer/Seeress Description: The Berranie (pronounced

bear-ran-EE) Seers are the spiritual andtemporal guides for nomadic gypsy tribessuch as the Romanies or the Rhenee ofOerth. These gypsies are flamboyant freetraders who wander the land. They arefree and frivolous, often having very littleregard for the laws of the nations that theypass through. These gypsy tribes maketheir way in the world through quackery,entertainment, mercantilism, tinkering,

confidence games, and outright theft.The gypsies are supposedly protected by

a curse that strikes down any who attemptto do them harm for selfish or unjust rea-sons. This may be true or, as is morelikely, it may be a rumor started by thegypsies themselves (who have been knownto shade the truth from time to time).

Like their nonpsionic brethren, theBerranie Seers dress in outlandishly gar-ish clothes, have a loose interpretation ofpersonal property, and are extremely pas-sionate people who can be violent whenroused to anger.

All gypsies who possess psionic abilityare called Berranie. The most experi-enced Berranie of each clan is chosen asthe gypsy leader�s advisor. AnotherBerranie is allowed to travel with eachclan as an apprentice, but all others ofmarrying age or older are sent from theclan to gain experience in the wide world.When the advisor dies, all Berranie bornof that clan are summoned to choose asuccessor. It is unknown how the gypsieschoose which seer is the most qualified,but the decision is never questioned.

To be a Berranie Seer, a psionicist musthave a minimum Charisma of 12 in addi-tion to the normally required Constitutionof 11, Intelligence of 12, and Wisdom of15 for psionicists. The added require-ment reflects the outgoing nature of thegypsies. The seer must also be neutral inalignment.

The Berranie kit cannot be abandoned.Preferred disciplines: Berranie Seers

DRAGON 17

18 MARCH 1993

prefer the Clairsentience and Telepathydisciplines. These must be the first twodisciplines chosen, although the order inwhich they are chosen may be deter-mined by the player.

Suggested devotions: Danger Sense,Know Direction, Know Location, RadialNavigation, Attraction, Empathy, ESP,Truth Ear.

Suggested sciences: Any Clairsentientscience, Probe, Mindlink.

Barred disciplines: None.Role: To the gvpsies, the Berranie is a

respected member of the clan (regardlessof the seer�s age) and will be treated withrespect by all gypsies, regardless of clan. Aclan will offer a Berranie Seer hospitalityfor no longer than a single night, however,unless the Berranie in question is theadvisor or apprentice advisor to that clan.

Outsiders� opinions of Berranie varies.They are seen as anything from villainouscharlatans to lovable rogues, dependingon the attitude taken toward the gypsies asa group.

Secondary skills: The secondary skills ofGambler, Hunter, Trader/Barterer, orWoodworker/Carpenter are all acceptablefor Berranie characters. The abovechoices may vary among game worlds,depending upon the culture of the gypsiesof your DM�s world.

Weapon proficiencies: Required: None;Recommended: dagger, knife, scimitar,short sword.

Nonweapon proficiencies: Bonus: Animalhandling or Riding, Land-Based; Recom-mended: Musical instrument, Gaming,Juggling, Tumbling, Fire-Building, Direc-tion Sense, Appraising, Carpentry, Hunt-ing, Tracking, Astrology

As noted above, these are recommendedfor standard Berranie characters. The DMmay substitute others based on the cul-ture of the gypsies of his world.

Special benefits: The Berranie may learnany rogue proficiency at normal cost.

Special hindrances: Most law-enforce-ment officials and authority figures havean aversion to gypsies in their jurisdic-tion. This translates into a -1 to reactionrolls when dealing with officials, guards-men, clerks, and sheriffs in their officialcapacities.

Wealth options: As normal.Races: Humans, elves, half-elves,

gnomes, and halflings may be Berraniecharacters.

Thought AgentsDescription: Thought Agents are mem-

bers of a psionic fraternity of sheriffs,bounty hunters, spies, and vigilantes whohave been trained to use their mentalpowers to aid them in their chosen fields.

This group has no political affiliations orbiases with regard to good or evil. Theirmembers may take jobs as �peacemakers�(a sheriff for uncivilized or wilderness set-tlements), information brokers, treasure

finders, monster or witch hunters,inquisitors, or any other job that requiresstealth, intuition, and cunning.

To be a Thought Agent, a character musthave an Intelligence of 13 or better, and aminimum Wisdom of 16. Thought Agentsmust also be of lawful alignment, in addi-tion to all other normal requirements.

Preferred disciplines: Thought Agentsprefer the Telepathic, Clairsentient, andPsychometabolic disciplines.

Recommended devotions: ESP, InflictPain, Truth Ear, Body Equilibrium, Catfall,Chameleon Power, Double Pain, Ectoplas-mic Form, Heightened Senses.

Recommended sciences: Probe,Mindlink, Aura Sight, Shadow-form,Metamorphosis.

Barred disciplines: None.Role: The individual members of this

order have as little in common with othermembers as they do with nonpsionicbeings. Each is a loner, knowing only afew other members, including oneThought Agent who acts as a trainer.Each Thought Agent must pick a specialtybased on her alignment.

Lawful-good specialtiesPeacemakers: These are wandering

judges similar to judges of the AmericanOld West. If a peacemaker settles in onearea, he is known as a sheriff. His job is tojudge, sentence, and in some cases, trackdown and execute those who break thelaws of the land. They receive a +1 bonusto reaction rolls from the common folk ofthe land.

Treasure finders: These are adventuringThought Agents who take on missions torecover lost or stolen items for anemployer. They often accompany adven-turing parties on their excursions. Trea-sure finders may detect secret and hiddendoors like an elf. If the treasure finder isan elf, she receives an additional +1 toher chances of finding such portals andmay find secret doors merely in passingon a roll of 1 on 1d8.

Monster hunters: These are specialists intracking down and defeating a certaintype of monster. There are dragonhunters, vampire hunters, giant hunters,etc. Each sort of hunter knows the loreabout his intended quarry and will chooseweapons and equipment that is appropri-ate. Monster hunters receive a +1 toattack their chosen nemesis and knowtheir general strengths and weaknesses.For example: Targ the vampire hunterknows that, generally, vampires may bekilled through beheading, burning, stakesthrough the heart, or exposure to directsunlight. The vampire he is currentlychasing is named El Cahon and is onlyprone to one of the above methods ofdestruction. However, Targ has no way ofknowing which one simply by being avampire hunter.

Lawful-neutral specialtiesSpy: The spy�s role is described in the

Complete Thief�s Handbook (CTH) underthe thief�s kit of the same name. AThought Agent uses his psionics skills toaid him in his profession. A similar voca-tion is the information broker. The soledifference between an information brokerand a spy is that an information broker isin the business of collecting informationof a general interest that she may latersell, rather than having been hired to col-lect information of a more specific sort byan employer. Thought Agent spies (andinformation brokers) never possess anythieving skills.

Witch hunter: A witch hunter is aThought Agent who searches out, identi-fies, and captures or exterminates rene-gade spellcasters. He is similar inprofession to a bounty hunter and in phi-losophy to a monster hunter in that hehunts a quarry for a bounty, but onlythose who are dangerous to public safety.A witch hunter�s psionics abilities are wellsuited to combat with magic-wieldingassailants. A witch hunter is granted theSpellcraft proficiency at no cost.

Lawful-evil specialtiesAssassin: Assassins are fully described in

the CTH. They are trained to use theirpsionics to aid them in this pursuit. Makeuse of the �Role� section of the kit in par-ticular. Again, psionicists choosing this kitcannot possess thieving skills.

Bounty hunter: Bounty hunters are alsofully described in the CTH. Use the �Role�section found there for inspiration.

Inquisitor: The actions of inquisitors arelawful evil, even if they profess otherwise(�religious cleansing,� �purification,� etc.).They may be misguided fanatics or self-serving followers of a particular religiousleader or deity. Whatever their motiva-tions, they search out and eradicate thosethey claim are heretics, unbelievers, andheathens, including priests of �outlawed�faiths and religious minorities.

Secondary skills: Any.Weapon proficiencies: Required: None;

Recommended: Any. Nonweapon proficiencies: Bonus: Obser-

vation, Information Gathering; Recom-mended: Tracking, Alertness, MeditativeFocus, Local History, Direction Sense, Dis-guise.

Equipment: Equipment varies accordingto the specialization taken. Commonsense and the CTH can aid in the deci-sion-making.

Special benefits: As noted above.Thought Agents who make use of kitsfrom the CTH do not receive the specialbenefits listed (they are psionicists, notrogues).

Special hindrances: All Thought Agents,regardless of specialty, must serve anemployer or a master, even if the master is

only the agent�s own duty to his religionor community. He may not go on adven-tures if they are not in direct pursuit of hisduties or an employer�s wishes,

Wealth options: As normal.Races: Humans, dwarves, gnomes, and

halflings may become Thought Agents.

Ascetic WarriorDescription: The Ascetic Warriors came

from a distant land where they were theelite fighting force in a war against achaotic wizards insane magical breedingexperiments. Some believe they belong toa semi-religious sect dedicated to the per-fection of the mind, body, and spirit of itsadherents. These mysterious, self-reliantwarriors are a force to be reckoned with.They keep their abilities and rituals instrictest secrecy.

The Ascetic Warriors employ strangeand often foreign fighting techniques,weapons, and customs. They are recog-nizable by their shaven heads, bare feet(even when crossing burning desertsands), spartan garb, and the tattoo of anOriental dragon on their chests.

To be an Ascetic Warrior, a charactermust be lawful in alignment to reflect theyears of discipline and training enduredto achieve their martial prowess.

Preferred disciplines: No particular dis-ciplines are favored by Ascetic Warriors.

Recommended devotions: Combat Mind,Adrenalin Control, Body Control, BodyEquilibrium, Enhanced Strength, Height-ened Senses, Immovability, Catfall, MindOver Body, Mind Bar, Astral Projection,Martial Trance, Danger Sense, all Tele-pathic attack modes.

Recommended sciences: Aura Sight,Telekinesis, Project Force.

Barred disciplines: None.Role: The Ascetic Warrior is a mysteri-

ous being who generates awe from thepeasantry and adds a touch of the exoticto a campaign. His martial and mentalprowess coupled with his quiet, self-reliant nature make him an unfathomableadversary.

Secondary skills: The Scribe skill is theonly one appropriate to Ascetic Warriors.

Weapon proficiencies: Required: At leasthalf of the weapons chosen must be fromthe following list: staff, blowgun, dagger,dart, javelin, knife, mancatcher, sling, andstaff sling.

Nonweapon proficiencies: Bonus: Read-ing/writing; Recommended: Harness sub-conscious, Meditative focus, Religion,Blind-fighting, Endurance, Running.

Equipment: Other, more exoticweaponry may replace those listed above.See the AD&D 1st Edition Oriental Adven-tures book and DRAGON® Magazine issue#189 for many unusual weapons.

Special benefits: The Ascetic Warrior isable to learn the Punching, Wrestling, andMartial Arts skills as detailed in the Com-plete Fighter�s Handbook, and may spe-

DRAGON 19

20 MARCH 1993

cialize in these skills as if they were single-class fighters.

Special hindrances: Ascetic Warriorsnever wear armor, as it goes against theircode of self-reliance. As mentioned above,the Ascetic Warrior must use half hisweapon proficiencies, including anybonus proficiencies due to high Intelli-gence, on recommended weapons orunarmed combat skills. The Ascetic War-rior must donate all excess starting moneyand all monies gained, beyond normal liv-ing expenses, to his order or to needyrecipients. He may keep one of each typeof magical item that he is able to use byhis class and kit (i.e., one ring, one wand,one weapon, etc., but no armor), andmust donate all others that are his shareof treasure to his order or to the needy.The �needy� mentioned above neverrefers to other PCs, not even other PCmembers of the Ascetic Warrior�s order.

Wealth options: As per normal, but shecannot keep any excess monies as notedabove.

Races: Only humans may becomeAscetic Warriors.

HealerDescription: The healer is a psionicist

dedicated to the health and well-being ofall human, demihuman, and humanoidpatients, She may do this in service to adeity, in empathy over the plight of thesuffering, or simply as a professional whodoes what she has been trained to do.There are religious orders who supportschools for psionics-using Healers, but themajority either stumbled upon their tal-ents or were trained in them by anotherHealer.

A Healer wearing her distinctive red-and-white striped robe is welcome almosteverywhere, even on a battlefield involvinghumans, humanoids, or demihumans, asboth sides count on Healers to supple-ment the healing of clerics, especially ifclerics are rare or nonexistent in a cam-paign. This kit may be dropped with thepenalty of a -2 penalty to all reaction rollsin any area where she previously operatedas a healer. There are no prerequisites forthis kit except that of a nonevil alignment.

Preferred disciplines: The Psychometa-bolic discipline must be the first choice ofany Healer.

Recommended devotions: Poison Sense,Control Body, Absorb Disease, Cell Adjust-ment, Lend Health, Share Strength, Sus-pend Animation, Empathy, False SensoryInput, Life Detection.

Recommended sciences: Complete Heal-ing, Psychic Surgery.

Barred disciplines: None.Role: Healers are the Red Cross, country

doctors, and psychic surgeons of theirworlds. Some move about quite a bit inorder to spread their rare talents across agreater area. They work to prevent or con-tain plagues, deal with insane individuals,

and alleviate suffering as much as possi-ble. Although highly respected by thecommon citizenry, a Healer is notimmune to hardships. Those Healers whodo not wear the red-and-white distinctiverobes, for whatever reason, are not recog-nized as Healers and will generally betreated like everyone else. Similarly, anon-Healer who wears the Healer�s robeswill soon be asked to provide her uniqueskills. If she cannot do so, she may bestripped of the robes and may even beconsidered a criminal for her imposture.

Secondary skills: Any secondary skillmay be appropriate for healers.

Weapon proficiencies: Required: None;Recommended: dagger, knife.

Nonweapon proficiencies: Bonus: Heal-ing; Recommended: Brewing, Cooking,Fire-building, Herbalism, Languages,Reading/writing, Rejuvenation, Religion.

Equipment: A knife, herbs for healing,bandages, some needles and thread, andsimple medicines are required equipmentfor Healers. A �Healer�s bag� of such mate-rials costs 30 gp.

Special benefits: As Healers are wellrespected by most human, demihuman,and humanoid cultures, a Healer isgranted a +1 to all reaction rolls if shewears the Healer�s robes.

Special hindrances: All Healers havetaken a magically binding oath to neverharm another human, humanoid, ordemihuman except in self defense. Arobed Healer also must take an oath toheal all individuals with no biases, even ifthe creatures in question are defeatedenemies. (This may be one reason aHealer would wish not to wear the robes.)If a Healer breaks an oath, she will beaffected as if by a geas spell until sheatones in a suitable manner (as decidedby the DM). She may then choose whetherto don the robes once more.

Wealth options: As normal.Races: Any race may have Healers.

It’s only a game, butit’s your money

You want only the best for your gamingdollars. See “Role-playing Reviews” inthis issue for expert advice on the beste-playing games in the industry!

by Carl Sargent

One of the trickier parts of writing theAD&D® rules supplement, DMGR4 Mon-ster Mythology, was grouping together the131 gods, avatars, priesthoods, etc. cov-ered therein. For example, Blibdoolpoolp(goddess of the kuo-toal could have beenincluded in the Underdark chapter asreadily as in �Gods of the Scaly Folk.� DeepSashelas, the aquatic-elf deity, could havebeen included among the elven gods, butfound a home in �Gods of the Seas andSkies� because of his relationships withmany of the non-elven gods in the latterchapter. And, alas, among the wealth ofdetail for the gods of giants, dragons, vam-pires, faerie creatures, humanoids,illithids, derro, and countless others, onedeity got lost along the way. Rillifane Ral-lathil, an elven god, was not includedamong the elven deities but was slated forinclusion among the sylvan gods�yetmanaged to slip out somehow. To com-plete the full reference for all elvendeities, his details are given here.

This brief article also gives me theopportunity to credit Roger E. Moore, edi-tor of this magazine, for the work he origi-nally did on humanoid and demihumandeities for the AD&D 1st Edition game.These were originally published inDRAGON® issues #58-63 and werereprinted in Unearthed Arcana and theBest of DRAGON Magazine anthology, Vol-ume III. These originals formed the basisfor the majority of the humanoid anddemihuman gods in Monster Mythology;others came from the original DEITIES &DEMIGODS� Cyclopedia or were originalsof my own devising. A gremlin in editingremoved the credit Roger should havehad on the contents page of MonsterMythology. I appreciate this opportunity toput the record straight!

The entry here contains abbreviationsand statistics that differ slightly from theformat used in the AD&D 2nd Edition Leg-

22 MARCH 1993

AD&D® 2nd Edition campaigns

Artwork by Robert Less

ends & Lore. Monster Mythology upgradesthose original statistics, the most notablecase being the TU (turning of undead) sta-tistic for priests of Rillifane. This is givenas �Turn at -1 level.� This means that spe-cialty priests of this god turn away undeadat one level lower than their usual experi-ence level.

Rillifane Rallathil (Intermediategod)

Rillifane Rallathil is the patron god ofwood elves, revered also by a few voadkyn(see MC5 WORLD OF GREYHAWK® appen-dix to the Monstrous Compendium, �Giant-kin, Voadkyn�). He is a complex figure,considered by his followers to be simulta-neously a huge oak tree and a green-skinned elf clad in bark armor. As an oak,Rillifane stands in Arvandor (the High for-est of Olympus) with his roots spanningthe planes into the countless worlds occu-pied by wood elves. The great tree drawsinto itself all the ebb and flow of seasonsand lives within the woodlands of thewood elves. At the same time, it defendsand sustains those lands against disease,predation, and assaults of all kinds.

Rillifane�s major concern is that all livingthings within �his� woodlands should havethe opportunity to live and act out theirroles in nature without abusing it. Thisbrings him close to Corellon, the greatcreator and protector of the elves. It alsobrings him into opposition with SolonorThelandira, the elven god of hunting andarchery. Solonor does not permit hispriests and followers to hunt withinwoods where Rillifane�s brooding, forbid-ding presence cautions against this,unless their need is great. Rillifane willpermit hunting for food by hungry folk;hunting for sport he detests.

Rillifane is closely allied with Emman-tiensien, god of treants, and their conver-sations are many (and seemingly endless

DRAGON 23

to others, as neither god is given to hastythought or expression). Many of the sylvandeities know and respect the greatLeaflord of the elves (Skerrit of the cen-taurs being the friendliest), and he isalways a respected guest at Titania�s SeelieCourt.

For himself, Rillifane is quiet, reflective,and enduring over aeons unchanged. Heis the least �flighty� of all elven gods, theleast likely to act on a whim, often graveand self-absorbed.

Role-playing Notes: Rillifane rarelysends an avatar to the Prime Materialplane, disliking direct action and prefer-ring that his priests carry out his wishes.Rillifane�s avatar appears only when majordestruction of a wood-elf habitat is threat-ened. The appearance of such an avatar isheralded by sudden gusts of wind shakingleaves from the trees, a sign unmistakableto his priests.

Statistics: AL cg; WAL cg (wood elves);AoC woodlands, nature; SY oak tree.

Rillifane�s Avatar (Ranger 12, Druid 16)Rillifane�s avatar appears as a green-

skinned male elf clad in armor of livingbark, armed with a great greenwood long-bow. He makes no sound as he moves,speaks very rarely, and fires his bow insilence. The avatar uses spells from thedruidic, Sun, Thought, and Time spheres.

He can also use spells from the Elemental(Earth) school of wizard spells as priestspells of the same level.

Str 17 Dex 18 Con 19Int 17 Wis 20 Cha 16MV 18 SZ M (6�) MR 40%AC -3 HD 17 HP 136#AT 3/2 THAC0 8 Dmg by

weapon +1

Special Att/Def: The avatar cannot beharmed by caused wounds, diseases, poi-sons, gas attacks, or energy drains. He maysummon up to 200 HD of sylvan or naturalwoodland creatures to do his biddingeach day. With a wave of his hand, theavatar can cast each of the followingeffects three times per day: charm personor mammal fire quench, turn wood, wallof thorns, warp wood. At will, he may casttree (oak) or employ transport via plants inwoodlands, and speak with plants. Magic-use is at 16th level. The avatar�s move-ments in woodlands are 99% likely to beabsolutely silent.

The avatar usually carries a staff of thewoodlands +2 and a simple quarterstaff+4 for melee purposes, but his most fear-some magical weapon is his longbow.This has triple normal range, and allarrows fired from it are treated as +4magical weapons for purpose of attack

rolls and damage determination. Anycreature struck by an arrow fired fromthis bow by the avatar must make a savingthrow vs. spells; if this is failed, the crea-ture is instantly slain. Otherwise, flightarrow damage is sustained. The avatarusually carries 1d3 other miscellaneousmagical items of suitable kind (e.g., ring ofelemental (earth) command, staff ofswarming insects, wand of flame extin-guishing, Quaal�s feather token, etc.).

Duties of the priesthoodRillifane�s priests are druidic priests.

Their duties include preserving wood-lands, maintaining harmonious relation-ships with sylvan creatures, keepingwatch over huntsmen and woodsmenwithin or close by their lands, and officiat-ing at births, rites of passage, and otherkey events in wood-elf life (death rites arethe province of the gods Sehanine orLabelas, however).

Requirements: AB Wis 15; AL cg; WPclub, longbow, quarterstaff, sling, staff-sling; AR leather or magical elfin chain;SP as druids, also Sun, Time; Pw 1) gainone additional Plant sphere spell of eachspell level usable; 3) move silently 5%/levelin woodlands; 5) speak with plants; 7) wallof thorns; 11) changestaff; TU Turn at -1level; LL 16; HD d8; Shamans no.

24 MARCH 1993

Basic backpacks for every D&D® game adventurerby Vince Garcia

Artwork by Joseph Pillsbury

One aspect of creating a new D&D®game character too often treated superfi-cially is that of outhitting the hero with herbasic equipment. A new hero making herfirst venture into the dangerous outlandsneeds more than arms, armor, and aweeks food rations. The well-preparedadventurer takes along the �little things�that aid those of her chosen class out inthe wild. The table here has an expandedlist of equipment that players may wish torefer to when outfitting new characters, tospeed play. Items in italics are new, notshown on the Adventuring Gear Table inthe D&D game Rules Cyclopedia (page 69).Also presented are examples of basicadventuring kits for specific D&D gameprofessions.

26 MARCH 1993

D&D Game Adventuring Gear Table

ItemArrowheadBackpackBackpack, explorer�sBackpack, waterproofBandagesBedrollBeltBlock and tackle

Description/Notes Cost/Enc.For use when manufacturing arrows in the wild 1sp/1Capacity of 400 cn (40 lbs.) 5gp/20Capacity of 800 cn (80 lbs.) 10gp/80Capacity of 300 cn (30 lbs.) 30gp/60Prevents further blood loss; enough for 1 character�s wounds from 1 combat 1sp/1Heavy blanket and small pillow 1gp/50

2sp/5*Effectively reduces the weight of hauled object to 25% normal, but requires 4 times 5gp/100the amount of rope

Boots, riding/swash-toppedBoots, plainBow strings, 10CandleChiselClimbing hook, hand-heldCloak, longCloak, shortClothes, extravagantClothes, fineClothes, normalDisguise kitDrill, handGarlicGrappling hookGloves, heavy

5gp/15*1gp/10*1 gp/l

Burns 1 hour; sheds light in 10' radius 1sp/1For chipping away stone 2gp/10Supports up to 250 lbs. 5gp/40

1gp/15*5gp/10*

Tunic & pants; blouse & skirt; robe; etc. 50+gp/30*See above 2gp/20*See above 5gp/20*Includes wigs, hair dye, makeup 20gp/50For drilling through wood or metal 10gp/30Useful against vampires 5sp/1Holds up to 500 lbs. 25gp/80Prevents rope burns, assures better grip on slippery items, protects against contact 5sp/10*poisons and things that harm exposed skin (e.g., needle traps); impossible to pickpockets or remove traps when wearing these

Gloves, soft

Hammer, utilityHatHoly symbolHoly symbol, inexpensiveHoly waterInk, vial ofIron spike

Protects against contact poisons and other things that harm exposed skin; uselessagainst needle trapsDoes 1d3 damage if used as weapon

At DM�s discretion, may be needed to Turn undeadInflicts penalty of 3 to Turning rollBreakable glass vialEnough to write 50 pages of simple textOne spike needed for each 5� of a sheer surface being climbedby a thief or mountaineer

1gp/5*

2gp/102sp/3

25gp/15gp/1

25gp/11gp/201sp/5

Journal, blankKnapsackKnife, utilityLanternLantern, bullseyeLasso, leatherLeather, bulkLockpicksMagnifying glassMap, explorers�Map, detailedMap, generalMirror, handMusical instrument, stringedMusical instrument, windOil, ceramic flaskOil, metal flaskPapyrusParchmentParkaPot, cookingPouch, beltQuill penQuiverQuiver, backQuiver, beltRations, ironRations, standard

With fifty 6�x9� pagesCapacity of 250 cn (25 lbs.)Does 1d3 damage if used as weaponBurns 4 hours; 30� radius of illuminationBurns 4 hours; illuminates cone 100' long, 20� base

One square foot for miscellaneous useOptional portion of thieves� tool kit; does not permit trap removalFor studying fine details and fire-startingSpeculative map of unexplored territoryHighly detailed map of explored territoryGeneral trail map of explored territoryMade of steelLute, mandolin, etc.Flute, recorder, etc.Does 2d6 damage or covers 10' square area and burns for 3 roundsPrevents accidental breakage; cannot be used as missile weaponOne 12"X12" leafOne 10"X10" leafFor warmth in cold climatesTwo-quart capacityCapacity 50 cn (5 lbs.)For writingHolds 20 arrowsHolds 50 arrows; prevents wearing of pack of knapsackHolds 10 crossbow quarrelsWeek�s supply; stays fresh 2 monthsWeek�s supply; stays fresh 7 days

20gp/303gp/101gp/5

10gp/3020gp/305gp/301sp/5

15gp/53gp/5

50gp/1030gp/10l0gp/10

5gp/520gp/100

5gp/302gp/101gp/201sp/11gp/5

5gp/40*1gp/505sp/2*5sp/11gp/5

5gp/201gp/3

15gp/705gp/200

DRAGON 27

Rope, 50� length

Sack, smallSack, largeSalt, 1 lb.

Scroll case, waterproofSewing kitShoesSpellbook, blankSpellbook coverStake, woodenTent, Z-manTent, 4-man Thieves� toolsTinder boxTorchTwine, 100� ball ofVial, empty glassWater/wineskinWaxWhistleWolfsbane

Supports 750 lbs.; for each 10 lbs. above this, give 5% cumulativechance of breakageCapacity 200 cn (20 lbs.)Capacity 600 cn (60 lbs.)For preserving meat or monster parts for future use; one pound of salt is neededfor each 5 lbs. of organs being preservedHolds 1 map, 1 scroll, or 10 leaves of parchmentFor repair of cloth/leather

24�x24�x6�; holds 24 spellsWaterproof

6�x4�x4�; watertight6�x6�x5�; watertightNeeded for picking locks & removing traps

Burns 1 hour; sheds light in 30� radiusSupports up to 30 lbs.; for each 10 lbs. above this, give 10% chance of breakageHolds 1 pint (enc. 20 when filled)l-quart capacity (enc. 30 when filled)For making impressionsFor signaling or bird callsTo ward off lycanthropes

1gp/12gp/5

10gp/10

5gp/201gp/105sp/8*

100gp/20010gp/30

1sp/120gp/20025gp/50025gp/10

3gp/52sp/202sp/101gp/101gp/5

3sp/101sp/5

10gp/1

* If this item is being worn, as opposed to being packed away as a spare, its encumbrance is considered to be 0.

Kits for new charactersNew adventurers bring with them varied

philosophies and backgrounds that natu-rally prompt a character to bring certainitems most useful to his adventuring classas a whole. The monastery-trained cleric,for instance, is more likely to pack alongbandages and holy water than a back-woods fighter who knows the practicalvalue of a block and tackle. Several basicpacks follow for quick outfitting, each list-ing cost and weight factors. Players natu-rally may add or delete equipment as theydeem fit. Note that the weight of the packitself and bedroll (in most cases) are notconsidered in the encumbrance con-tained by the pack.

ClericA cleric�s purpose is to heal, protect, and

represent the interests of her particularorder. Her basic kit reflects these aspectsof her profession.

Item Cost/Enc.Backpack 5gp/20Bandages (10) 1gp/10Bedroll (attached to pack) 1gp/50Clothes, fine 5gp/20(priestly garments)Garlic 5sp/1Holy symbol, inexpensive 5gp/1Holy water 25gp/1

most practical adventurers, wasting verylittle upon unnecessary items. The profes-sional warrior has few true needs.

might pack a variety of items to cover anumber of different contingencies.

ItemBackpackB a n d a g e s ( 5 ) Bedroll (attached to pack)OilPot, cookingRations, iron (2 weeks)Rope, 50�Sack, large (3)Tinder boxTorches (5)Water/wineskinTotal

Cost/Enc.5gp/205sp/51gp/502gp/101gp/5030gp/1401gp/506gp/153gp/51gp/1001gp/551.5 gp/450

ThiefThe thief�s life is an often risky one.

Incumbent upon those who rely on stealthand fleetness of foot is to take no morethan necessity requires�for freedom ofmovement is of paramount importance!

Item Cost/Enc.Backpack 5gp/20Bedroll (attacked to pack) 1gp/50Candles (3) 3sp/3Climbing hook 5gp/40Gloves, soft 1gp/5Hammer, utility 2gp/10Iron spikes (10) 1gp/50Magnifying glass 3gp/5

ItemKnapsackBedroll (in knapsack)Candles (3)Ink, vial ofOilMap, generalMirror, handParchment (2 leaves)Quill penMagnifying glassRations, iron (1 week)Sack, small (3)Tinder boxTorchWineskinTotal

Cost/Enc.3gp/101gp/503sp/31gp/202gp/lO10gp/105gp/52gp/105sp/13gp/515gp/753gp/33gp/52sp/201gp/550gp/232

Elf/MageThe needs of a spell-caster are many,

and it is all too true that the tools of hertrade take up much of her available space!

ItemBackpackBedroll (attached to pack)

Scroll case

InkMagnifying glassMirror, hand

Spellbook

Parchment (3 leaves)Quill Pen

Rations, iron (1 week)Scroll caseTorchTinder boxVial, empty glassTotal

Cost/Enc.5gp/20

5gp/20

1gp/501gp/203gp/55gp/5

100gp/200*

3gp/155sp/1

15gp/705gp/202sp/203gp/51gp/10147.7 gp/461

1 gp/20Parchment (2 leaves) 2gp/10Quill pen 1gp/5Rations, standard (1 week) 5gp/200Tinder box 3gp/5Water/wineskin 1gp/5Total 55.5gp/348

Fighter/DwarfFighters and dwarves are perhaps the

Rations, iron (1 week) 15gp/75Rope, 50� 1gp/50Sack, large 2gp/5Thieves� tools 25gp/10Tinder box 3gp/5Total 64.3gp/328

HalflingHalflings also prefer traveling light,

although the industrious little fellows

28 MARCH 1993

* This is presumed to be the book thecharacter starts play with. If it is stored inother than the pack, its encumbrance isdiscounted from the total, leaving roomfor other gear.

MysticAusterity is a trademark of the mystic,

and rare is the character who bears morethan the most essential of items.

Item Cost/Enc.Knapsack 3gp/10Bedroll (in knapsack) 1gp/50Candle 1sp/1Ink, vial of 1gp/20Journal, blank 20gp/30Quill pen 5sp/1Rations, iron (1 week) 15gp/75Tinder box 3gp/5Total 43.6 gp/192

Druid/OutdoorsmanClerics studying the path of druidism, as

well as other outdoor adventurers (includ-ing some elves), understand that a widevariety of equipment can compensate for the many demands of the wild. Thus,while the professional explorer bears aheavy burden, he is rarely caught helplessin the wild.

ItemBackpack, explorer�sArrowheads (20)Block & tackleBedrollClimbing hookHammer, utilityIron spikes (10)Knife, utilityLeather, bulkMap, generalParkaRations, iron (1 week)Rope, 50�Tent (2-man)Tinder boxTorches (2)Twine, ball ofWater skin (full)WhistleTotal

Cost/Enc.10gp/801gp/205gp/1001gp/505gp/402gp/101gp/501gp/51sp/510gp/105gp/4015gp/751gp/5020gp/2003gp/54sp/402sp/101gp/301sp/581.8 gp/325

It's a small world

What are the latest releases in minia-ture figures and scenery? What rulesare best for tabletop war games? Turnto “Through the Looking Glass” in this

after all

30 MARCH 1993

Over a thousand years ago, in what isnow the rainforests of Nigeria, a civiliza-tion developed along the Niger and OgunRivers. These people built great cities likeIbadan and Ife, where thousands lived incomplex societies. The Yorubas, for exam-ple, ruled large tracts of land on whichthey farmed tuberous crops, made irontools and weapons, and crafted beautifulterra-cotta sculptures and pottery.

The true center of the Yoruban religionlay in its rulers. They called these men�Obas,� and they were considered to beboth man and god, much like thePharaohs of Egypt of whom the Obasclaimed to be the descendants. TheseObas could call up armies of fanatic war-riors from farmers and craftsmen (Africanpeople rarely had standing armies, but allmales were trained in weapons and mar-tial arts).

According to Yoruban myth, the originalfounder of the country was an Oba by thename of Oduduwan. His son, Oran

by Brady English

Miyan, who also founded the kingdom ofBenin, was considered to be the father ofAfrican justice.

These myths also tell of a distant deitythat originally created the heavens andthe earth. They call this god Olurun, theowner of the sky. At first the world wasmarshy and watery, used as a playgroundfor the gods. An evil goddess namedOlokun ruled the entire earth. One dayafter Olurun had an argument withOlokun, he decided to create dry landand men. When this was finished, hisplan would enable the men to rule theearth. He called his youngest son,Obatala, to construct the dry land portionof the earth. With the help of his olderbrother, Orunmilla, the god of divination,Obatala accomplished this. When Olurunheard that his earth was finished, hesent his minister, Agemo, to inspect it.

After two trips,Agemo gave his

approval. Olurunthen began

building

the spirits of men.Near the land of the Yorubas lived the

Ibo people, who believed in Ala, the earthgoddess. According to them, Ala createdpeople and looks after them after theydied. The fertility of both plants and ani-mals lies in her domain, much as is thecase with the Egyptian god, Osiris.

The Jamaicans took the myths even fur-ther. Folklore from this Caribbean blandsays that the earth goddess took the soulsof men from the god of the sky. She bakedtheir bodies in her kiln and placed thespirits of men into them. This act of treachery, the Jamaicans claim, causedthe split between man and the skygod.Almost all native African myths describe adivision between man and the supremegod, which became the justification forso many intermediaries between thesupreme god and man. Most of theseorishas (gods) were real people whodistinguished themselves in life,

much like modern

Catholic saints.By some estimates, the

Yorubas had over a thousandorishas, covering everything from

pottery to contagious diseases. Inreality, most people worshiped sev-eral at a time, worshiping some only

on special occasions.A list of some

orishas and howthey might fitinto an AD&Dgame world fol-

lows, using theconcept of spe-cialty priests (see�Defenders of theHearth,� in

DRAGON® issue#177, for a similar set-up for

halfling deities):

Olurun, Owner of the Sky Greater power of the

plane of Air, NSymbol: Silhouette of birdPortfolio: The Heavens,

t h e G o d sRequirements: Intelligence15, Wisdom 17Weapons allowed: BludgeoningweaponsArmor allowed: None (magical pro-tection is allowed)Major spheres: All, Astral, Creation,Elemental, Summoning, Sun,WeatherMinor spheres: Animal, HealingNecromancy, PlantsMagical items allowed: Same ascleric

Powers & restrictions1. A specialty priest of Olu-

run may turn undead as acleric.

2. At 3rd level, she gains apermanent sanctuary power(same as first-level clericalspell, except no saving

throw) vs. all creaturesfrom the elemental

plane of Air.3. At 5th level, she gains the Airborne

Riding proficiency at no cost, if she haspracticed at this skill beforehand. Also,she can cast either levitate (as per the sec-ond-level wizard spell) or feather fall (asper the first-level wizard spell) once perday.

4. At 10th level, she can cast fly (as perthe third-level wizard spell) once per day.

5. At 20th level, she can plane shift (asper the fifth-level clerical spell) once permonth to and survive on the elementalplane of Air.

6. She will acquire the proficiencies ofAstrology, Survival, and Weather Sense assoon as possible.

Notes

Weapons allowed:: Bludgeoning weapons

Olurun is the Sky God of the Yorubas,thought to be the first of the deities.Because he lost the souls of men, he hasseparated himself from direct involve-ment with them. He almost never acceptsany worship directly, but he ordainspriests if they have both exceptional Intel-ligence and Wisdom. Also, they must beable to maintain a true neutral alignment

All Olurun�s clerics are specialty priestsand very rare. They never go adventuringwith others, making them suitable only aNPCs. Like their god, they tend to stayaway from other people, usually on amountain or in the bush. The priestsenjoy the company of birds; they evenwear feathers on their heads and colortheir faces with paints to look like birds.The priests enjoy the company of theaarakocra (FIEND FOLIO® TOME, page 8)and other good-aligned wingedhumanoids, often using their powers toassist these races.

Obatala, King of the White ClothGreater power of the plane of Air, LGSymbol: Earthenware bowlPortfolio: Creation, the EarthRequirements: Dexterity 14, Strength 12

Armor allowed: AnyMajor spheres: All, Animal, Creation, Ele-

mental, Charm, Plant

Minor spheres: Guardian, Protection,Healing, Summoning

Magical items allowed: Same as cleric.

Powers & restrictions1. A specialty priest can turn undead,

just as a normal cleric can.2. He must have the Pottery and Stone-

masonry proficiencies.3. He gains a +4 on all saves vs. earth-

based attacks (e.g., flesh to stone, statue,etc.)

4. He can cast earth-related spells attwice their normal areas of effect andduration.

5. At 10th level, he can cast conjure earthelemental (as per the seventh-level clericalspell) once per day.

NotesObatala is the Yoruban god of earth, cre-

ation, and creativity. He is given the creditfor laying out the plan for the world. Itwas this that created the enmity betweenhis followers and those of the sea goddess,Olokun.

Priests of Obatala dress in earth colorsand prefer a sacred bundle (as per theAD&D 2nd Edition game Legends & Lore,page 16) over any other form of protec-tion. Specialty priests take pride in theirterra-cotta figurines and earthenware.These priests maintain the kilns used inpottery making, so they are important tothe local economies. Priests are quiteoften wealthy, therefore, and are held in aposition of honor in most villages. Add +4to any priest encounter reaction roll inany village or town where priests ofObatala run a kiln.

Orunmilla, She Who Knows Who WillProsperGreater power of the plane of Air, NGSymbol: Engraved gold medallionPortfolio: Divination, Art, Knowledge,

DiplomacyRequirements: Intelligence 10, Wisdom 14Armor allowed: NoneWeapons allowed: Staff, jo stick, bo stick,

clubs, sling staffs, slings, stones, whips,and unarmed combat

Major spheres: All, Astral, Charm, Cre-ation, Divination, Protection, Plants

Minor spheres: Combat, Guardian, SunMagical items allowed: All clerical and

-divinatory

Powers & restrictions1. A specialty priest cannot turn undead,

as can a normal cleric.2. She can cast all divination-type wizard

spells as clerical spells of equivalent level,with the exception of ESP (see #3), subjectto the usual restrictions on clerical spell-casting.

3. She can cast ESP (as per the second-level wizard spell) on any number of crea-tures per day using palm nuts as amaterial component. Only one spell such

34 MARCH 1993

can be cast on the same creature on thesame day.

4. She gains Etiquette, Herbalism,Ancient Language, and Ancient Historyproficiencies automatically. Ancient His-tory and Ancient Language apply only tothe area where the priest was born.

NotesOrunmilla is the god of divinations and

spirits. All specialty priests are extremelysensitive to people�s motivations and feel-ings. About 10% of the total clergy are spe-cialty priests and are used by heads ofstate to weed out possible enemies fromthose seeking audiences.

Specialty priests often wear extravagantgold jewelry inlaid with colorful and pre-cious gem stones. Fruits like dates andpalm nuts are woven into the braids oftheir hair. They wear white robes drapedover one shoulder.

Specialty priests can read, write, andremember all things they have written.They are generally considered the courthistorians because of these abilities. Anyknowledge normally gained by legend lore(as per the sixth-level wizard spell) aboutthe specialty priests� people will be knownto the priest.

Olokun, Mistress of the SeaGreater power on the Prime Materialplane, NESymbol: Coral necklacePortfolio: Sea, river, marshesRequirements: Constitution 16, Strength

10Weapons allowed: Trident, harpoon, and

bludgeoning weaponsArmor allowed: Leather and shieldMajor spheres: All, Animals, Combat, Cre-

ation, Elemental, Plants, Weather,Guardian

Minor spheres: Charm, Healing, Divina-tion, Protection

Magical items allowed: Same as cleric

Powers & restrictions1. A specialty priest can turn undead like

a normal priest, and he can turn undeadcreated from the bodies of those who diedat sea or who are sea- or marsh-related attwo levels above his present clerical level.

2. Specialty priests and clerics of thiscult must gain Swimming, Seamanship,and Navigation proficiencies as quickly aspossible.

3. A specialty priest cannot cast fire-based spells. However, he can cast oneextra water-based clerical spell per spelllevel each day.

4. He gains the proficiency of Water-Based Biding (riding a mount, like a sea-horse or dolphin, while swimming on thesurface or underwater) automatically at1st level, even if he has never trained forthis skill.

5. At the 3rd level, he can cast waterbreathing (as per the third-level wizard

spell) once per day.6. At the 10th level, he can breathe

underwater indefinitely.

NotesOlokun is the very vain and selfish

Yoruban goddess of the sea. Her specialtypriests� and clerics� ceremonial dress arebright colors and creatively dyed clotheswith coral jewelry and crowns made ofgold and silver.

Churches for this deity would be foundin and around waterways and seaports.Many of her followers may be involved inshipbuilding or work along the docks.Their sea-loving nature coupled with theirhatred of mankind makes them perfect forsupervising the slave trade. Because of thisgoddess�s hatred for the creation of dryland, the main victims of slavery are wor-shipers of Obatala, Orunmilla, and Ala.

In addition to their involvement in theslave trade, worshipers of Olokun practicehuman sacrifice. They involve themselvesin senseless warfare with their neighbor-ing tribes. They take pride in looting andransacking the countryside and bringingtheir plunder to the sea.

All the followers of Olokun are fanatical.Therefore, their churches spring up onlywhere Olokun is worshiped exclusively.Traveling clerics and specialty priests mayworship and make sacrifices near any sea-port or waterway, but traveling clerics andspecialty priests may find it difficult to findbelievers like themselves. The faith is out-lawed almost everywhere outside its owndomain. Followers of this faith are subjectto the harshest of penalties. As might beguessed, the clerics of this cult work bestas NPCs and foes, not as player charac-ters.

Ala, the Earth GoddessGreater power of Prime Material plane, NSymbol: Small animal skinPortfolio: Earth, Fertility, Love, and DeathRequirements: Charisma 15; Wisdom and

Constitution 12Weapons allowed:: Footman pick, Horse-

man pick, sickle, awl, club staff, staffsling, slings, darts, scimitar

Armor allowed: Only natural armor(leather, hide, etc.) and wooden shield

Major spheres: All animal, elemental,healing, plant, weather, necromancy

Minor spheres: DivinationMagical items allowed: Same as cleric

Powers & restrictions1. A specialty priest can turn undead as

if she were two levels higher than a nor-mal cleric.

2. She gains a +4 to her Charisma rollwhen talking about romance with some-one of the same species but opposite sex.

3. At 3rd level, she can identify plants,animals, pure water, and monsters.

4. She can cast any necromantic wizardspells as clerical spells of the same level,

subject to the usual restrictions on cleri-cal spell-casting per day.

5. At 5th level, she can collect the compo-nents to create a sacred bundle. She canalso tell others what items they need to cre-ate a sacred bundle, then cast the properspells to empower it. (See the AD&D 2ndEdition Legend & Lore, page 16.)

6. At 7th level, she can shape changeonce per day, exactly as a druid of 7thlevel.

NotesAla is the Ibo earth goddess. She is the

symbol of the African view that life, death,fertility, and decay are all related; noneany better or worse than the other, in itsplace.

Ala�s priests are split evenly betweenclerics and specialty priests. Clerics canbe men or women, and all have a healthyrespect for life and death. They hold theview that life is the perpetuation of thestrong. Ala�s specialty priests are almostall women. They are the leaders of thechurch and must, therefore, maintain aneutral alignment.

All of Ala�s priests dress in animal skinsand animal masks during ceremonies likethe high holy days of planting, harvesting,etc. During other times, they tend to wearhot weather clothing (when the weatherpermits) or light leather or cloth armor.

Ala is worshiped mainly in the rich deltalands where farming is important. Also,her ways are followed in and near the rainforest, where protection from unforeseendeath is required.

Eshu, God of Messengers and ChanceLesser power of the plane of Air, CNSymbol: Gold coinPortfolio: Chance, Trickery, Messengers,

and TravelersRequirements: Dexterity 15, Wisdom 12Weapons allowed: Sap, club (preferred)

and other bludgeoning weaponsArmor allowed: Scale mail or lessMajor spheres: All, Astral, Charm, Com-

bat, Guardian, Healing, Necromancy,Protection

Minor spheres: Divination, ElementalMagical items allowed: Same as cleric

Powers & restrictions1. A specialty priest cannot turn undead,

though a normal cleric turns undead nor-mally.

2. A specialty priest can obtain therogue�s proficiencies of Set Snares, Jug-gling, Disguise, and Forgery if he wishes,subject to the usual rules for acquiringnew proficiencies.

3. He can affect another person�s luckonce per day. If the character�s player des-ignates that this happens before someoneelse makes a saving-throw, attack, or simi-lar die roll, he can change the roll by 1point for every three levels the specialtypriest possesses (+1 at 1st level, +2 at 4th

level, +3 at 7th level, etc.). This does notaffect encounter reactions, loyalty rolls, orproficiency checks. Luck can eitherincrease or decrease the roll, but thismust also be designated before the roll.

4. At 3rd level, he can send a telepathicmessage as many miles as the priest haslevels. The message must be to one persononly and can be no more than 12 wordslong. It cannot be interrupted or stoppedbefore the message is complete, or thewhole message is lost. For every three lev-els after the 3rd level, the specialty priestgains another message that he can send(two at 6th level, three at 9th level, etc.). Theperson receiving the message can mentally�see� the priest and hear him, but is unableto respond to the message.

NotesEshu is the Yoruban god of messengers

and chance. Therefore, specialty priestsmust have both Reading/Writing andAstrology as initial proficiencies.

Specialty priests, clerics, and lay peopleof this cult are self-serving and greedy.They never accept a mission for purelyaltruistic reasons. If they do anything outof kindness, they must charge for it (evenif it is for only one copper piece) or riskexcommunication from the faith. If theyviolate this, they receive no new spellsuntil they have atoned through anotherpriest of Eshu (as per the fifth-level cleri-cal spell, atonement).

Shango, Master of StormsGreater power of the plane of Air, CESymbol: Image of lightning boltPortfolio: Power, StormsRequirements: Wisdom 13, Intelligence 13Weapons allowed: Double-bladed battle-

axe and bludgeoning weaponsArmor allowed: AllMajor spheres: All, Combat, Creation, Ele-

mental, Guardian, Healing, Necro-mancy, Weather

Minor spheres: Protection, DivinationMagical items allowed: Same as cleric

Powers & restrictions1. A specialty priest of Shango can turn

undead, as does a normal cleric.2. At 3rd level, he can cast lightning bolt

(as per the third-level wizard spell) onceper day.

3. At 6th level, he can cast vampiric touch(as per the third-level wizard spell) onceper day for every three levels he possessesabove the 3rd level.

4. At 10th level, he can cast controlundead (as per the seventh-level wizardspell) once per week.

5. At 15th level, he can cast energy drain(as per the ninth-level wizard spell) onceper week.

NotesShango was a power-mad tyrant in life,

who killed himself after his critics rallied

against him. After his death, he was madeinto the god of the storms. He stillhungers for power, and so do his priests.The prime motivation of his followers ispersonal power and power for the faith(usually in that order). This power isobtained by obedience caused by fear.Because of this, specialty priests tendtoward the reversed versions of healingand necromantic spells (e.g., cause lightwounds, poison, harm, cause blindness ordeafness, cause disease, destruction, etc.)in order to create fear.

Shango�s wives � Oya, the goddess of theNiger River, and Oshun, the goddess of theOshun river � also serve Shango. Theirspecialty priests have powers identical toShango�s, but only when the goddesses�priests stay within 50 miles of the Oshunor Niger Rivers, respectively. Otherwise,they are normal clerics.

Other deitiesIn precolonial Nigeria, there were many

other deities. The Yorubas alone had overa thousand orishas (deities) on record. Alist of some of the more important godsfollows:

Ogun: The god of iron, warriors,hunters, and metalsmiths (LN)

Sonponno: The goddess of smallpox andrelated diseases (NE)

Orisha-Oka: The god of agriculture (NG)Olu-Igbo: The owner of the bush, the

god of the jungle (N)Osanyin: The god of curative medicine

(NG)Oduduwan: The ancestral father, the

first man (LG)Oran Miyan: The son of Oduduwan, the

god of justice and righteous indignation(LG)

Yemoja: The goddess of the Ogun River,the wife of Ogun (N)

These West Africans also worshiped ani-mal spirits, such as:

Leopard: The god of lycanthropes, vam-pires, and witches

Elephant: The god of strength (LG)Hare: The god of cunning, deceit, and

thieves (CN)Chameleon: The minister of the gods,

god of patience and change (LN)

These animal deities had no clerics orchurches of their own, although suchcould be developed for them. People ofother faiths may call on the animal godswhen assistance in their specific spheresof influence is needed, but whether or notthe gods honor such requests and what, ifanything, they will do about it, is up to theDungeon Master.

DRAGON 35

�Forum� welcomes your comments and opin-ions on role-playing games. In the United Statesand Canada, write to: Forum, DRAGON® Maga-zine, P.O. Box 111, Lake Geneva WI 53147 U.S.A.In Europe, write to: Forum, DRAGON Maga-zine, TSR Ltd, 120 Church End, Cherry Hinton,Cambridge CB1 3LB, United Kingdom. We askthat material submitted to �Forum� be eitherneatly written by hand or typed with a fresh rib-bon and clean keys so we can read and under-stand your comments. We will print thecomplete address of a contributor if the writerrequests it.

In his article, �Audible Glamour�NotClamor� (DRAGON issue #184), Mike Shemaadvises Dungeon Masters to give players�approximate� room and corridor dimensionswhen their characters don�t take time to makeaccurate measurements. In doing so, he echoesvarious other sources of DM�s advice.

I disagree with this. Characters know every-thing they can see, hear, smell, taste, and feel,but players know only what the DM tells them.A good DM needs to give players concise andaccurate information as to what their charac-ters sense, and putting things in terms of hardand accurate numbers is the best way of doingso. If this gives the players �too much� informa-tion, then so be it.

When it comes to mapping, my solution is toalways give exact room dimensions even whencharacters hurry through, but to make theplayers draw their maps freehand, withoutgraph paper or rulers. This leaves players withan appropriate amount of information withoutthe DM having to lie or withhold data. It alsoresults in player maps that actually look likewhat an adventurer might draw. (When was thelast time you saw an ancient treasure mapscribed on graph paper?) Such �realistic� mapsenrich the campaign, making it less of anabstract game and more of an adventure.

Erol K. BayburtLindenhurst IL

I am writing this in response to the com-ments of Maurice Sprague and Brad Allisonabout psionics in DRAGON issue #184. I thinkboth letters have exaggerated and in somecases misinterpreted the power of psionicists.

First, it is impossible for a 2nd-level psionicistto have the Disintegrate science. Disintegratehas Telekinesis as a prerequisite, and a 2nd-level psionicist has access to only one science,hence he can get Disintegrate only at 3rd levelor higher. Prerequisites exist to force psioni-cists into avenues of advancement that theyshouldn�t be able to bypass.

The writer also mentions that psionicists do

not have to deal with saving throws. This is notquite true. Many of the more useful powers(e.g., Detonate, Disintegrate, Probe, Mindwipe,Domination, and Psionic Blast) require savingthrows. I do believe that many other powersshould be limited by including a saving throw;Invincible Foes is a power that quickly comes tomind.

I think the idea of psionic resistance is not outof line. Some creatures, such as undead, areimmune to mind-control magic and should notbe affected by Telepathic powers. Since most ofthe volumes of the Monstrous Compendiumwere made before psionics were added to thegame, DMs would have to rule on psioniceffects on a creature-by-creature basis.

The claim that a psionicist rarely misses apower check is clearly absurd. Most powerssubtract 2-4 points from a psionicist�s abilityscore for a power check. Even with maximumability scores, he will have about a 75% chanceto use a power, compared to a 100% chance fora wizard or cleric (with a high Wisdom). If youdrop a poor psionicist�s scores by four, he willhave about a 55% chance to use a power�notvery dependable, if you ask me. Psionicists alsohave to deal with rolling a 20. A result like thiscan cause problems for a psionicist, thoughthis is balanced by being able to roll a powerscore exactly and use that power to greateradvantage.

When a psionicist uses a power, I treat him asif he were a mage casting a spell. This is fairand in keeping with the traditions of game bal-ance. A psionicist has the ability to wear somearmors that mages cannot. His weapon selec-tion is a bit more extensive, especially with theaddition of short bow and light crossbow. I likethe idea of a psionicist maintaining only onepower at a time. This would reduce the powerof a psionicist in a reasonable way.

I find it hard to believe that a 16th-level pal-adin could have killed two of his friends withControl Body. Though the full details of the sit-uation were not disclosed, it seems stupid thatthe paladin�s two friends stood around andtook the abuse. They could have retreated andtried killing the evil psionicist with missiles. Themaximum power score for the Control Bodydiscipline is 16 (for someone with an 18 Consti-tution). A paladin, or any fighter type, should beable to match the psionicist quite well with ahigh Strength score. I would also rule that apaladin�s saving-throw bonus would be applic-able in this case since he is being forced to doan evil act. In any case, a 1st-level mage couldconceivably do the same with his trusty charmperson spell.

Another hindrance for psionicists is their rep-utation among NPCs, especially ignorant peas-

ants. Most works of fiction have psionicallyendowed individuals running for their livesfrom crazed mobs. This view of psionicists cancause many interesting role-playing situationsas well as a nice limitation to the powers of apsionicist PC. Displaying his powers openlycould stir fear and hatred from onlookers, andevil NPCs would just love to pin their deeds onthe convenient scapegoat.

With a few minor changes, the psionicist is anice addition to many AD&D game campaigns.A psionicist nemesis for the PCs could bringnew life back into a sagging campaign, while apsionicist PC is a great addition to an adventur-ing party. Psionics does not replace magic; itcomplements it. Each has its strengths andweaknesses.

Mark C. FranciscoFonda NY

I wish to respond to Mr. Gilmore�s letter(DRAGON issue #178, page 100). He stated thatpsionics has the potential to unbalance a cam-paign if used to full potential. My response is:So what? That statement is true of the abilitiesof any of the �core� classes in the Players Hand-book. As the psionicist is a relatively difficultclass to run, I doubt that the problem wouldarise.

First of all, while correct about the ranges ofmany of the powers stated, Mr. Gilmoreneglected to see their requirements: Contact.This is where his argument develops holes. Hestates that a person need not be on the sameplanet as the victim. Wrong. The CompletePsionics Handbook (CPH) states that the maxi-mum range over which a person may be Con-tacted is 10,000 miles.

Once the person is Contacted, though, therange at which a power may be maintained is�effectively infinite.� The exceptions are when:1) the psionicist runs out of PSPs, 2) the psioni-cist is forced from the victim�s mind, and 3) thevictim passes beyond a crystal sphere. Also,nonpsionicists may resist the intrusion, whichmakes it tougher for the psionicist.

Also, range does present a problem. Thereare penalties to the score required to Contact abeing depending on how far away the being is.There are also modifiers for Contacting nonhu-man minds. Finally, it is stated (CPH, page 81,first paragraph) that a psionicist cannot Contacta subject whom he knows nothing about. Inother words, he can�t use this power to scanaround and "see what�s out there.� He musteither have his subject in sight or know specifi-cally who or what he is looking for.

Furthermore, mages and clerics have spellsthat have infinite range or duration. Many ofthese require only that the spell be cast. The

DRAGON 37

spell-caster does not need to maintain them. Heis then free to study or pray to recover hisspells, while a psionicist who is performing apsionic function may not recover PSPs.

Finally, most spells may be cast without riskof detrimental effects to the caster, except incertain cases (e.g., wild magesl, whereas thepsionicist runs the risk of a �mistake� with hispower or, worse yet, not having an effect occurat all. This makes for a very nervous time incombat.

Example #1: Geran Firemind (5th-level psion-icist with 20 hp) is in the thick of battle. Seekingto gain an edge, he employs his Adrenalin Con-trol power. He readies himself and attempts thepower (player rolls 1d20). But something hasgone horribly wrong (player rolled a 20!); hisbody is racked with pain and he loses con-sciousness (failed save, suffered loss of 50% ofcurrent hit points, and passed out for 1d8hours). He�s about to become lunch for someravenous troll.

However, Conalis the Mage cowers in the rearof the party and casts fireball, incineratingnumerous trolls (and, if he�s not careful, allies).

Example #2: Geran Firemind (luckily rescuedafter his last fiasco and partially recovered)decides to do something nice for the mage andattempts to use Cell Adjustment on some of themage�s scrapes and singes. Again, the poor manexperiences agony and collapses (player rolleda 20 again, and the character lost his last 10 hp),leaving his player wondering, �Where werethese 20s when I was rolling to hit?�

Meanwhile, Melville the Megaholy heals theentire party, uses raise dead on his fallen com-panions, and brightens everyone�s day. Andlook, Ma�no side effects!

Another problem is that while psionicists

As to Mr. Gilmore�s Psychic Drain example,

have a wide selection of powers available evenat low levels, they are limited in numerous

maybe�if the psionicist has Contacted (there�s

ways. If a psionicist has access to only the Tele-pathic disciplines, he is of little use in enhanc-

that darn Contact again) all of the victims, if the

ing combat skills, healing other party members,helping get to a remote location, etc. So he can

psionicist has the other powers mentioned and

read a mind or two�big deal! So he can domi-nate a demon. No demons in this neck of the

required (ESP and Telepathy), if he has enough

woods! At most, psionicists receive 40 semi-reli-able powers, if they don�t �specialize� in a

PSPs to initiate all of these actions, if there are

power.

only six members in the intended party of vic-

Wizards have scores of spells from which tochoose (310 in the Player�s Handbook alone)

tims, if the victims sleep and do not take watch

and can choose from many highly potenteffects. Why deport a demon to the nearestlower plane when you can blow him up?

over each other, if the victims are not awak-

Priests (especially the �generic cleric�) are evenworse, as they have access to most or all of the

ened (e.g., by an inept thief, innkeeper check-

174 spells listed, and can choose from amongmany effects at a given moment. Psionicists

ing up on his guests, etc.), if the malicious little

have energy conservation, but spell-casters

psionic rotter makes his power check (he

have variety and flexibility.

could fail several times or could conceivablyreroll a few power scores and drain them com-pletely with no ill effects to the party mem-

bers), and if he can get into each of the party�srooms unnoticed.

If a few of these events occur (power scoresrolled, more than six party members present)

But, if you are a DM who really wants to give

or fail to occur (victims don�t sleep, psionicistunable to get in rooms for any reason) the lousy

some of these monsters a chance, give selected

so-and-so could find that brain he prizes sohighly splattered all over someone�s mace.

monsters (those you have reason to believe will

Remember, the PSPs he steals cannot be saved

warrant it) a 1d4% per HD psionic resistance.

or conserved, except to replenish the psioni-cist�s reserves, which are most likely nonexis-tent at that point. He needs to find some way of

Let those with Intelligence 12 or higher have a

using the PSPs as fast as they come in. Thus,Psychic Drain is not really an efficient tool for

roll to gain a wild talent. I believe I am being

weakening opponents.

generous in assigning a chance to have a wild

Mr. Gilmore suggests having a monster withmagic resistance have an equal �psionics resis-

talent of 5% +2% per point of Intelligence over

tance.� Get serious! I mean, some of these crea-tures haven�t got the willpower to make a lightbulb light up, let alone resist a full-scale psionic

12. And give a 5% +1% per four points of Intel-

invasion! That�s why TSR has put out psionic

ligence over 12 to be a practicing psionicist.

tables on some creatures (DARK SUN�� boxedset; CPH, pages 114-124).

Charles E. BornerDarien IL

38 MARCH 1993

By Bruce Heard

Assembling Armies in theD&D® Known World

This regular feature offers suggestions to though, is armies and warfare�the truequestions on the D&D® game, its worlds raison d�étre of medieval nobility! Here areand its products, occasional articles, or military and role-playing issues to watch�first glance� reviews of D&D game prod- for when ruling a dominion. Ready? Enucts. The reader is welcome to send ques- guarde!tions, suggestions, or criticisms on thegame or the material published here. We Military criteriacan�t promise all letters will be addressed A fundamental difference separates thein this column, but they all will get our military backgrounds of the Known Worldattention. and the Savage Coast. The former relates

more to real-world Renaissance EuropeThe past �Grimoires� focused on domin- (sans gunpowder), in that its kingdoms

ion economics. The topic this month, have permanent national armies of pro-

fessional soldiers, while the majority ofcommon civilians often remainsunarmed. The Savage Coast has more of amedieval flavor, with feudal armies cen-tered around dominion rulers and theirlieges, while weapons remain fairly com-mon in all the layers of society. Amonarch�s standing army in medievaltimes is much more likely to be a patch-work of vassals� troop contingents, merce-naries, and royal guards than an armywith a strong national identity.

In an early feudal setting, monarchs dis-tributed land from their royal demesnesto key supporters (like dukes), in exchangefor their loyalty, services, taxes, and mili-tary support. The monarchs owned all theland, their supporters being mere tempo-rary tenants of the fiefs entrusted to them.The land could consist of small piecesscattered in different regions. These ten-ants then sub-let part of their fiefs tolesser followers (counts, barons, etc.).Simple knights and sergeants were at thebottom of this hierarchy. The knights usu-ally had a manor and some surroundinglands. The sergeants were those of lesserstatus who were given smaller estates toadministrate. Knights, sergeants (orthanes), and demesne lords wererequired to provide troops to their lieges,who in torn added their own and sentthem to their suzerains, and so forth allthe way back up the feudal ladder.

In times of war, a ruler could orderpeasants and freemen living on his landsto arms under his banner. Likewise, liegesrequired their vassals to send troops andleaders. This was a feudal obligation thatdid not require payment. This system his-torically yielded somewhat lackadaisicalresults. The number of troops that couldbe levied, their nature, and the time frameinvolved in mobilizing them were oftenunpredictable. Most troops, especiallypeasants, expected to return to their landswithin 40 days of being called, precludinglong-lasting wars. Up to two-thirds ofsummoned troops often did not show upat all, sometimes sending money instead(scutage tax), enabling the liege to hiremercenaries in their place. All this madefeudal warfare impractical. In the D&Dgame, the setting was modified to reflectthe later medieval era (one must pay forall troops, for example) to simplify andbalance the game.

OverheadBefore recruiting troops, it is necessary

to figure out how much money a rulermay spend. Of all the income a dominionmakes, an increasingly larger part shouldbe devoted to the upkeep of the dominionand the ruler�s retainers and servants.Whatever the ruler�s overhead doesn�tcover, donations from landed gentry,townships, or the theocracy will.

One could spend a great deal of timeresearching all the costs involved (see

DRAGON 41

�The Voyage of the Princess Ark,� events (changes in population, hostilities,DRAGON® issue #188 on the salaries of etc.) cause income to drop, but the over-stronghold retainers and military) and head does not. The actual cost (in gp) tocreating a morass of accounting details, run a dominion or a kingdom remains atbut it would be simpler to give a general its highest point, regardless of ensuingnumber, then let the players �play� with income variations. Presumably, one couldthe leftovers. These �leftovers� include dismiss some of the dominion retainersmilitary costs and special tasks (building for lack of funds, but material upkeepor repairing of castles, ships, roads, etc.), cannot be reduced without causing pro-or it can be saved for harder times. (Note gressive deterioration of the stronghold orthat investing funds with the intent of palace, as well as other structures undermaking a profit was generally frowned the ruler�s control. Trying to reduce over-upon in medieval times, but not so in the head becomes, in part, a role-playing con-Renaissance.) sideration.

The solution to determining a ruler�savailable monthly money supply consists infinding out how much total tax income isavailable. Then, subtract the liege�s 20% salttax and the 10% tithe for the clerical estab-lishment to find the net income. Finally,subtract the dominion�s overhead fromthat net income, as given in the OverheadChart, to find how much available moneythat dominion can count on each month.

Dominion/KingdomCost Overhead

Net monthly incomeup to 500 gpup to 750 gpup to 1,000 gpup to 2,000 gpup to 5,000 gpup to 15,000 gpup to 50,000 gpUp to 150,000 gpup to 500,000 gpOver 500,000 gp

Budget share35%40%45%50%55%60%65%70%75%80%

Example: If a ruler controls a dominionthat generates the equivalent of 10,000 gpa month in total tax income, 3,000 gp gotoward the tithe and salt tax, then a mini-mum of 4,200 gp (60% of the net 7,000) gotoward the upkeep of the stronghold andits retainers. The remainder, 2,800 gp isthe available cash the ruler gets to �play�with every month.

The treasuryShould it become necessary to find out

how much of the overhead goes towardretainers vs. materials, assume that 60% ofthe overhead is budgeted for salaries. Therest is spent on food and general dailyupkeep. This budget determines who canbe hired for each job in the strongholdand at what price. Daily upkeep does notcover special occasions like visits fromnobles, festivals, jousts, and other unusualevents. Money for these comes from theruler�s available cash. So, it is wise to savesome gold every month. A dominion�streasury may also become very handy inany case, especially in the event of unex-pected wars�several months-worth ofnet income might not be a bad idea if onecan afford it.

Bankruptcy: Unfavorable historical

Military costsSee the �Voyage of the Princess Ark� col-

umn in DRAGON issue #188 for salariesof stronghold retainers and militarytroops. Otherwise, check the chart onpage 133 of the Rules Cyclopedia. To sim-plify the problem of figuring what eachmilitary commander gets paid, simply add25% to the overall cost of troops. Thisassumes that approximately one of everyten troops is a leader making twice thetroops� base pay, and one of every 100troops is a commander making 10 timesthe troops� base pay.

Native troops generally get half the mer-cenary rates, but the dominion ruler mustequip and train them in a Renaissance-style setting. In a medieval setting, nativesoldiers usually owned their own equip-ment. The problem is that the moredemanding a ruler is about his troops�equipment, the harder it becomes to findnew troops among the native populationwho can afford the required equipment(see later).

The cost of equipment (arms, armor,mounts, chariots, war machines, etc.)could be lower, at the DM�s option, thanthe inflated prices adventurers usually pay(three-quarters for a dominion whosepopulation is mostly borderland, one-halfif mostly rural, or one-quarter if a cityexists within the dominion). This shouldrequire ordering at least 100 of the sameitems, or purchases of at least 2,000 gp ofthe same items, whichever is lowest.

RecruitmentShould you decide to ignore the feudal

way of acquiring troops (40 days free ser-vice from the common citizenry, theneveryone goes home), troops must then belevied directly from the population andpaid on a monthly basis.

Once the setup of a dominion is com-pleted, the ruler should decide whichlayer of the population military recruit-ment will primarily target (all layers ofpopulation averaged out, or perhaps justborderland farmers, forest elves, or onlythe town of such-and-such, etc.). Theappropriate groups of population are thenshifted to the military. This obviously willhave an impact on population and farm-ing, and on local economies (especially

42 MARCH 1993

when many soldiers are suddenly neededin an all-out war). This is another way fora ruler to have some degree of controlover the balance of population.

Levying troops: Assume that light foot-men can be levied without too trouble, aslong as at least a month�s salary is paid asa recruitment bonus. Figure up to 10% ofthe entire civilian population in thedominion could be levied this way, as longas the ruler can pay for them all. This isbased upon payment of 1 gp per monthper native footman. For more expensivetroops and officers, drop the 10% base levyby 1% for every extra gp of pay. So, finding20-gp heavy cavalry would, so far, incur a-19% penalty on levy rates!

Administrative ability: However, the baselevy increases with the dominion�s admin-istrative ability. This could be based uponthe ruler�s overhead�supposedly, thehigher the overhead, the greater theadministrative ability. In support of this,each 5% increment spent above the bot-tom-line 35% overhead (the lowest per-centage in the Overhead chart) increasesthe dominion�s base levy by 2%. Here�s ashort-cut: Subtract 35 from the overhead,divide the result by 2%, and then add 10 tofind the adjusted levy rate.

Example: The dominion of Mooria hasan overhead of 55% which yields a baselevy of 18% (55-35=20; 20/2.5= 8; 8+10= 18). If the ruler decided to deliberatelyspend 60% of the net income instead, thebase levy would then be 20%. Mooriacould thus levy up to 20% of its civilianpopulation as light infantry. The followingmonth, it could levy a maximum of 1%(20-19=1) of its civilian population asheavy cavalry.

Mercenaries: Whenever a ruler cannotlevy a particular type of troops, the solu-tion lies in hiring mercenaries. Assumethey are always available. This was notalways true in history�it was often neces-sary to contact potential mercenarytroops many leagues away and make theman offer. It also may be possible to bribeenemy mercenaries either to leave or toswitch camps. Spies can help with this,but that�s a role-playing issue!

Regional circumstances: Circumstancesalso affect recruitment success. For exam-ple, a region that has been attacked or isat imminent danger of being attackedwould be easier to recruit from, withmany of its people volunteering for ser-vice in their lord�s army. In this case, roll1d4+ 1 and divide the amount to pay inrecruitment bonuses by that result. Like-wise, urban folks living a comfortable lifeaway from threatened areas might requirea greater reward. Roll 1d100; the resultindicates how much more should beoffered in recruitment bonuses as a per-centage.

Every unpaid percentage point belowthe indicated recruitment bonus (afterregional circumstances are taken into

account) should otherwise apply as a -2%penalty when levying troops. In otherwords, if a ruler offered recruitmentbonuses 10% lower than the expectedamount, the levy rate would then drop20%. When more money is offered, thelevy rate goes up as well but at a muchslower rate. Each extra 10% offered on therecruitment bonus causes the levy rate togain 1%. So, if a ruler offered a doublereward, the levy rate then would go up10%. (This approach is generally cheaperthan increasing the overhead when thepopulation pays an average 1 sp or moreper person in taxes.)

Peasant levies: Peasant levies can bemustered (10-20%, as explained in theRules Cyclopedia, page 142). The Merce-naries Table on page 133 of that book alsolists �peasants� for 1 gp per month; itshould really list �unarmored spearmen�or �unarmored pikemen� instead�peas-ants just aren�t mercenaries. A sheriff usu-ally commands these troops. Peasantsfight with farming implements mountedon shafts (flails, scythes, etc.), and areunable to fight for very long in any kind ofa military formation.

For the sake of flavor, it may be better topreserve the original feudal system whenlevying peasants. In effect, their involve-ment is free, but only for 40 days. Afterthat, a 2 sp bonus per peasant per monthshould be offered as an attempt to keepthem in an army. Each month this offer ismade, the leader must succeed at aCharisma check; otherwise the peasantsdecide to return home to tend their land.Finally, peasant levies never fight outsidethe borders of their nation.

Press gangs: A ruler could resort topress gangs, but only untrained troops fitto be unarmored spearmen, rowers, orsailors could be �levied� that way. Norecruitment bonus is needed. The levyrate is a flat 1% per month (or 20 singleindividuals of 1 HD or less). A Confidencecheck is also required each month thispractice takes place.

Convicts: There were occasionalepisodes in history when common crimi-nals fought in an army. For example, upona promise of freedom, convicted criminalscould accept to join in on a dangerouscampaign�the classic �Dirty Dozen� sce-nario. Although risky, it is the cheapestway to acquire troops (though troop qual-ity is totally random). It is also a way to usea rather unproductive and potentiallydangerous segment of a dominion�s popu-lation�yes, war prisoners and other com-mon criminals should be counted as apart of the population (perhaps miners orgalley rowers.

OrganizationMedieval troops weren�t organized like

modern armies, with rank and pay basedon professional ability. Instead, they cen-tered around the men-at-arms, basically

knights and nobles paying for their owntroops, with social status being the mainfactor for authority. In effect, we couldhave the following structure:

Army: The most powerful dominionruler or the monarch would be at itshead.

Battalions: These are separate armygroups (usually a vanguard, a main battle,and a rear-guard). Each is under the com-mand of a prince, an important noble, ora dominion ruler.

Lines: These are the rows of soldiersforming each battalion. Nobles usuallycommand the lines.

Banners: These are units of 25-50 sol-diers gathered around the banners of themen-at-arms who command them.

Lances: These are small, tactical units of5-10 troops, either infantry or cavalry,within each banner. Lances remain underthe command of lesser knights orsergeants. (Individual �glaives� alsoexisted, being 2-4 troops, usually a horse-man of some type, an archer, and somelight infantry with pole arms.)

Feudal ranks: In the Savage Coast espe-cially, men-at-arms could fall into threecategories: �the knight banneret,� with asquare banner, usually reserved fordominion rulers and upper nobility; �theknight bachelier,� with a forked pennant,usually a lesser member of a dominionruler�s family or of a noble�s family, com-manding up to 25 troops; and �the squire,�a simple knight (knight, paladin, oravenger as per the standard Fighter class,or someone learning to become a knight),or a bourgeois (a burgher) rich enough toown cavalry equipment and have ser-vants. All knights and squires are expectedto have at least two servants (a page orvalet who doesn�t fight, and an armedguard), proper weaponry, completearmor and barding, and four horses (onefor each of the servants, and a sparehorse).

The �sergeant� was also available tocommand small bodies of infantry, or tohold the lord�s banner. Sergeants wearless armor than knights, ride unarmoredhorses, and usually fight on foot. (Do notconfuse sergeants with �sergeants-at-arms,� who were part of a monarch�s elitepersonal guard).

Setting up for battle: Usually, troops ofthe various dominions meet at a certainpoint before a battle. The troops are thenreorganized in tactical units that are morepractical.

For example, a monarch joins a numberof his vassals. They all have various ret-inues of infantry, archers, and cavalry fol-lowing their respective leaders� banners. Aduke and the monarch�s son, a prince, areassigned the vanguard and the rear guard.The monarch takes the main battle withthree-quarters of all troops available.

The infantry from all dominions formslines A, B, and C in the main battle, the

archers form lines X, Y, and Z, and thecavalry musters around the monarch�sbanner. The remainder of the troops isorganized in the same fashion in both thevanguard and the rearguard.

Each line would fall under the com-mand of counts and barons. So far, theprince, the duke, the counts, and thebarons all qualify as knights banneret.Within each line, troops remain close tothe banners of the remaining knights ban-neret (possibly other barons and landed-knights) or to the pennants of the knightsbachelier assigned to command them.Lesser knights (household or landlessknights) and sergeants can then com-mand individual lances, using coloredpennons to rally the troops.

Of course, in a true medieval setting, alot of arguing would occur between thebarons and the knights about who gets tocommand what, next to whom, or beforewhom (who might be a hated rival)! Thiscould affect the outcome of a battle iftotally ignored. Finally, it may be a goodidea to send a herald to meet the opposingarmy and set a time and place for the bat-tle. Maps and communication being whatthey were in medieval times, thisapproach wasn�t unheard of in history.

Modern ranks: Unlike the Savage Coast,armies of the Known World tend to beorganized on a more professional basis,�sergeants� replacing squires and feudalsergeants, �lieutenants� replacing knightsbachelier, and �captains� replacingknights banneret. Although they all keeptheir nobility titles, if any, these officersare all paid according to their militaryranks. As usual, either a monarch, aprince, or a powerful noble would com-mand a battle or a whole army, or a mili-tary �marshall� could be appointed for thetask. The more organized mercenarycompanies would tend to use this setuptoo, possibly calling their leader a �con-dottiere� rather than a captain or a mar-shall. (Condottieri were members ofwealthy families who would use their rep-utations to raise money or to guaranteepayment to their troops even in times ofunemployment).

AuxiliariesCombat troops usually come with non-

fighting auxiliaries, like a knight banneret�spage, an artillerist�s mason and carpenter,etc. Auxiliaries also can be ill-armed peas-ant levies who drive the baggage train of amarching army. A whole slew of civilianscould also tag along, such as cooks, sur-geons, clerics, blacksmiths, soothsayers,grave-robbers (and other persons of ill-repute), spies, merchants peddling theirgoods, even the families of some of the sol-diers! Some fine role-playing could reallyfrustrate the plans of a would-be con-queror with these people getting them-selves in trouble at every opportunity. Theycould number up to as much as 20% of the

DRAGON 43

whole army they follow.Assume that all the auxiliaries form an

integral part of the army. So, when onehires 10 swordsmen, assume the �tenth�person is some kind of auxiliary�likewisewith their pay. Of course, the ratio shouldbe much lower with common infantry,but it all averages out when mountedknights and high-level warriors have twoor three servants each. This explains whythe latter are so expensive. For simplicity,assume everything averages out, includingactual number of people in the military,their pay, and odds during a battle (allforces present are �presumed� to havesome nonfighting auxiliaries amongthem). So, no mechanical or accountingchanges are needed here�just rememberthe auxiliaries for the sake of role-playingand background flavor!

MilitiasIt sometimes happened that towns or

cities would become independent fromlocal nobility For example, the monarchmay grant such autonomy to towns insidethe royal demesne to insure they areproperly administered and defended. Themonarch could grant a new vassal thelands surrounding a town, then allow thetown to become autonomous, thus avoid-ing the risk of making that vassal a bit toopowerful (causing jealousy among othervassals) or of tempting an unruly vassal toseize the wealthy town, Adventurousdominion rulers could give up unproduc-tive lands to become traders in a wealthycity, allowing the town to gain control overthe surrounding lands.

The town becomes a dominion of itsown, paying salt tax and tithe like otherdominions. Its overhead should be higher(+15%) because of all the buildings,streets, and other structures that requireupkeep. The town levies permanenttroops to act as a police force and garri-son the town�s walls and fortifications. Itstroops can be counted on during a call toarms, but only in defense of the nation.Militias can be every bit as good or evenbetter than conventional dominion troopsbecause of the wealth that their towns canuse for better pay, training, and equip-ment. Town militias use the more modernranking system.

SuppliesRemember that armed forces do not

work in the fields, thus they do not growfood. Troops must draw food suppliesfrom the agricultural community. In amedieval setting, troops were expected tofeed themselves. In game terms, we canconveniently assume that the cost of feed-ing troops is part of their pay. However,this implies certain risks.

During peace, armies are scatteredthroughout the kingdom, buying foodfrom their local neighborhoods. This isespecially important for permanent gar-

44 MARCH 1993

risons guarding borderland or rural terri-tories. The local agricultural base shouldbe sufficient for these troops to find food.Using the guidelines on economics pro-vided in this column in recent DRAGONissues, find out how much agriculturalpopulation lives within one or two day�sox-ride (12-20 miles) from the troops�position, and whether it can accommo-date these troops.

Hunting is an option. Here are somerough guidelines: In a wilderness areawith ample wildlife and water resources,figure that up to 100 troops can generatefood for 80 people (80%). The remaining20% represents essentials like grain or saltthat must be provided either by localfarming or brought in from elsewhere.

For each of the following, decrease thetop hunting rate (80%) as indicated: Eachextra 50 troops (-10%), borderland (-20%),rural (-40%), moderate wildlife or lessthan 10% missile weapons among troops(-30% for either), little wildlife or no mis-sile weapons among troops (-60% foreither). Troops cannot hunt in suburbanor urban areas; otherwise the huntingrate should never be less than 10%.

If the balance is still insufficient, thenfood supplies must be transported to thetroops, at the ruler�s cost (1 sp per montha n d p e r p e r s o n ) .

Planning should prevent this from hap-pening. When garrisoning an oasis, forexample, make sure the number of troopsthere matches what the oasis can support.This will prevent the garrison fromdepending on regular caravan supplies.

In suburban or urban areas, assumethat the military forces there are suppliedlike the rest of the urban population (e.g.,regular arrivals of foodstuffs from therural lands, caravans, local farming); thisis all averaged out in the guidelines oneconomics. As usual, garrisons in wilder-ness must be supplied, since the wilder-ness agricultural base cannot figure in thefood mechanics.

Garrisons usually stockpile food andwater, sometimes for up to a year in awarlike setting. Unsupplied troops mightplunder and pillage the land to feed them-selves. Plunder and pillaging wipes out allfarming for a month in the affected hexes.If the ruler�s troops plunder their ownland, a Confidence check should be madefor each month of plundering.

Disbanding troopsSending troops back home can be vastly

amusing! After serving a liege, dominionrulers and the commanders of town mili-tias usually return to their lands withoutmaking much trouble, but mercenariesmight decide to roam the countrysideinstead, plundering and pillaging every-thing on the way, until they find anotheremployer. This is almost inevitable if themercenaries haven�t been paid or if a con-flict hasn�t yielded much war-booty. For-

tunately, it is sometimes possible to buy-off unemployed mercenaries or arrangefor them to obtain employment else-where.

Native troops being dismissed, especiallyif they are several hundred who foughttogether long enough to establish a senseof community, might turn to banditry aswell. Using one�s military experience toterrorize the countryside is a far moreattractive option than returning to famineand utter poverty. This is particularly trueif these individuals own their equipment,or if the ruler has been weakened by aconflict. Native renegades are usually theworst since they know the gibbet awaitsthem if they�re caught, compelling themto fight to the death when cornered.

Widespread political chaos is generallyfavorable to organized banditry. Forexample, among predatory activities,renegade troops or unemployed merce-naries may resort to demanding exorbi-tant tributes from defenseless towns,when they aren�t simply plundering theland to feed themselves. Some renegadeleaders might just try to claim land out-right in an attempt to carve themselvestheir own dominions, with local rulersbowing to their military might�if onecan�t beat them, one might just acceptthem as new vassals!

Running a monarchyWhat do monarchs do with the salt-tax

revenues? If the PC is running a kingdom,with dominions turning in their 20% salttax, here�s what should be done. Themonarch could have one or more familyestates or dominions gained through mar-ital alliances, generating tax income ortroop levies like normal dominions. Like-wise, the kingdom should have a royaldemesne belonging to the throne. Theseare lands that the monarch occasionallycarves up and gives away to new vassals.Lands conquered by the monarchbecome part of the royal demesne.

Add up tax incomes from the familyestates and the royal demesne, and sub-tract the 10% tithe. Then add all of the salttaxes from the vassal dominions, if paid incash. The monarch does not pay the 10%tithe on salt tax received from the vassals.This determines the monarch�s netincome. The monarch�s overhead is cal-culated from that net income.

A vassal�s salt tax paid in merchandise isconsidered part of the monarch�s totalincome as if it were cash, thus countingagainst the monarch�s overhead one wayor the other.

If the kingdom is part of a greaterempire, then the monarch�s total incomeis subject to a salt tax, just like a domin-ion. There can be any number of vassal-liege, liege-monarch, and monarch-emperor layers. The overlord may requirethe adoption of the same coinage and lawsamong all vassals.

Military: If a monarch (or a liege in gen-eral) requests a vassal to pay the salt tax introops, add them to the monarch�s army.If so, the vassal must provide troopswhose pay amounts to 20% of the vassal�stotal income. The troops must be appro-priately equipped to fit the monarch�smost prevalent army requirements. Train-ing must be at least as good as that of thevassal�s forces. The value of training andequipment does not otherwise countagainst the vassal�s 20% salt-tax figure.

If a vassal is incapable of providingenough troops meeting the liege�s stan-dards, the vassal must then pay the differ-ence in cash (or the whole amount if thevassal couldn�t provide any of therequired troops at all). Mercenaries arenot an option in this case. The vassal hadbetter make sure there was an over-whelming reason why these troops couldnot be provided, or else the liege mightconsider such a shortcoming willfultreachery.

A royal tip: Requesting vassals to sendtroops rather than cash is a cheap way ofacquiring properly equipped and trainedtroops, and keeping vassals in check. Italso helps the monarch keep the throne�soverhead substantially lower. On the otherhand, the monarch has far less cash avail-able this way. The best advice here wouldbe to acquire whatever troops are neededto protect and further the monarchy, thencollect the remainder in cash. This bal-ancing act is a true test for a serious ruler.

Standing army: All of the troops sent bythe vassals and the monarch�s own house-hold troops constitute the kingdom�sstanding army. In times of war, themonarch expects vassals and their retain-ers to join him, with up to 80% of theirtroops. Likewise, peasants can be mus-tered (see �Recruitment�), Up to 80% of thetheocracy�s troops, military orders, andtown militias also can be called upon todefend the nation (see �Theocracies�). Ifthat doesn�t do it, then throw in a goodmeasure of mercenaries!

The theocracy�s point of viewWhat do the clerics do with the tithe?

The clerical establishment runs its vari-ous orders, builds temples, supports artand literature conforming to its precepts,feeds and caters for the poor (sometimes),maintains its own troops to defend theclerical estates (often), and meddles withlocal and global politics for various rea-sons (always).

A theocracy�s income is subject to a costoverhead comparable to that of anautonomous town (+15%). A nation�stheocracy might have to send 10% of itsown tithe income to some archclerist (orwhatever potentate representing thetheocracy�s highest authority) if outsidethe nation�s border. The theocracy�s over-head only includes the daily upkeep ofexisting temples, clerics, mystics, servants,

and the support of art and literature.Everything else comes from the theoc-racy�s available cash.

If a clerical order does not receive regu-lar tithe income, it can instead generate anet 5 sp cash income per ordained clericor mystic (including overhead). Thisincome covers work clerics provide andtheir followers� donations. Assume theclerical work force can always feed itself.

Theocracies literally form autonomous�dominions� inside other nations. Theyinitially control little land other than thehallowed grounds of their temples andthe mystics� domains. There could becases when a monarch or a powerfuldominion ruler may cede land to a theoc-racy as a reward for help or as a result ofpolitical pressure. A theocracy could alsosimply purchase land from a bankruptdominion, with the liege�s permission. Atheocracy, however, never pays any salttax, since its only true liege is the Immor-tal it serves.

Military orders: Theocracies may alsocreate military orders (of paladins, forexample) that live off their members�donations, A military order receives 10 gpper knight in addition to taxes levied onany land it controls. This income is sub-ject to regular dominion overhead andtithe. Although they don�t pay the salt tax,they must answer their monarch�s call toarms. Military orders are otherwise fairlyautonomous from either theocracy ormonarchy. They raise their own troops,build castles, and undertake a variety ofmilitary or financial activities to furthertheir own interests.

Knights (landless knights, knights-errant, and paladins) join the order on apurely volunteer, unpaid basis. Othertroops should be paid; they can be leviedon the order�s lands or hired among mer-cenaries. Having knights join the order isa question of situation and role-playing(the leader�s Charisma, a need to vanquishsome great evil, the order�s clout, etc.).Knights joining an order each month mayrange from 1d4-1 knights in a very unfa-vorable situation, to 3d6 +2 knights in thebest case. If the order is being founded,add to the die roll a number of knightsequal to twice the leader�s maximumnumber of retainers (see Charisma). Verylarge orders may become the target ofworried monarchs, so beware.

Rival theocracies: The situation can getcomplicated when several theocraciescompete within a same nation. Usually,one theocracy dominates the field, repre-senting one Immortal or a group ofrelated Immortals. This �official� theoc-racy is the one collecting the tithe. Otherunrelated orders make do with donationsfrom their followers, be they commoners,rich merchants, or influential leaders.These minor theocracies, of course, com-pete for followers, struggling to force the�official� theocracy out of the big picture

in order to become the one collecting thetithe.

Heretical crises: The monarch of anation chooses which theocracy is the�official� one. It may based purely on themonarch�s personal convictions or onwhat philosophy is predominant in therealm. The latter choice is the safest path,but that can be a hard choice for amonarch with different ideals, especially ifthe monarch is on the path to Immortal-ity. The former option could lead the pop-ulation into rebellion, with both militaryand financial support from the deposedtheocracy if the monarch ignores the peo-ple�s dominating philosophy.

Along the same idea are regional theoc-racies deliberately splitting away fromtheir higher authorities in an attempt toreform their own philosophy and keepmore power and wealth in their ownhands. Likewise, powerful military ordersmay break away from their original theoc-racies for the same reasons. The politicaland military consequences of such hostileschisms within a theocracy all become amatter of circumstances and role-playing,in other words, more trouble for theruler, as it should be! It gets all the moreentertaining when the ruler happens tobe a cleric, too, but that�s the reward forpower, glory, and yet another a chance formore adventures!

Were we great or what?What do you think of this magazine?What do you like best or want to seechanged most? What do you want tosee next? Turn to “Letters” and seewhat others think, then write to us too!

DRAGON 45

Role-playing specialist wizards in the AD&D® 2nd Edition gameby Matt Posner

Artwork by Scott Rosema

It takes an unusual person to become aspecialist wizard, as the combination ofhigh attribute requirements and intensereliance on a small number of magicaleffects might suggest. A specialist wizardlives an obsessive sort of life. The balancebetween great power and great vulnera-bility between satisfaction and frustrationswings unpredictably back and forthdepending on the situation. The personal-ity of the wizard might appear unstable asa result (except, of course, to the wizard inquestion).

Because this is true, the specialist wiz-ard provides an exceptional role-playing

challenge. The crazier and more intensethe wizard, the better the challenge.PHBR4 The Complete Wizard�s Handbookand pages 41-43 of the FORGOTTENREALMS® Adventures hardbound offerideas for role-playing this type of charac-ter. Here are some more suggestions.

The Abjurer The abjurer�s spells all deal with protec-

tion, so he deals not with performingactions but with preventing actions fromhappening. This means that the abjurer�sprimary role as a mage is to react tothreats and challenges, rather than to

bring these things about. The abjurer isan obsessive defender who gets into hiswork. The abjurer fills the empty hours byplanning, his thoughts always on precau-tions and protective measures. An abjurerlooks ahead in an effort to compensateand prepare for all possible events. He hasthe skills of a master chess player, and hishigh Wisdom (minimum 15) makes him afairly good judge of people. Abjurers aregood at laying traps and planningambushes, and they are cautious at alltimes. This obsession with caution canharm their personal lives; because theyare slow to trust, abjurers often fail to

DRAGON 47

open up to potential friends—and if theydo, they often overplan their behavior forsocial occasions. In general, abjurersseem nervous and uptight, even whenthey desperately wish to make a differentimpression. Because of their orderly,planning natures, abjurers are particu-larly likely to be of lawful alignment.

The ConjurerConjuration and summoning spells are

concerned with creating things or bring-ing them from elsewhere—because ofthis, the conjurer is always keenly in tunewith his environment. He has his eyesopen at all times for interesting creaturesand objects. Of all specialist wizards, con-jurers are the ones most concerned withobjects—not only treasure, but all thingsinteresting to them. The conjurer is espe-cially likely to collect things of no specialvalue, but which have caught his attentionbecause of their unusual features. Conjur-ers are also interested in animals andcreatures of all types, and they oftenchoose to have them as companions orkeep them for study.

A conjurer is also a careful student ofpeople, though more because their varietyfascinates him than because he likes theircompany. The conjurer’s tendency to col-lect a train of followers and to carry alongor store quantities of bric-a-brac can beboth a benefit and a hindrance in times oftrouble; it also can make for an irksome

companion. Conjurers are often per-ceived as aloof because they see theircompanions as curious specimens ofhumanity as much as they see them asfriends or allies.

Because they are covetous, conjurersoften have a neutral component to theiralignments.

The DivinerAnyone who becomes a diviner wants to

know things very badly. It could be thatshe thirsts for knowledge in general orhas a specific subject she’s curious about(retired diviners make great sages). Thediviner is willing to sacrifice a lot to know,and it requires a great deal of patienceand endurance to suffer the reverses a lifeof investigation can include. Often thediviner is unable to obtain the knowledgeshe seeks; she might gain significantknowledge but be unable to make use ofit; or a long, draining search mightuncover a truth less significant or excitingthan she had hoped. Finally, the diviner isoften left on the sidelines while others acton what she has learned.

Being extremely wise (minimum Wis-dom 16), diviners generally develop a phi-losophy that helps them deal with thefrustrations of their specialization: Of allspecialist wizards, diviners are the mostcalm, emotionally secure, detached, andthoughtful. The down side of this is thatlittle but their own search for knowledge

48 MARCH 1993

excites them; they are often too slow andtoo detached for the satisfaction of theirallies and companions.

Because the search for knowledge isoften done in an orderly fashion, divinersare likely to be of lawful alignment.

The EnchanterThe enchanter is most powerful when

dealing with thinking creatures; becauseof this, he both likes them and has theinsatiable desire to manipulate them. Anenchanter can be very personable or veryegotistical—either people like him or hemerely is convinced that they do. One wayor another, the enchanter expects to gethis way. If his formidable personality(minimum Charisma 16) won’t do the job,he willingly resorts to magic. Theenchanter can be very benevolent andgood-natured so long as he feels he is incharge of things. When he doesn’t get hisway, he can be petulant and sullen orangry and vengeful. Enchanters are nat-ural leaders when they are in the rightmood; in the wrong mood, they can beannoyingly childish. The sheer force oftheir mood swings partly accounts for thefascination they hold for others, as anyonewhose feelings are so clear and so strongmust surely be in the right.

The genuine liking many enchantershave for companionship may often crossboundaries of race and alignment. Anenchanter determined to wipe out agroup of orcish bandits might first enjoy anight of songs and drinking at their fire-side. Because of this, enchanters are notalways readily trusted. The fact that theyare known to have power over thethoughts and feelings of others also oftenmakes even friends and companions waryof them.

Because their moods are so many andvaried, enchanters tend to be of chaoticalignment.

The IllusionistAn illusionist is an individual who likes

to keep the truth in reserve. She likes mys-tery and intrigue. The less she is under-stood, or the more she can arrange to bemisunderstood, the greater her powerover others. Like the enchanter, the illu-sionist is most powerful in the company ofthinking creatures, and she also preferscompany—but she is as interested in it forpreservation as for pleasure. Althoughillusionists are very gregarious, they arerarely completely open; in fact, in manycases they do not wish to reveal that theyare illusionists at all. The illusionist is ather best playing the role of someone else(she would make a good gamer). Most illu-sionists possess skills associated with role-playing. They are good actors and mimics,think quickly on their feet, and are gener-ally observant enough to make the best ofany situation. Illusionists also have a goodeye for detail, and their visual memory is

extremely acute.Unless they are play-acting, illusionists

do not make good leaders. Their secrecy,like that of thieves, does not inspire confi-dence. In most situations they are moreeffective if they go unnoticed. Their quickwits and dynamic acting make themappealing companions on the surface, butit is extremely difficult to get to know anillusionist on the inside.

Because they are constantly changingpersonality and strategy to suit their cir-cumstances, many illusionists tend to beof chaotic alignment.

The InvokerThe invoker wields fantastic destructive

energy, and the intense communion withthat energy his specialization requires hasa distinct effect on his personality. Invok-ers are a restless bunch; they areextremely outgoing, and their emotionsare always fiery. The invoker lets youknow what�s on his mind, and he neverstops to consider whether you want toknow it. Invokers are self-centered andfrequently overbearing; they are alsostraightforward and, in most cases, hon-est. They are no more subtle than themagic they wield. Invokers have incredi-ble stamina (minimum Constitution 16)but remarkably little patience. Though notalways reckless, they dislike wasting timeand can grow irrational if forced toremain inactive for too long.

Though rash, invokers are not alwaysconceited; the best of them are ready toadmit their own mistakes and swift to for-get the mistakes of others. Invokers don�tusually hold grudges; their anger burnshot but burns out quickly. Unfortunately,they tend to take the same attitude towardrelationships, particularly romantic rela-tionships; their passions are usually short-lived, and they change companionsfrequently. Invokers are easily distractedand in most cases don�t mind transferringtheir attention from one subject toanother. An invoker makes a dynamic butinconsistent leader�at one momentinspirational, at the next, indifferent.As one would guess, invokers tend to be

somewhat chaotic.

The NecromancerAs you would suppose, most necro-

mancers are warped people. Even thosewith the best intentions often go awry.Necromancers do not have the same atti-tudes toward life and death as the peoplearound them. Life is less precious to anecromancer than to most people,because death is his source of power.Even when he wants to do good, he isoften shunned because the powers hewields are repellent to those who respectlife. The necromancer is comfortable,even dispassionate, about companionsand activities unacceptable to others.Though a necromancer�s basic goals may

be quite ordinary�power and knowl-edge�his methods distance him fromsociety. Most necromancers are so iso-lated from ordinary people that they havean imperfect understanding of humanbehavior. Many of them grow resentful ofthis isolation; necromancers are basicallya misanthropic lot. The older and moreexperienced they get, the less human theybecome. A high-level necromancer whoneglects his appearance and spends toomuch time in crypts may even possess thephysical attributes usual to a corpse�sal-low skin, clammy hands, a drawn, skull-like face, and so on.

Individuals drawn to necromancy areoften troubled to begin with. Loneliness,starvation, and abuse are frequent com-ponents of a necromancer�s childhood;the young necromancer has always felt nomore than a step away from death, andhas grown to draw strength from thatcloseness. Even as adults, necromancerstend to retain this view of things.

The majority of necromancers are of evilalignment; those who aren�t usually haveevil tendencies.

The TransmuterTransmuters are perhaps the most ver-

satile of all specialist wizards, and theirpersonalities reflect this. Transmutersenjoy their versatility. They are the mostlikely of all specialists to admit their skillsto others, and the most likely to use thoseskills. Transmuters like magic for its ownsake, and they enjoy problem-solving. Likeenchanters, they tend to be egotistical, buttransmuters are less frivolous. Trans-muters are no-nonsense mages; they taketheir work seriously and keep their playseparate and infrequent. A transmuterworks at a problem steadily and single-mindedly till she solves it or collapses;though this quality is usually an asset,sometimes transmuters get too emotion-ally involved with their work and missobvious solutions.

Because of their massive powers of con-centration, transmuters are nearly aspatient as diviners. When dealing with aproblem, the transmuter rarely heeds thepassage of time. As a friend and compan-ion, the transmuter is valuable but oftenfrustrating. Transmuters are rarely awareof the feelings and moods of others�theycan�t take a hint and often fail to under-stand that another person is upset evenwhen it is strongly expressed. �Don�tbother me with that now,� the transmutersays. When the project is completed, sheis unable to understand why her friend ismad at her.

By nature, transmuters tend to be obses-sive about things. They tend to the fouralignment extremes and rarely have aneutral component in their alignments.

DRAGON 49

Who�s in charge�your PC or his magical sword?by Peter SearsArtwork by Robert Lessl

Lasker ran down the corridor, blind toeverything but escape. He could hear thewhispering of the vampires behind him,but more importantly he could smell themas they chased him through their crypt.Even Valcan the dwarf and Calaris themage had fallen before their onslaught.Either the townsfolk had lied about thenumber of undead under this barrow orthey just didn�t know the extent. But thiswas no time to worry about that.

�Turn left at that intersection,� Selarprompted. The sword warmed Lasker�shand as it spoke.

That was all Lasker needed to hear. Selarhad never been wrong about directionsbefore. Lasker bolted to the left as a coldradiance touched the back of his neck. Hehad traveled only fifty feet when he saw tohis astonishment�and horror�that thecorridor ended in a solid wall.

Selar had steered him into a dead end.�What the hell�s this?!� Lasker screamed.

He spun, saw unholy light burning in theeyes of the undead blocking the hallway,and involuntarily stepped back and almostfell.

�We�re going to fight them!� Selar an-nounced in triumph, its blade starting toglow white with heat. �We�re going to sendthem all back to the Abyss!�

�You�re insane! You wretched piece ofiron, there�s too many of them! You�ve ledme here to die!� Lasker shouted.

�I will destroy these hellspawn as I wasmeant to do!� the sword retorted. �I refuseto let your cowardice get in the way of my

mission! We shall stand and fight. Trustme, Lasker. I have never failed you. Fight!�

Lasker stared down the hall, seeing ascore of cold, glittering eyes, and shivereduncontrollably. He was going to die. He wasas good as dead. So be it.

�So be it!� Lasker roared, and charged.Without warning, the ensorcelled bladeburst into song, and a flash of golden sun-light illuminated the cavern. The vampiresscreamed and covered their eyes withbone-white hands, the sound of their agonyburned forever into Lasker�s nightmares.Before the undead could regroup, Laskerwas among them, hewing with his swordclenched in both hands. He was scarcelyaware that he screamed, too.

Blind with joy, Selar sang on.

My experience as an AD&D® 2nd Editiongame Dungeon Master has taught me afew things. One of these things is thatmost DMs dislike having an intelligentsword in their campaigns. They say, �It�sjust another NPC to keep track of, andthey tend to unbalance the game.� Aplayer is likely to have his character take ablade if it is offered to him, but he willignore the personality of such a bladeunless it is very vocal or balky in a tight sit-uation Then the player resents theweapon and the DM: �Since when does ablade make decisions? It never did thatbefore.�

Creating, giving, and game-masteringintelligent blades is often an exercise infutility. They are very powerful and easily

abused. I admit I didn�t use them much. Ididn�t even like to get them as a playerbecause I knew that if I ever played thecharacter with the blade under anotherDM, he might disallow the sword right offthe bat. It�s really a shame that it worksout this way, because the intelligent bladeis a standard convention of heroic fantasyliterature. Who hasn�t pictured allowingExcalibur, Stormbringer, or the like into acampaign?

I believe that the system in this articlemakes the intelligent sword an elementthat adds fun and creativity to the game,both for player and DM alike. Give it a try.

Blade terminologyAlthough I use the words �blade� or

�sword,� I am really referring to anyweapon that could be endowed with intel-ligence. I have seen intelligent daggers,bows, and even an intelligent staff. How-ever, most of this material is orientedtoward swords, as these are the mostcommon weapon to be imbued with thispower.

�Mission� refers to the task for which theblade was forged. �Purpose� refers to theparticular action that the blade will try toperform. �Object� is a person, place, orthing relevant to the performance of thesword�s mission. For example, a mage isasked to enchant an intelligent sword fora young paladin. He creates a blade with�find� as its purpose, and �injustice� as itsobject. Thus, the blade has �find injustice�as its mission.

DRAGON 51

The mission takenIn the AD&D game, a blade that is intelli-

gent and has a mission is, by definition, avery powerful item to have. Because of theway that the treasure tables in the DMGare laid out, they are also as rare as liches�teeth. In my campaign, however, it worksdifferently. When I first began to reassessthe system, it struck me that a blade witha mission need not have earth-shakingpower and could be available to low-levelheroes.

It occurred to me that missions could bea lot more common in swords than we�vebeen lead to believe. Think about it: Whocreates all these blades? For the mostpart, the creators are mages who cannotwield them, priests who are normally pro-hibited from using edged weapons, orgods who cannot or will not directly affecthuman affairs.

Thus, a mission sword is basically anitem created by a great expenditure oftime, money, and power. But the creatorhas no power to use it, and must entrust itto some grungy fighter who may not carewhat the creator wants him to do with it.Giving the blade a mission bent to the cre-ator�s end is a way to enforce his interestsand see that his agenda is attended to.However, it is necessary to limit theblade�s power in order to make it accessi-ble. The easiest way to do this is to limitthe scope of the object. A blade that has asits mission �destroy evil dragons� is goingto be a lot more useful than �destroy bluedragons� or �destroy the clan of blue drag-ons near Raven�s Bluff.�

A blade that has as its mission �protectthe city of Waterdeep� might becomeinoperable (i.e., nonmagical) outside thecity limits. There are many ways to limit ablade�s power, but doubtless you cancome up with several appropriate to yourcampaign. The point is that it is possiblefor a blade to be intelligent but not thesolution to every problem, and low-levelcharacters can use very limited blades. Ithink that an intelligent sword is one ofthe best tutors that a beginning player canhave. The DM can explain everythingthrough it.

This particular avenue of interaction isgood in that it gives the absolute beginneran NPC ally that he can call on all the timeto explain the vagaries of the system. Ifyou play the sword in character, then thenew player is also more likely to pick upon playing his character properly as well.

Things to comeThe most important aspect of the cre-

ation of a blade is the mission it is given.The mission that a blade is given and, to alesser extent, certain facts about the cre-ator are the tools that come into playwhen designing the blade. For example,let�s take another look at the wizard, pal-adin, and �find injustice� blade. First off,the mission of the blade is to find injus-

52 MARCH 1993

tice; however, the mission says nothingabout giving the wielder any extra powerwhen fighting injustice. The powers givento the blade are: It greatly increases therange of the paladin�s ability to detect eviland enables him to detect lie at will. Thesword could also point the way to a greatinjustice nearby, or prevent the telling of afalsehood within a 5� radius. This couldwork against the paladin, of course, andjust goes to illustrate that not all powersare good for the owner.

Most blades that are created for pal-adins are Lawful Good in alignment bynecessity, but the wizard is wise enough toknow that justice comes in many colors,so he gives the sword a Neutral Goodalignment to temper the excessively lawfultendencies of the paladin. This alsoshapes the personality of the blade, mak-ing it a conscientious crusader againstevil, but not necessarily against �excessive�chaos. Finally, if the paladin is killed, theonly people who can use the blade arepaladins or, failing that, fighters of NeutralGood alignment.

The mission of the blade thus shapes thekind of master it may have.

Types of bladesFinder blades are imbued with detection

powers, but generally carry no other pow-ers outside of innate ones (flame tongue,vorpal, life stealing). Finder blades are thelow end of the power spectrum, and theseare the blades most often found by low-level characters. Finder blades can be ofany alignment, depending on their object.For example, Taryk Wyvernstrike finds ablade with �find dragons� as its mission.The blade is normally nonmagical, but theblade enables the wielder to speak todragons, makes the wielder extremelysensitive to the smell of dragon musk,and, if the sword is tossed in the air andthe word �seek� is spoken, upon falling itunerringly points to the nearest dragon.This blade is unintelligent, so Taryk iscompletely unaware of his new-foundabilities.

Destroyer blades are loaded with offen-sive powers geared toward destroying theobject of their mission. The powers thatare within a destroyer blade need notalways be offensive in nature. There is atleast one blade in my campaign that hasthe mission �destroy the red wizards ofThay�; it projects an anti-magic shell of 10�radius that moves with the wielder. Mostdestroyer blades however, have minimaldefensive abilities or even finding abilities.Destroyers also tend toward extremelymilitant behavior, so care must be takenwhen dealing with them. Destroyer andpreserver blades (see below) are the mid-range of power, and they are good for thetransition from a low-powered fantasycampaign to a high-powered fantasy cam-paign. Destroyer blades can be of anyalignment.

Example: Garus Blood-nose, a powerfulhalf-orc, commissions a mage to create ablade with �destroy demihumans� as itsmission. The finished blade has the abilityto cause an additional 2d6 hp damage toany elf, dwarf, halfling, or gnome itstrikes. It also gives Garus the ability todrive his orcish allies into berserkerfrenzy. Unfortunately, there are no finderor defensive abilities on the weapon;when Garus blunders into an elven forest,he and his allies are cut to bits by missilefire.

Preserver blades are similar to destroyerblades in power level, but their orienta-tion is more defensive in nature. Exam-ples of this might include a blade thatgives substantial bonuses to parrying andsubdual combat, or perhaps a blade thatcreates a wall of fire three times a day.These blades are light on offensive powerbut have more sensory powers thandestroyers. As with all blades, alignmentsvary, but preserver blades lean a little onthe good side.

Example: Purskull of Garum�s Gorgeforges a blade and has it enchanted forhim. The blade�s mission is �preservedwarven heroes.� It is +2 in power, givesthe wielder +2 protection (as a ring ofprotection) and gives any dwarf wielding itthe power of a protection from normalmissiles spell. It can also speak and pos-sesses the lore of a dwarven sage whenspeaking of dwarven heroes.

Creator blades are at the high end of thepower spectrum. Creator blades andservitor blades (below) may have onlyintangibles, like justice, as their object.Instead of merely seeking out an object(then deciding what to do when you getthere) or destroying or protecting anobject that already exists, the creatorblade wants you to go out and create theobject. For example, a paladin has made aname for herself as a just human, andshe�s slopping over with courage. A wiz-ard is prevailed upon to create a newsword for her which has as its mission�create law.� Thus, the sword constantlyurges the paladin to go out into thewilderness and bring law and order to thesavages.

Naturally, creator blades can be anyalignment, dependent on their objects.They are generally well balanced when itcomes to offensive, defensive, and sensorypowers. These kinds of blades represent amajor commitment to the storyline of thecampaign. Much thought is advisedbefore the DM throws one of these into acampaign, since they affect the campaignin sweeping ways.

Servitor blades are radically differentfrom creator blades in that they directlyserve a power, group, clergy, or ideal.They are also equipped with a featurecalled punitive powers, which normallyserve the wielder but which can beturned against him if he balks at the mis-

sion�s object. Many of these blades arecreated by clerics, but there are examplesof these blades being manufactured bymages, too.

For example, Kiranna is a warrior whoworships the FORGOTTEN REALMS set-ting deity named Tempus. She is part ofan elite unit of worshipers in her area,and is entrusted with a blade known asViperbite, a �serve Tempus� blade.Kiranna is sent on a holy quest. Duringthe quest, Kiranna has a crisis of faith andconsiders abandoning the mission. How-ever, she now finds that the snakeskinpommel has become a real snake that hascoiled around her wrist; it bites her any-time she tries to turn aside from herquest.

Naturally, servitor blades are not so use-ful if you and your players aren�t involvedin a campaign. They serve as a way to tie aplayer to an organization. While they aresomething of a mixed blessing to the char-acter, some players will enjoy the role-playing involved.

Divine blades are the rarest blades of thebunch. These blades ignore most rulessince they serve their gods� will directly.Each blades also has a secondary missionin keeping with its patron�s aims, but thismission could be held in abeyance inaccordance with that god�s will. Of course,divine blade powers vary from deity todeity. In the FORGOTTEN REALMS set-ting, a blade consecrated to Sune will havewildly different powers from a blade ofTempus; Lathander doesn�t have a bladeconsecrated to him, as it is antithetical tohis worship. Naturally, these blades areunique and as such are very rare. Theyare a major investment in your story, andthey should be given only to players whogame with you regularly. These bladesincrease the chance that the wielder maycall on divine help, as the creator has avested interest in the doings of thewielder�but calling on a deity at any timeis a risk few thinking heroes will ever take.

Object of the questThe object of a mission is the single

most defining attribute of a blade. Theobjects given here are by no means acomplete list. Most will come from yourcampaign. As I have stated before, anobject can be as broad or as specific asyou wish. The object may be any person,place, or thing, and the only thing temper-ing the DM�s creativity is a bit of logic.There must be a strong motive for creat-ing a blade because it is hard work andcostly for the creator.

Tangible nouns include: Treasure, gen-eral monsters or character types (dragonsor mages), specific monsters (like blackdragons or necromancers), individualmonsters (like a small group of blue drag-ons near the City of Greyhawk, or any lichon a particular island), magic, specificareas (such as a single castle), or even a

specific person (such as a certain king).Groups also count, such as the Harpers orthe Zhentarim.

Intangible nouns include: law, chaos,justice, injustice, war, peace, evil, good,and a country or geographic area.

As you can see, not all the objects gibewith all the purposes. For instance, notmany people would want to own or createa blade with the mission, �destroy trea-sure,� so use your best judgment.

General rules1. Unless you have a very high-level party

and a lot of experience as a DM, do notallow more than one intelligent blade inthe party. This tends to unbalance theparty strength.

2. In this article, blades do not have Egoscores; instead, they have Intelligence,Wisdom, and Charisma scores. When amage creates a blade imbued with a per-sonality, he must chain a spirit to it. TheFORGOTTEN REALMS supplement, FR4The Magister, contains a system for doingjust that, but a DM can always wing it. Achained spirit has its own scores. For eachscore, the DM rolls 1d6, then adds thesemodifiers:

+1 for each power possessed by the blade(up to five)

+1 for weak innate powers (luck, +1)+3 for powerful innate powers (vorpal, life

stealing, +3, +6, etc.)Finder: +2 to Intelligence, -2 to Wisdom

and CharismaDestroyer: +2 to Charisma, -2 to Intelli-

gence and WisdomPreserver: +2 to Wisdom, -d2 to Intelli-

gence and Charisma.Creator and servitor: +2 to each scoreDivine blades: +4 to each score

When a character wants to talk theblade into something that it doesn�t wantto do, the DM must decide what the PC isdoing: Using logic, emotional appeal, ormere Charisma. Then the player mustmake a proficiency check while the sworduses its best attribute to make its owncheck to defend against being talked intothe plan. If both win or lose their checks,the wielder is still considered to be unsuc-cessful in convincing his weapon to followthe plan. For example, a paladin tries totalk his �create law� sword into letting himleave a lawless area to track a ruthless vil-lain. The paladin checks against his Intel-ligence and makes it, but so does thesword, which ignores his pleas.

3. A DM must decide not only what thesword will do but what it won�t do. Whena character is at cross purposes with hisblade, a battle of wills must ensue. Gener-ally, swords understand that they are partof a symbiotic relationship. If they lendtheir powers to the wielder, the wielderworks toward the sword�s mission. Thesword realizes that without the wielder, it

accomplishes nothing. Thus, a swordtends to follow its master�s lead unless themaster tries something that contravenesthe sword�s mission or alignment. Thisproblem, of course, causes modifiers tobe added to the Intelligence, Wisdom, andCharisma of the blade:

+0 for a minor alignment infraction (irri-table paladin rudely pushes aside apixie)

+1 for a medium alignment infraction(paladin lies) or minor mission infrac-tion (left behind treasure that couldhave been donated to charity)

+2 for a major alignment infraction (pal-adin commits an evil act) or mediummission infraction (minor villainsescape capture; allies are badly injured;sought object temporarily damaged)

+3 for a massive alignment infraction(paladin turns evil)

+4 for a major mission infraction+5 for a massive mission infraction

(major villains escape; sought object islost)

+2 if the sword has punitive power+1 if the wielder is not actively pursuing

the mission (+ 1 per week cumulativeup to +5)

+1 to +3 if the sword is ignored+2 to +5 if the sword is routinely ignored

or abused+3 to +7 if the sword is routinely forced

to commit antithetical acts+1 if wielder has alignment within one

step of sword�s+3 if wielder has alignment two steps

from the sword�s+5 if wielder has antithetical alignment to

sword+7 if blade must have a specific sort of

master but the wielder is not one of thissort.

+4 if the blade is divine in origin

4. Give your blade an actual personalityby using the NPC trait generator in theDungeon Master�s Guide, pages 114-115.This add substance to the blade andmakes for interesting play. For example, ifour paladin commits an act of dubiousmorality, then undergoes atonement andperforms a redeeming service, he findsthat his �create justice� blade is crankyand uncooperative. The paladin offers theblade a jewel-encrusted scabbard andbaldric to get on its good side. The bladehas other ideas, and orders the paladin todonate 7,000 gp to the next city they cometo, with the condition that the money isused to feed and shelter peasants.

5. Each blade with a personality has achance to know nonweapon proficienciesas well. Roll 1d100: 01-50, no proficiencies;51-65, one; 66-75, two; 76-85, three; 86-95,four; and 96-00, five. Proficiencies thatmay be given to a blade are: Ancient His-tory, Local History, Animal Lore, Apprais-ing, Astrology, Direction Sense, Etiquette,

DRAGON 53

Heraldry, Ancient or Current Languages,Reading Lips, Religion, Singing, Spellcraft,Ventriloquism, Blind-fighting, WeatherSense, Animal Noise, Alertness, Naviga-tion, Vocal Mimicry (the last four are fromThe Complete Thief�s Handbook). Theseskills are all drawn from Intelligence, Wis-dom, or Charisma, and they are checkedagainst the sword�s own ability scores.

6. Whether a blade is intelligent dependslargely on whether the creator is willing togo to the trouble of chaining a spirit to theblade. A blade is capable of having a mis-sion without having intelligence; such ablade would react in a preprogrammedway to certain stimuli, but would have nopower to make decisions on its own.

Vengeance is mine!When a character and a blade are at

cross purposes, friction is the result.Blades have many different ways of gettingback at the wielder.

For a minor infraction, a blade may stopspeaking, or it might become impossibleto silence. It might even refuse to leave itsscabbard. If the perpetrator of the infrac-tion is not the wielder, it may demand anatonement, an apology, or both on thatperson�s part before it will give its servicesto the party once again. On the otherhand, it may just hurl nonstop insults atthe guilty party until penitence is done.Blades are also capable of causing a fum-ble or disastrous miss in combat.

For more serious infractions, a blademight stop using its punitive powers in theservice of its wielder. A blade might alsonegate its own powers until an atonementor similar form of reparation was made.For all intents and purposes, it becomes anonmagical sword, except that it stillretains its voice and intelligence.

In the face of major infractions or align- ment differences, the blade might be

moved to actively use its innate powersagainst its wielder. Perhaps it could rootitself to its scabbard and be unmovableuntil the wielder performs an atonement,depending on the problem and its sever-ity. The sword could also seek a new mas-ter. Creator, servitor, and divine bladeswould cast a powerful charm monster onthe user of the blade in order to enforceits bidding; the wielder would get -2 to -4penalty vs. the spell. A servitor blade couldforce a hero to attack his compatriots,then revoke the charm so the hero wouldsee what he had done.

A note about evil swords: It is silly tothink that an evil sword would automati-cally damage anyone of another ethos. Atruly evil sword might beg a paladin tokeep it. Lying through its nonexistentteeth, it might say that it was cursed andwould perform well in the hands of arighteous person. It might then begin acampaign of disinformation against thewielder and his party. It could urge thepaladin to take the easy, expedient way

54 MARCH 1993

when solving problems, slowly leading thepaladin from the path of goodness. If theowner were aware of the sword�s truenature, it might occasionally suggest amorally correct course of action just tomake the paladin squirm (�My sword isevil, but it just suggested the one thingthat I would have done. Should I keep it ornot?�).

Of course, a blade with �serve Orcus� asits mission might destroy a paladin out ofreflex. But an evil sword can serve a goodhero�but only for ends that are evil inthe long run.

A potpourri of possibilitiesNow let�s talk about ways to make a

blade fun. For instance, a sword mighthave a bizarre shape (cutting teeth, oddcurves, etc.), elongated crossguards foreasy parrying and disarming, or a stab-bing spike in the hilt. Perhaps some formof curse is more to your liking, such as ablade cursed only to speak by signs, or ablade that can speak normally but givesonly cryptic clues. Maybe the personalityof the blade is insane in some way (use theinsanities section of the AD&D 1st EditionDMG, pages 83-84). Perhaps the blade hasa twin, and their powers cancel eachother out when they are in close proxim-ity. Give the twin blade to the first sword-wielder�s nemesis, and you have a story.

Perhaps, too, the blade has a long andmysterious history. A few attempts to stealher sword could cause a fighter to go insearch of that history, especially if thatblade cannot or will not tell her what itshistory is. Maybe the blade has a specificdestiny that it must fulfill, or it protects abit of lore or treasure until it decides thatthe wielder is worthy of it. In my cam-paign, there was a sword reputed to bethe guardian of a vast treasure. A rangerfound it and passed its tests as to his wor-thiness. It then divulged its first clue, amap etched in the steel of the blade thathad been kept invisible before. This led toan adventure where the ranger found amap etched in the floor. The ranger slidthe blade into a slot on the map, andwaited until sunlight shone through thehole in the pommel. This marked the nextplace to go, where the ranger discoveredthat the pommel held the key to the thirdand final map that led to the hoard of adragon.

You can also give your blade little pow-ers that make it special but don�t offer anyreal power, such as the sword having arazor edge at all times. Perhaps the bladefloats in water, or it sings in combat. Per-haps the sword is the metallic equivalentof a crystal hypnosis ball. Go nuts�yourplayers will thank you for it.

Creation checklist1. Determine who the creator of the

sword is, and whether he is a PC or NPC.Make notes on the creator�s class, level,

race, and alignment.2. Determine who is to be the wielder of

the sword and make the same notes. Con-centrate on the relationship betweensword and wielder.

3. Add any history between the time thatthe sword was created to the time itarrived in the wielder�s hands.

4. From the notes already taken, itshould be easy to come up with themission of the sword and whether it isintelligent.

5. Once the mission is created, thesword�s statistics should fall right intoplace.

6. Use the NPC trait generator to find theblade�s personality, then determine if theblade has any proficiencies.

7. Lightly garnish the finished productwith special touches, then see if the find-ing of the blade itself can be made into awhole adventure.

8. Make notes on possible future story-lines.

9. Keep a note card with all the statisticsof that sword with you during the game,and note all the things about the swordthat are secret. Be prepared to share thiscard with any other DM who runs that PCand the sword.

Lasker leaned against the crypt wall, hisknees shaking. Spots passed before hiseyes as he panted. He slowly became awarethat he was mumbling something a madstring of thoughts, and he stopped. Hedropped Selar and rubbed at his face. Hewas dying of thirst. He had to get out of thetomb.

He scarcely remembered to recover hissword first. Stumbling over brittle vampirebones, he made his way toward the exit asif in a dream. Outside, in blinding daylight,he sank to his knees, then fell forward onthe wet grass and offered up a silent prayerof thanks to the sun, the sky, and his deity.

�That was great!� came a ghostly voicefrom the sword he held limply in his righthand.

�I ought to throw you back in the tomb,�Lasker gasped. �I ought to have you melteddown into buttons.�

�You ought to keep me,� Selar replied. �Ican do so much more in a brave fighter�shands."

Lasker didn�t answer. He was stilltempted to dispose of the weapon in thefastest way possible. Still, something stayedhim from flinging Selar into the hills. Per-haps he�d think about it on the way back totown. He still needed to recover the bodiesof his allies before they, too, arose inundead form three days hence. And Selarwas still the best sword he�d ever found.

He�d think about it. And maybe he�d keepSelar a while longer.

KnightLineIn the news, American Laser Games is

going to create games for the Sega Genesissystem. These entertainments will requirethe Sega CD-ROM accessory and incorpo-rate a new, light-reading gun accessorycalled the Menacer. Two games currentlyin development are Mad Dog McCree andGallagher�s Gallery. The company expectsthese games to reach the market by thesummer of 1993.

Rumored to be in development by Veloc-ity is a super new version of Spectre, itsfuturistic tank game for the Macintosh.Already playable over an AppleTalk net-work, the new version possessesenhanced features we�ll discuss in afuture column. Also under developmentby New World Computing is Might andMagic III for the Macintosh.

Two new CD-ROM games being com-

Soar amidst the Clouds of Xeen

pleted for the Macintosh include Hell Cabfrom Warner New Media and The IronHelix from Drew Pictures. These gamespossess robust graphics and animation,and superb music scores and soundeffects�they leave no doubt as to thedirection computer entertainments areheading.

Strategic Simulations, Inc. (SSI) hasstarted a new telephone number for game

hints. Operating 24 hours a day, seven

Computer games� ratings

X Not recommended* Poor* * Fair* * * Good**** Excellent***** Superb

Might andMagic:Cloudsof Xeen(New WorldComputing)

days a week, the number is (900) 737-4468.If you�re under 18, be sure to obtain yourparents� permission before calling thehotline. If you require technical supportfrom SSI for one of its products, thatnumber is (408) 737-6850.

H.E.L.P.Ben Webster of Gloucester, Mass.,

writes, �In the IBM version of Space Quest,how can you get past the guard to the tun-nel that leads to the interior of the super-computer?�

Peter Flagg of Buffalo, N.Y., would enjoyhearing from anyone who can help himfinish SSI�s Pool of Darkness. �I get killedin one of the three fights. Can someonetell me how to get through this?�

Todd Mulholland of Greenbush, Mich.,writes, �I am writing in response to JakeHaney�s request for help with Leather

DRAGON 57

Goddesses of Phobos. You give your flash-light to the salesman, who will in turn giveyou a tee-remover machine (that you useon the unTangling ointment�rememberthe dude with an angle for a daughter?)To buy an exit, you must first get the coinfrom the visephone booth near the scien-

raft in the secret catacombs), there are agroup of penguins. If you give the coin to

Instead, get his sword, and give it to him.He will realize that you are a good guy andthat evil never wins, and he will impalehimself. For the frog, you don�t need thecotton balls, you need the clothespin fromthe sultan�s house. Put that on your nose,the lip balm on your lips, close your eyes,then cover your ears with your hands. Ihope these help you complete this greatgame.�

Casey McCaleb of Fennville, Mich.,responds to Bruce Kumsteen�s questionabout Secret of the Silver Blades. �After youget the Staff of Oswulf, you must use themalfunctioning teleporter to reach ninthlevel of the mines. Then you can go to thetenth level and get into the dungeon.When you are in the dungeon, be sure tolook around and get the three keys. Thepasswords are (in this order): �YourHeart,� �Your Word,� �Your Breath,� �River,��Water,� �Silence,� �Wind,� and �Fire.� Whenyou get out of the dungeon, you must gothrough the ice crevices until you reachthe frost giant village. Fight your way tothe king in the southwestern corner of thevillage. He will help you if you attack theBlack Circle. Work your way through thecrevices on the other side of town, andyou will find Dreadlord�s sanctum.

�If you meet Sargatha in the castle,attack immediately. On the second level ofthe castle, use the View command to getthrough the maze. If you meet irongolems, the password is �Steeleye.� In thesouthwestern corner of the maze is asecret door. Ignore the Magic Mouth.Again, the password is Steeleye. In theupper level of the castle, use the keys inthis order: Silver, Gold, Brass. The Dread-lord is in the northwestern section of thecastle. After you kill him, save the game!Go north from this room and fight theiron golems. When you beat them, youhave won the game.�

Reviews

Might and Magic: Clouds of Xeen* * * * *New World Computing, PC/MS-DOScomputers

What a delightful experience! Clouds ofXeen (Xeen) gets back to the roots of fan-

tist�s house. Then, if you can get to theNorth Pole without having your brainfried (which, I believe is done by using the

them for their retirement fond, you willget the exact change you need to buy theexit. As far as Thorbast goes, if you attackhim enough times, you will eventually dis-arm him. Do not attack him again.

58 MARCH 1993

Might and Magic: Clouds of Xeen(New World Computing)

tasy role-playing games (FRPGs). It is elo-quent in its simplicity and exciting in itsdelivery, while full of interesting and dan-gerous adventures. New World Comput-ing didn�t see the need to experiment withdifferent interfaces or adventure views,and instead enhanced the adventure withricher music, better sound effects, andspeech synthesis.

We�ve been playing Xeen for over a week,for at least three to four hours a night. Wehate to leave it to do other things. At everyturn there is a new encounter to manage,a new quest to complete, or a puzzle tosolve. Thankfully, New World hasn�trequired godlike characters to get theadventure up and going. The increasingdifficulty level is matched to the game�sabilities to increase your six characters�attributes at appropriate times. Completea quest, and you�ll find the experienceearned is enough to allow your adventur-ing party to tackle the next quest.

However, not every quest is linear. Youcan complete your �assignments� as youfind them, or you can select from severalthat you�ve uncovered but not yet solved.As you endeavor to complete these mini-adventures, you�ll discover that you needto acquire an item, become stronger, orneed clues or �rumors� to help you finishthe quest. As the game�s world is quitelarge, you�ll have no difficulty in findingsomething else to focus upon as you pre-pare to finish the adventure you juststarted.

New World offers a terrific interface forplay. Whether you use the included char-acter set, or create your own, this FRPGtells you immediately the health of eachcharacter. There�s no need to open sepa-rate windows or submenus simply to findout if a character can sustain another hitin battle.

One of New World�s great interface deci-

sions is automapping. Despite some geo-graphical complexities between using theView window and the Automap, we neverhad to map by hand. Granted, we made alot of notes about different X,Y locations aspoints of interest, but the Automap featureadded enjoyment to this game.

Note that some races have capabilitiesnot possessed by everyone. Also, someclasses obtain a special, secondary skill.Humans, for example, obtain Swimming.A paladin has clerical spell capability rightfrom the start. Dwarves can immediatelySpot Secret Doors. Ninjas and robbershave Thievery. Gnomes have DirectionSense, while rangers have the Pathfinderskill. When we rolled our characters, wetried to ensure each character possesseda special ability. This saved us time andmoney, as we didn�t have to purchasethese skills during the game when thecash was needed for other things, such asbuying spells and other necessities toensure survival.

You�ll meet many characters in thegame, from King Burlock to Lord Xeen(you should meet his pet). You start thegame in a tavern in the town of Vertigodiscussing a dream you�ve had with oth-ers who have had similar nightmares.King Burlock�s brother, Roland, hasreturned home. Crodo, the King�s trustedadvisor, doesn�t think too highly of Rolandor his special quest in trying to find themagical Sixth Mirror. King Burlockassigns the quest to many brave adventur-

ers. One day, Crodo finds out that Rolandis actually Lord Xeen, who has initiated aplan to control King Burlock. Crodo islocked away in Baron Dargoz�s Tower andcan no longer advise King Burlock.

You may play Xeen in either Adventureror Warrior mode. The former provides forless combat. Once you�ve made yourselection, you cannot change your mind.To create characters, you must enter thetavern. When the game starts, you�ll findyourself looking out across a cobblestonearea with a green, animated somethingawaiting you. The six characters that fillthe positions in the adventuring screenare the ones provided with the game. Ifyou wish to create your own group, turnaround and head into the tavern. Keep inmind that if you select to play with theprerolled characters, they not only pos-sess the same amount of gold (800) andgems (10) that you receive when you rollyour own characters, but they are alsofolly armed. New characters have onlymoney.

Here�s what to do�although time con-suming, it�s worth the effort:

1. Go back into the tavern and sign in.Start with the first prerolled character

Might and Magic: Clouds of Xeen(New World Computing)

and transfer all his weapons, armor,equipment, and miscellaneous goodies tothe character in the second adventuringposition.

2. Remove the first adventurer from theparty.

3. Create your first character and, onceyou�re satisfied with his attributes, assignthis adventurer to the party.

4. Transfer the items that used to belongto the first prerolled character to yourfirst created character.

5. Continue this process until you havemoved all the prerolled characters� equip-ment to your new characters.

By the way, when we created our owncharacters, we refused to accept any dieroll that didn�t afford each character dou-ble-digit attributes for might, intelligence,personality endurance, speed, accuracy,or luck. Various attributes are necessaryfor specific assignments. (You�ll find morehints in �Clue corner.�)

This is a great FRPG, enabling gamers toconcentrate on the game itself with up-front character statistics that don�t inter-rupt the flow of play. The animation,although limited, is appropriate, and thenumber of exciting quests will keep youplaying for days. We highly recommendXeen to all computer gamers. As the com-pany�s past Might and Magic series havebeen converted to the Macintosh, ourhope is that Xeen will also find its way tothat system as well. This game wasreviewed using VGA graphics, Rolandsound board, and AdLib for speech syn-thesis.

Discovery: In the Steps of Columbus***Impressions, PC/MS-DOS computers

This offering is one of the better simula-tions of this type we�ve encountered. In it,you�ll soon have your ships exploring theworld in search of safe landfall. Onceanchorage is made, it�s time to settle inand build your ports. Should your settlerssurvive everything from natural disastersto attacks by the natives, they�ll start clear-ing the land and filling in swampy areas.You can assist in this endeavor by direct-ing individuals to undertake specificactions, or you can send several out onfoot to explore in designated directions. Asyour port grows and as lumber isobtained by clearing the land, you canbuild warehouses, farms, and even achurch or two.

Don�t forget that you have computer-controlled opponents from other coun-tries, though. They take great delight inbuilding their empires as well, so you canexpect confrontations. Build up yourdefenses as quickly as possible and estab-lish a trade route for your goods to otherports in the world to assure your treasuryof growth. Neglect either, and your portswill crumble into disarray and your ships�crews might take to pirating as an alterna-tive to your forgetfulness. If you find anenemy�s port nearby, attack it! If you winthe battle, that settlement is now yours!

You can borrow additional money fromthe bank to build more ships to do addi-tional exploring, set up trade routes, oreven purchase a couple men-o�-war toprotect your sea routes. Be careful thatyou don�t become too involved in thebuilding and sailing ship endeavors. Oncelandfall is made, you�ll have a heck of atime simply trying to maintain your ports.No one ever said discovering, exploring,and conquering the world would be easy!

A couple of drawbacks: Once you�veseen the game�s �Land Ho� graphic anima-tion, you don�t need to see it each time alandfall takes place. It takes too long, andthere is no override key to allow you tocancel the entire process. Also, the inter-face is different than most other games.It�s going to take you several games tounderstand how to control ships, whatyour ports can build, and how to directyour settlers. At no time did we find theinterface intuitively easy to use, and thatlead to some frustration.

Discovery is an enjoyable game most ofthe time. Once learned, you�ll enjoy thefact that the majority of the settlers under-stand what�s to be done and do it, withoutdirection from you. Make certain youkeep an eye on the critical readings fromyour settlement and you could control theworld. We reviewed the game with VGAgraphics and AdLib sound board.

DRAGON 59

Legend of Kyrandia *****Westwood Associates, PC/MS-DOScomputers

Westwood Associates has released thefirst of its Fables and Fiends series, calledLegend of Kyrmdia. It’s your duty to stopan evil jester. Yes, an evil clown with magi-cal powers is destroying the land ofKyrandia—he’s even turned your grandfa-ther into stone! Now, it is up to you to stopthis evil by finding a magical amulet thatpossesses four unique properties.

The animation and backgrounds areastonishing and the dialogue is wonderful.The puzzles begin easily enough, butbelieve us, they get more difficult quickly.Moving your character is as simple aspoint-and-click. Clicking the cursor on anobject picks it up and turns the cursorinto an icon representing that object. Youcan deposit the object into your inventory,have your character use it, or drop it.

The story, though not original, is quiteenjoyable. The ease of character interac-tion is a definite plus, as are the puzzles.This is a game that won’t be finished in aday. It requires some mapping and think-ing. The graphics and music are stupen-dous, and all this requires fewer thaneight megabytes of hard-disk storagespace (quite a feat when you consider thedouble-digit storage requirements ofmany other new games). We applaudWestwood Associates for Legend of Kyran-dia and hope we won’t have to wait toolong for the next installment. We reviewedthis game using VGA graphics.

Ultima VII: The Black Gate and Forgeof Virtue ****Origin Systems, PC/MS-DOS computers

Origin Systems should score well withThe Black Gate (TBG) and Forge of Virtue(FOV). What’s interesting about FOV is thatthis is the first time a major FRPG pub-lisher has released an add-on adventureto its main storyline. Best of all, it workswell!

This FRPG always starts with TBG. You’lllearn from the introduction that TheGuardian is controlling your computer,specifying his intent not only to rule Bri-tannia, but you, the Avatar, as well.

In order to learn your characters’ healthscores, you must either double-click onthe character to obtain the Inventory Dis-play, or press the letter “I” on your key-board. If you wish to check out the healthor possessions of a character other thanthe Avatar, you must still open his displayfirst. This leads to a cluttered screen,especially when you start opening posses-sions inside backpacks and bags.

FOV is installed after TBG. A new island,called the Isle of Fire, then takes its posi-tion south of Vesper. This island has newquests for you to tackle, all designed toincrease the viability of your Avatar char-acter. Three quests can provide you withthe means to create the Black Sword.

You’ll find this weapon a great aid to youin TBG.

In order to become involved in FOV, youmust start your adventure in TBG. Youcannot play one without the other. Whenyou consider the cost of FOV in relation tothe price paid for TBG, we’re not certainwhether you’re going to find the addi-tional $20 to $27 worth only three queststhat result in you obtaining a sword.Granted, it is a powerful sword, but beforeFOV came along, adventurers were play-ing and completing TBG quite handily.You certainly don’t need FOV to succeedat TBG.

If you’re interested in accomplishing thequests in FOV, you must continue to tellyourself not to become too embroiled inthe adventures in TBG. What you must dois get to Britain to talk to Lord British, sohe can give you the deed to his ship andinform you of its location.

Don’t travel overland from Britain to Ves-per. There are enough physical hazards toderail such an endeavor. Instead, headover to the Serpent’s Spine near the LostRiver, find the trail that leads inland, andhop aboard the magic carpet you’ll find.Fly southeast and land in the desert areanear Vesper, get aboard your ship. Unfurlyour sails (double-click) and head south;you’ll run directly into the huge Island ofFire. Finding a suitable landing area isgoing to be your first task. If you need help,check out “Clue corner” for more details.

The graphics are not up to Origin’s nor-mal high standards. Your ship is large, theisland’s rocky shoreline is squared, andyour ship simply doesn’t fit into mostshoreline areas. It’ll jump when you try tomove toward the land because it’s toolarge to fit the shoreline. Forget usingyour mouse for navigation here. Go withyour numeric keypad and be patient.

You don’t have to complete the adven-tures on the Island of Fire. As you gainattributes, you may wish to head back tothe mainland to continue your TBGquests. However, we recommend that ifyou start FOV, you should finish it. Thatsword does come in handy. When you doreturn to TBG, concentrate your investiga-tions on the Fellowship. Realize thatsometimes a gargoyle can be a betterfriend than a human!

Although some of the dialogue is triteand some conversations are poorly con-structed, you do learn a great deal ofinformation, but you must speak to every-one you encounter. Keep track of what isbeing told to you. Do not steal anything!Not only does it violate your vows as anAvatar, but it upsets the local guards.

If you’re interested in completing FOVforget what you see in the stables. Yes,Christopher and Inamo the gargoyle are amess. Take all the notes you can betweenTrinsic and Britannia, but get that magiccarpet and get to your boat to sail to theIsle of Fire first!

FOV automatically updates TBG with thelatest software patches from Origin. Yes,both adventures are exciting and requiregamers to think about what they are doingin order to succeed. Despite an angledperspective, conversations that occasion-ally read (or sound, if you possess thespeech board) as though a translatormissed a syllable here and there, and theinconvenience of having to open multiplewindows to see statistics, both adventuresshould probably earn their way into yoursoftware library. We reviewed these usingVGA graphics and Roland sound board.

Clue corner

Might and Magic: Clouds of XeenIn the town of Vertigo:1. Watch out for the gate at X20,Y1—it’s a

shocking surprise.2. More than fruit grows on these trees.3. Mylo’s Maps is at X10,Y16. He will

teach cartography for 100 gold.4. The well water at X14,Y17 is not fit for

drinking.5. Gilbert’s Hexes are at X20,Y11. You

must be a member to shop here.6. Lady Geraldine’s Tavern is at X18,Y4.

Some rumors you might hear hereinclude:

•The orcs keep valuables in their out-posts and camps in the hills.

• Phirna plants look like small berrybushes and can be found all in ToadMeadow to the southeast.

• There’s still gold in the hills to thenorth.

•The Count in the town of Nightshadowsleeps in a coffin that can only be openedif the sundials are correctly set.

• The witches of Toad Meadow havebeen snatching children and turningthem into goblins.

7. Norman’s Ironworks is at X13,Y4.8. Gunther the Mayor is at X14,Y5. Com-

plete his quest and gain 5,000 experiencepoints, complete recovery from allinjuries, plus 4,000 gold and 50 gems. Youalso gain the Red Dwarf Badge of Courageand 50,000 experience points.

9. Vernon the Guildman is at X16,Y11. Hewill put anyone on the guild roll for free,but guild dues cost 25 gold.

10. The bank is at X21,Y17.11. Joe’s exterminator shop is at X10,Y18.12. Mylo’s Maps charges 100 gold for

those who wish cartography skills.13. Thylon’s Training is at X10,Y8.14. Rialdo the Ranger is at X25,Y26—

pathfinding for 2,500 gold.15. Joe’s Storeroom is at X6,Y29.16. Slime Temple is at X15,Y21In area E3:1. The cabin at X14,Y13 is observation

post for orcs. You’ll receive 1,000 experi-ence if you destroy it.

2. X11,Y12 is a covered wagon containingOslo the Observant who will teach youhow to spot secret doors for 500 gold.

60 MARCH 1993

3. The archway at X8,Y14 offers +20 1. A teleport device is at X4,Y14. ing: You are now aware of which directionresistance to fire, electricity, cold, and poi- 2. A barrel with red liquid adds +2 to you face!son to whoever prays here. might. 5. There�s a poison gas trap at X12,Y6.

4. The fountain at X8,Y6 offers +25 spell 3. A barrel with purple liquid adds +2 to Jump over it.points. Requires three Jumps through for- speed. 6. There�s a secret door at X13,Y7.est, heading west, to get to it. 4. A skeleton at X6,Y0 �Dwarven travel 7. There�s a gold vein at X1,Y14, but afterIn area F3: code: Deep mine --P--� a second mining operation, it�ll cave in.1. The fountain at X12,Y12 adds +5 to In mine #4: 8. A parchment on a skeleton reads,

AC. 1. A teleport device is at X7,Y7. �Dwarven travel code: Deep mine ----A.�2. Myra the Herbalist at X9,Y11 will give 2. A barrel with white liquid at X8,Y5 The Lessers

you five Cure Poison potions for each adds +2 to luck.Phirna root you bring to her from Toad 3. A parchment found on skeleton readsMeadow. (You can pick only one plant at a �Dwarven travel code: Deep mine ---H-� We thank those of our readers who con-time. If you want more than five potions, 4. There�s a high yield gold vein at tinue to come to the rescue of otheryou�ll have to return to the meadow to get X5,Y10. gamers with their answers to their pub-additional plants.) 5. There�s a gold vein at X4,Y14. After two lished requests for �H.E.L.P.� Also, to3. The pyramid is at X8,YlO. mining attempts, watch out for a cave-in. everyone who continues to send in game4. The entrance to Red Dwarf Range 6. Leave the rubble alone in the area of hints, thanks again. Typed or word

nines is at X5,Y13. X14,Y10. Nothing but poison and spiders processed letters are preferred, as some5. The fountain at X7,Y7 adds 25 hit are there. handwriting is almost hieroglyphic in

points. 7. There�s a secret door at X11,Y14 facing quality and presents quite a challenge to6. The wishing well at X1,Y7 requires a west. read. Mail your goodies to: The Clue Cor-

Jump spell to get there. Whoever throws 8. There�s a secret door at X7,Y12 facing ner, c/o The Lessers, 521 Czerny Street,in a coin receives +60 to luck! west. Tracy CA 95376. Until next month, game7. At X9,Y6, Orothin the Hermit needs In mine #5: on!

you to find his bone whistle, dropped 1. A teleport device is at X8,Y4, facingsomewhere in Pitchfork Creek. If you can west.find his whistle, he activates statues that 2. A yellow liquid in a barrel adds +2 tocan teach spells. accuracy.In area B3: 3. A purple liquid in a barrel adds +2 to1. In a cabin at X9,Y6, you�ll meet Halon speed.

the Efficient who requires some lava to 4. A skeleton may give you a strange feel-unfreeze his water works. He will rewardyou, if found.In area B2:1. The door located near the mountains

at X12,Y4 gets you into the War Zone forarena-like combat versus your selection ofopponents. See the Battle Master at X7,Y6.In area A3:1. Kai Wu the Monk would like you to rid

his home of evil clansmen. He�s in a tentat X15,Y12.The Red Dwarf range:In mine #1:1. A note found on skeleton: �Dwarven

travel codes: Mine 1, Mine 2, Mine 3, Mine4, Mine 5.�2. A green Liquid offers +2 to

endurance.3. Dwarven travel code: A----.In mine #2:1. A teleport device is at X10,Y28.2. Watch out for the rubble; it contains

spiders!3. The barrel at X10,Y22 adds +2 to

endurance, permanently.4. The barrel with orange liquid adds +2

to intellect.5. Find a gold vein in the mines, and you

can mine it for GP!6. A blue liquid in a barrel adds +2 to

personality.7. A red liquid in barrel adds +2 to

might.8. A white liquid in barrel adds +2 to

luck.9. A skeleton at X6,Y3 adds to Dwarven

ravel code: �Deep Mine -L---�In mine #3:

MARCH 1993

Gaming in the revitalized WORLD OF GREYHAWK® settingby Carl Sargent

The WORLD OF GREYHAWK® setting isthe oldest published RPG campaignworld, and it�s one with a lot of long-timefans. It is now a world changed greatly bythe events depicted in the GREYHAWK®Wars set�nearly three years of carnageand deadly deceit in which the powers ofevil have waxed strong. The hand of Iuz,the Old One, extends across the centralFlanaess, and the cruel Scarlet Brother-

The Editors

This article is the first in a series that willpresent material for specific AD&D® gameworlds by different authors. This column,like �The Dragon�s Bestiary,� etc., willappear whenever we receive an appropri-ate article. Many of the ideas presentedhere are applicable to other campaigns, sobe certain to look past the label for ideas toborrow for your campaign�no matterwhere it is set. Let us know what you thinkabout this column.

64 MARCH 1993

hood extends its power and influencearound the southern lands bordering theAzure Sea. The WORLD OF GREYHAWKsetting has become a truly exciting worldagain filled with opportunities for adven-ture of all kinds. This is no longer a worldat war, but tensions, border skirmishes,intrigue, and desperation are to be foundin all lands. There�s never been a bettertime to adventure here! This article givesDMs a wealth of ideas for how and whereto build up campaigns set in this world,showing which lands and locations arebest suited for different preferences (skir-mishing, intrigue, battle, crusading, etc.)in campaigning. Many of the places andpersonalities mentioned here are not fullydetailed in the From the Ashes boxed set.This allows DMs to individualize each forcampaigns. Also, see the �Errata, etc.� boxat this article�s end for clarifications andsome heretofore unrevealed information.

Old-timers and newcomersWhen I was given the opportunity to

write From the Ashes, the new WORLD OFGREYHAWK boxed set (replacing the oldWORLD OF GREYHAWK set of 1983), I keptin mind the fact that there are manygamers who�ve been playing in this worldfor a long time. Although a great war haschanged much, I didn�t want to turn amuch-loved world wholly on its head inthis rewrite, based on the GREYHAWKWars boxed set. Players with characterswho have become part of this game worldshouldn�t have everything turned upside-down. If you�ve been with Greyhawk along time, you�ll be pleasantly surprisedthat much of what you know and love isstill there. The Free City is still the nub ofthe Flanaess, and little has changed there;Mordenkainen still watches from theYatils; Furyondy is beleaguered, butVeluna still stands as a beacon of good inthe darkened days of the post-war world.

can involve PCs in adventures that takeplace in the war years, and From theAshes has a complete summary. Other-wise, you can just use a �reality shift�tellyour players that three years of game timehave passed, summarize the changes forthem, and assume that their PCs wereengaged in war service, or defensive/pro-tective action, unscathed. They may haveto relocate (rarely; only if Shield Landers,Geoff men, or Sterish folk), but most of thetime the transition can be simple. Thereare no major rules upheavals as accompa-nied the Time of Troubles in the

For a DM with a long-established Grey-hawk campaign, adapting the changes ofthe Wars isn�t difficult. If you wish, you

The lands of Geoff and Sterich are lost togiants pouring down from the Crystal-mists�but many of the people of thoselands live in Keoland and the Gran March.now, and fight to regain their homes. TheShield Landers are driven out by Iuz, buttheir diaspora provides much of Fury-ondy�s backbone and they look to the daywhen they can return home also. We�vechanged your game world, but we haven�tbroken it asunder.

FORGOTTEN REALMS® setting, although

Settings within a settingSome information about what From the

Ashes contains will be helpful to DMs andplayers. The Atlas Book is the world book,

This world also is ideal for 1st-levelcharacters. They�re an option for long-timers who want to start over in theworld, too. There are several locationsthat provide excellent bases for such PCsto learn the survival skills they need; tofind good companions, friends, andtutors; and to have adventures in a varietyof settings. Some of these locations arenoted here.

PC clerics should be converted (no punintended) into specialty priests (From theAshes gives rules for this). Greyhawk�sspecialty priests, by the way, typically haveaccess to more spheres of spells than inother AD&D game settings, making themmore versatile. This reflects the fact thatthe Powers of Greyhawk very rarely actdirectly (by sending avatars) in the affairsof the world, so their priests are moreimportant (and more powerful and signifi-cant) servants.

much since the boxed set by that namewas published, but From the Ashes lists allthe changes (it also has an alphabeticalindex to every major NPC within the FreeCity in both boxed sets). It�s the perfectplace to gamble, spy, spy on other spies,investigate mysteries, and get embroiledin other people�s conflicts, and it is also agood place to draw in the theme of theScarlet Brotherhood. This group�s interestin the Free City can threaten PCs whenthey are ready to be drawn into truly dan-gerous political intrigue. For PCs with adesire to see some action, a career in theHardby Marines or the Cairn Hills gar-risons are recommended.

A particularly good location for startingPCs is to have them in the service of thepaladin Karistyne in the Abbor-Alz. Thiscastle is not detailed in the boxed set, sothis base works well for a DM who wantsto personalize things a bit. The higher-level occupants can be supplemented bythe DM�s own intermediary mid-level

Coast cities now under Greyhawk�s con-trol. For intrigue and living the good life,the City of Greyhawk has not changed

adventures. For dungeon delvers, try thestar cairns of the Cairn Hills or the dan-gerous, magical ruins of the Abbor-Alz(lamia, derro, liches, brass and copperdragons and much else lair there). For

the foothills, and the Gnarley Forest are

the Gnarley Forest rangers are always

DMs on this score (particularly if they�reuncertain about how to integrate thechanges of the Wars, at least initially).

This setting also allows for all kinds of

module WGR3 Rary the Traitor), hills,mountains, marshland, rivers, and coast-lines. It is also a setting largely untouchedby the Wars, and may appeal to long-time

The city and environsThere is a complete range of environ-

ments around the City of Greyhawk�for-est, desert to the south (covered in the

completing this are six adventures setcross the Flanaess on adventure cards,plus tow longer adventures set in theCampaign Book setting.

and it contains a large number of shortadventure themes set across the gameworld, a listing of mysterious and magicallocations, a bunch of rumors that can beexpanded into adventures, and a chapter(�Tales of the Year of Peace�) that providesstill more adventure themes. The Cam-paign Book develops the lands around theCity of Greyhawk: the Gnarley Forest, thesouthern plains and the Mistmarsh downthe Selintan to the military port of Hardby,the Cairns Hills east to Urnst and thenorthern Abbor-Alz. Each section has awealth of short adventure themes, and

wilderness adventures, the Mistmarsh,

perfect locales. For spying or skirmishing,

watchful of the Wild Coast's orcs and askilled ranger or thief with suitable talentswill find employ in Hardby or the Wild

DRAGON 65

NPCs, and Karistyne�s many connectionsand friends in nearby lands give a goodbackground. This is a great place for PCswho like to make friends, acquire con-tacts, and use their Charisma and negoti-ating skills. The location of the castle alsoputs it within a few days� travel of hill,desert, marsh, and plain terrains, and themany settlements of these lands. Somesettlements are directly associated withKaristyne (the Greyhawk militia bases ofHardby, Storm Keep with its griffon-ridingskyrangers, dwarven settlements,gnomish mines, etc.) and others throughthose associations. A campaign canspread from this base, with new friendsand contacts found at each stage of thejourney as PCs travel farther in the serviceof their liege. It�s also ideal for developingthe campaign into more dangerous terri-tory, such as the lands of the Ogremeetogres, the southern lands, the margins ofMaure Castle, or such strange and bewil-dering places as the Doomgrinder, theenormous and forbidding stone windmillthat counts down the decades to the endof the world (see below for more on thisand other �rumors�).

Karistyne�s castle has a good basis for acampaign and can sustain diverse adven-tures as a campaign progresses. It is anespecially good setting for a PC partyincluding rangers, priests of LG/NG align-ments, dwarven and gnomish PCs, andeven elven mages (providing they can han-dle the temper of Karistyne�s notoriouselven invoker). It is especially recom-mended for newcomers, since DMs don�thave to master a great deal of world back-ground to adventure in this setting.

Furyondy: A land oppressedNorthern Furyondy is an excellent cam-

paign setting for a DM who wishes tobring the flavor of post-war Greyhawkright into the central focus of the cam-paign. The armies of Iuz can be a fewmiles away across the Flare Line,Furyondy�s long strip of defensive earth-works, castles, keeps, towers, and otherfortifications. This adventure setting isgood for PCs of all levels of experience.

For more accomplished PCs, involve-ment in the politics of Furyondy is almostcertain. The divisions of the Seven Fami-lies, the major landholders and militia-raisers, are fully recounted in WGR4 TheMarklands sourcebook, and King BelvorIV has a very tough time keeping his king-dom together. In addition, he has to act asliaison with his banker to the west,Veluna, and deal with hotheads who wantto go to war again (including some of thenobles and the vengeful priesthood ofTrithereon) while also keeping his alliancewith the Highfolk intact and cordial.Wherever you go here, someone�s mutter-ing about powerful people doing the

tles (if the PCs want these, the Vesve, For-est is the place to go, and it�s just west ofFuryondy). It�s one of tactical skirmishingand hit-and-run raiding, perfect foraggressive mid-level PCs. High-level PCscan try heroic acts like those in WGR6 Cityof Skulls (due out in May), penetratingIuz�s capital to free the imprisoned leaderof the Shield Lander exiles. The ability tothink and move swiftly, and to have con-tingency plans for almost anything, are agreat advantage here. Rangers, elves, andhalflings will find the Vesve Forest a per-fect setting for their skills, and will findmany friends along the road, too. Unfortu-nately, those friends often don�t cooperatetoo well, so PCs with some Charisma anda real desire to unify good against evil willhave endless opportunities here. Ofcourse, Iuz�s forces, indigenous human-oids, and the monsters of the decimatedbattleground ruins of the Defiled Gladesbadlands all offer worthwhile opposition!

The Vesve setting is also a good one forPCs with some magical strength behindthem. There are powerful magical com-munities here, such as the grey elves ofthe Tree Lands and Iuz uses the Vesve as atesting-ground for new spells and all man-ner of summoned monsters, such as theAbyssal bats that have terrorized the forestfolk. The Vesve has its own magical, mys-terious ruins, too: liches� lairs, Suloise andBaklunish ruins, and more. It is also aplace where the PCs can see the defensive,scrying magics known as Philidor�s globes,after the Archmage who put them there.Philidor is one of the two major newarrivals in the WORLD OF GREYHAWKcampaign (together with Mayaheine, anascent Demipower of Lawful Good) andif the PCs become drawn into his affairs,well, anything is possible.

Northern Furyondy is a land whereeveryone looks over their shoulders mostof the time. Head farther south, and youmay still find Iuz�s agents at work, Thesouthern city of Ryemend is a spying postfor the whole kingdom, it seems; theking�s men keep nervous watch over theparalyzed city of Verbobonc with itsincreasingly impotent ruler, some Knightsof the Hart here are planning to annexthat city, Duke Bennal Tyneman�s spieskeep watch on everyone else, and thegreat Velverdyva brings travelers to andfrom Perrenland, the Highfolk, Dyvers,Willip, and the Free City itself, and withina day�s travel across the river waters liethe Kron Hills. Spies of Iuz and the ScarletBrotherhood have surely infiltrated thiscity by now. A campaign taking this townas a starting point can head off anywhere.Because water travel is so much swifterthan land travel, Ryemend could be anideal base for PCs who like to be highlymobile.

Nyrond: The mighty have fallenBankrupted by its war with the Great

Kingdom and the cost of fending offStonefist men and even humanoids fromthe Bone March, Nyrond commends itselfto players and DMs who enjoy role-play-ing in a land of strife and struggle. Nyrondis far more factionalized than Furyondy;its king is weak and is poorly advised bytoadying sycophants. Corruption andrebellion rot this once-great nation. Ordi-nary people starve or riot at the ruinoustaxes the king forces upon them, andNyrond is beset with divisions. A handfulof local rulers are still wise and kindly, try-ing to do their best by their subjects insuch harsh times. For some respite,southern Nyrond is the best place to be.The southern coastal lands are semi-autonomous, and Relmor Bay offers skir-mishes with South Province pirates;spying on Scarlet Brotherhood vesselsheaded out of Onnwal; the chance tobefriend the aquatic elves, dolphins, andselkies of the bays; or the chance to besmugglers, explorers of the coves andruins littering the southernmost promon-tories of the land. For low-level charac-ters, the settlement of the paladin Farenneat Shining White overlooking FairwindBay (she is very distantly related toKaristyne of the Abbor-Alz), when devel-oped by a DM, offers an excellent startingpoint that can be developed in a similarmanner to Karistyne�s castle, except thathere the aquatic element, with sea elvesand selkies, offers an extra dimension. Noevil adversary is at hand, but rather thewickedness of corrupt local nobles andthe tragic weakness of the king of the landis this campaign�s focus.

Nyrond is a terrific setting for PCs wholike a great deal of freedom. If they arechaotic enough, they might ally with Cun-hal Blackmaer and the youngbloods ofBarren Keep as they gather strength toconfront and depose corrupt nobles,some under the magical control of eviladvisors. Or perhaps they may be part ofthe flashpoint of the Celadon Forest,where woodsmen and elves fend off theinsurrections of the brutal and corruptBaron Bastrayne of Woodwych. TheCeladon is an excellent setting for bring-ing home the deprivation and desperationof so many of Nyrond�s people: driven torevolt, ragged and starving in the SpurnedVale, and pursued by monsters in theGnatmarsh as they try to gather in swamphay to make a few coppers. This settingputs PCs in the position of having to faceevils that arise from an inner degenera-tion, not an external enemy such as Iuz.In this respect, Nyrond can be very chal-lenging.

Not that Nyrond lacks external enemies.The border with Iuz�s empire is to thenorth and the main problem there is the

wrong thing. bizarre and demented Valorous League ofThis border zone isn�t one of major bat- Blindness, a Pholtus cult that wears blink-

66 MARCH 1993

ers with pride so that only the true path ofrighteousness can be discerned and noside distractions. Absurd the cult surely is,but their Fiendfinder-General is powerfuland influential, and in a land sundered byinternal dissension and governed by suchan absolutist, this determined cult gainsstrength by the day. But to the southeastthere lies the monstrous strength of DukeSzeffrin�s Almorian Lands, stalked byfiends, where Nyrond is forced to spendmoney it cannot afford in sustainingarmies, cities, and castles. For high-levelPCs, this is the place to be. Check outWGR4 The Marklands� descriptions ofSzeffrin�s strongholds, DMs; these beg tobe developed into places the most power-ful of PCs would fear to tread.

Nyrond handles chaotic and freedom-loving PCs well, and offers good-alignedPCs both internal and external enemies toface. If all these themes are to be broughtinto a campaign, the eastern lands fromthe Flinty Hills to the Harp River are ideal(and also recommended for parties withseveral demihumans). Here, tentative linkswith the beleaguered good folk of the AdriForest are being forged as the maraudingBone March humanoids are kept at bay.This setting is ideal for PCs who like bothhill-stalking adventures allowing themample opportunity to beat up on orcs,hobgoblins, ogres, and much else (evenrefugees from the Bandit Kingdoms), andalso like sneak missions across borders toreach friends in distant places. The Valor-ous League has spread its influence to theborders of these lands, and its demihu-man-hating fundamentalism offers a wor-thy �enemy within� campaign theme. Forranger PCs, membership in the Brothersof the Bronze fellowship beckons here,and members of that society have friendsand contacts strung out widely across theforests of the Flanaess. This allows a cam-paign to travel very widely as new contactsare made.

The Great Kingdom: An oceanof madness

For players who like really being upagainst it, the Great Kingdom is the placeto be. Shattered into a score of petty fief-doms, some larger domains (NorthProvince, for example) still remain largelyintact while elsewhere the Overking�sbizarre treatment of his most powerfulnobles has generated an entirely new typeof ruler: the animus. Slaughtered by theOverking and resurrected by Hextor�spriests as undead monstrosities, thesevery powerful creatures rule hugeswathes of the old Aerdi (and are detailedin the boxed set). Motivated by cold fury,their own self-loathing, and topped upwith fanatical hatred of the Overking,these monsters spare no one and nothingto prosecute their goals of revenge. Entirecounties, duchies, and even whole citieshave been transformed into charnel

houses and killing zones, realms ofabsolute nightmare.

Elsewhere, the more detached animusrulers control their domains with ironlists, administered by less chaotic extra-planar horrors than the fiends serving theOverking and his more insane nobles.Hextor�s powerful priesthood has grown

Errata, etc.A few errors crept into From the

Ashes, so errata are listed here. As anadditional treat, these are followed by abrief list of mysteries (some with totallynew information) that can be addressedand dropped into any WORLD OFGREYHAWK campaign.

1. The silver border and heading inboth books were a printer�s error. Theywere intended to be bronze. We apolo-gize for any undue eye strain thiscaused.

2. Two locations are missing from themaps, they are:

�Fort Leman lies four hexes north-west of Sourlode (the upper right-handcorner of the campaign map).

�The Screaming Valley is four hexesdue south of Stankaster Tower.

3. According to TSR�s 1992 AD&D�Trading Cards, Bigby the wizard isdead. He is not dead. (The reports of hisdeath were greatly exaggerated.)

4. The hermit of Wavenair was a 13th-level druid from the Gamboge forest.Tenser visited him to learn about ele-mental water magic. But, since Tenseris now dead, no one may ever knowwhat he learned.

5. The Doomgrinder is a completemystery, except that it was built by thesame dwarves who constructed theBeauteous Cones. It is rumored that thederro who live beneath it are searchingfor an artifact that will slow the advanceof the sails.

6. No one knows what happened toStankaster and Karposhnen. They mayhave escaped, or they may have died.Stankaster was an invoker who fled theGreat Kingdom. He reputedly had infor-mation on Ivid�s genealogy. Ivid sentfiends and mages to silence him.

7. Storm Keep was formerly occupiedby a wizard, Melandril. He escaped tothe Scarlet Brotherhood to participateto its monster-breeding programs.

8. The fifth Star Cairn has never beendiscovered. Each cairn is the burial siteof a Suloise wizard. The only history isthe description given on page 36 of theCampaign Book. Extrapolate the loca-tion of the fifth cairn by looking at themap. Remember, though, that the cairnonly can be accessed with a gate castduring a certain planetary conjunction.Elemental creatures as well as magicaltreasures lie within the cairns

stronger from the Wars; a Power of strifeand war could hardly fare otherwise insuch times. Clinically planned warschemes are being plotted and schemedby these undying, unfeeling creatures.

It�s not likely that many players will wantto be right in the middle of this�theydon�t have to be. They can live in the vastrealms of the Grandwood or the Adri, oramong the free people of the Lone Heath.They can live in the few remaining cities(mostly in North Province or the south-ernmost lands) where life can still exist aday-to-day basis without one having tofear being dragged from one�s bed andslaughtered by a fiend, or killed by rene-gade ex-Aerdi humanoid soldiery for theprice of a chicken or a few loaves ofbread. Progressing farther takes the cam-paign into Irongate or Sunndi, and bringsthe PCs to the borders of the ScarletBrotherhood as well. This may be betteras a later option for the DM, since havingto detail the Brotherhood as well as theGreat Kingdom in sufficient nitty-grittydetail for a campaign may simply be toomuch for some DMs.

The Great Kingdom is a good campaignfor mid- to high-level PCs who enjoyguerilla warfare, building and protectingtheir own strongholds, and feeling them-selves to be faced with an evil mightierthan they. Establishing a stronghold in anoppressed land and protecting good folk inone�s own lands can be very rewarding formany players. If the southern lands areused, then dwarves and elves will find thecampaign especially rewarding: Opting forthe northern lands will draw in the BoneMarch humanoids, the barbarians, and themen of Ratik, which will give a morerugged feel to the campaign and offerwider scope for seaborne adventuring also.

Keoland and Ulek: Struggle inthe west

Keoland and the lands surrounding it(Gran March, Yeomanry, and Ulek) is afine setting for PCs of all levels. To thewest, the Lost Lands (Geoff and Sterich)offer mid- to high-level PCs the chance toadventure in a liberation struggle againstthe giantish and humanoid invaders ofthose lands. For chaotic PCs with a desireto bash great lumps out of worthy ene-mies, this is perfect. There also are dan-gerous forests (Dreadwood and DimForest) and the southern Hool Marshes,where pawns of the Scarlet Brotherhoodare introducing Hepmonaland savages,monsters, and much else, or so it is said(PCs would find no lack of Yeomanry orKeolandish patrons to pay them to findout the truth). Head southwest and thePomarj beckons; again, there is lost landto recover in eastern Ulek from TurroshMak�s orcish armies, and many strong-.holds, mines, and hidden temples. In theDrachensgrabs, there are said to be tem-ples to the dreaded Lost God, Tharizdun.

DRAGON 67

The rich Ulek lands, in particular, offersubtler delights. The Ulek nations arepowerful now; they are rich, dispensers ofaid to other lands, and are increasinglyinfluential. However, they are faced withthe awkward problem of the elven land ofCelene, determinedly isolationist. Thehard-pressed central Flanaess needsCelene�s aid, but Queen Yolande has allbut sealed the borders of her land. TheKnights of Luna, with Prince Melf at theirhelm, seek to persuade her otherwise andthe knights have many friends in Ulek�but also many who would inform on themand see them hang for treason against theQueen. For elven PCs, getting embroiledin this would be a whole heap of trouble(and fun from a campaign point of view). Aswitch to the struggle to protect the Welk-wood against Mak�s incursions throughthe Suss Forest would provide a goodchange of pace, so a campaign set herehas many directions for the imaginativeDM to take.

Where to start?Of course, the lands detailed here hardly

exhaust the opportunities for good cam-paigning. Rugged, combat-oriented PCscan be thrown into the struggles betweenthe barbarians and their allies in Ratik,and the Stonefist, Bone March human-oids, North Province and Sea Barons ene-mies (plenty to fight there). The vast,

sprawling Empire of Iuz (which gets fulltreatment in WGR5 Iuz the Evil, due outthis month) surprisingly offers manyopportunities for exploration, intrigue,negotiation, and role-playing, as well asendless chances for fighting the goodfight. Then there are the Baklunish lands,which we haven�t even mentioned.

But enough is enough. Below is a list ofwhat to check out if you like the feel of theWORLD OF GREYHAWK setting and arecontemplating a new campaign there, or ashift of focus with an existing campaign.These are only recommendations to getyou started. So get going!

Low-level PCs: With complete cam-paign material: Base at Karistyne�s Castlein the Abbor-Alz away from the borderzones (Campaign Book); Farenne�s settle-ment at Shining White (The Marklands); orat Castle Ehlenestra in the service of theswanmay-ranger Sharnalem on the vergeof the Vesve Forest (The Marklands). Thefirst is good for dwarves, gnomes, andlawfully-aligned PCs, the last for elves, andchaotic PCs. The sourcebooks deliberatelydescribe the higher-level NPCs of impor-tance in each locale while leaving mid-level PCs either described very briefly orentirely left up to the DM to develop.

Mid-level PCs: For outright hack-n�-slash campaigning: Keoland and points

west for higher-middle level PCs; the Prin-cipality of Ulek, bordering on the Pomarj;or Ratik, fighting off the Bone Marchhumanoids (these are all detailed in Fromthe Ashes).

For intrigue and city adventuring: South-ern Furyondy (The Marklands); the FreeCity itself (City of Greyhawk, but use theScarlet Brotherhood material in From theAshes to make this truly dangerous); sev-eral city options in Nyrond (The Mark-lands).

For border skirmishing, guerilla war-fare, etc.: Grandwood Forest; Adri Forest;Sunndi margins (From the Ashes); VesveForest (The Marklands, and Iuz the Evil);Flinty Hills margins (The Marklands); or,for a change of pace and flavor, the Fell-reev Forest or Rift Canyon, among the freebandits, woodsmen, or elves (Iuz the Evil).

High-level PCs: For more hack n� slashgaming, the Lost Lands (From the Ashes);or the Vesve Forest (Iuz the Evil). For heroicadventuring: Iuz the Evil (also see WGR6City of Skulls), or Almor (From the Ashes,and The Marklands especially). For a groupembroiled in the high politics of theFlanaess: see WGRS Rary the Traitor in theBright Desert, or the Vesve Forest settingfor involvement with Philidor the Blue Wiz-ard. For a magical mystery tour: Dahlvier�sCounty close by the Fellreev Forest, thendevelop the campaign toward the LakeAqal location, or develop a location such asZagy�s Folly (both in Iuz the Evil). For a DMwho wants to throw the book at his play-ers: The fiend-infested insanity of Gibber-ing Gate (Iuz the Evil within an Iuz-setcampaign, or the forbidding constructionsof Szeffrin the animus (The Marklands).

The High Magic Campaign: TheWORLD OF GREYHAWK setting is a cam-paign world steeped in magical forces.The strange linkage of the ioun stonedeposits referred to in Rary the Traitor,the gemloads of dweornite noted in Iuzthe Evil, and the magical �leys� of From theAshes, are some of the many strange andmagical banes and riches within Oerth.From the Ashes lists many bizarre andpeculiar magical locations, from the Fad-ing Lands to oddities such as the monster-infested Hanging Glacier of Alisedran orthe eerie, elemental-haunted BeauteousCones of the long-dead Baklarrandwarves. If high fantasy and rich magic isyour thing, then the Flanaess calls to you!If your players are among the good andthe great, the movers and shakers of theWORLD OF GREYHAWK from years ofcampaign play, then you know of Mor-denkainen and his colleagues already�but do you know why the demipowerMayaheine has arrived here, or whatPhilidor has in mind? There are manydeep mysteries for you in this land. Youwon�t be disappointed if your PCs set outto explore this �new� world.

68 MARCH 1993

could tell right away he was a thief.The hair gave him away. Cut short, itlooked like a brown mold on hishead. Assassins wear long hair, tohide strangle wires. Barbarians alsokeep their hair long due to somesilly legend about hair being thesource of strength. Magicians usu-ally don�t have any hair. No, if it wasshort hair, it was a thief. Short hairwas easier to hide under a hood,and a thief couldn�t afford to leave a

strand behind in case the victim employed a thaumaturgeto track him down.

Frankly, I wondered why this guy came into my shop atall, so I decided I better watch him close.

He plopped down on the stool, and a puff of travel dustescaped from his pants. �Take a little off the top, MasterBarber.��With what, a trowel?�His black eyes looked like rabbit droppings, and they

narrowed as he looked at me. Then he smiled. �Aw, it�snice to have a barber with a sense of humor. But really, Iwould like a little trimmed off. I like my hair short.� Herubbed his hand across the top of his head, and the hairsat there like he had painted it on.

�Sure. Whatever you say. Be two obals up front.�He started to glare at me, but then he reached into a

pouch at his side and withdrew the two copper coins.He tossed them at me. �Here, barber.�I raised my arm and caught the two coins with a snap,

and deposited them on the counter with the same move-ment. He moved his stare to the two coins on the counter.

�Well, let�s get started,� I said.I took a cape from the counter and tied it around his

neck, making it just a little snug but not enough to drawhis attention.

Then I took my shears and began to snip bits of brownfuzz from the top of his head.

�So, what trade are you in, stranger?� I asked.I watched him in the mirror, but he didn�t react.�I collect things,� he said.I bet he did. �And whose things do you collect?� He

didn�t even twitch one of those eyelashes that looked likedead flies.

�Oh, different people�s things,� he answered.I thought so. �Sounds interesting,� I said.�Oh, it is. I meet some fascinating people.�And probably kill them, I nearly blurted out, but a good

barber knows when to hold his tongue. I continued towatch his expression as my shears clipped off his hair. Hismouth curved into a slight smirk, and I began to getsuspicious.

�Actually, I do have a favorite collection. Have you heardof Samradi of Genspal?� he asked. This time he met mygaze in the mirror. I held it as I answered, �Who hasn�t?�but I heard a warning ring out in my head. This was norandom visit.

�The Mastersmith. His swords were known to make eventhe poorest fighter into a champion.�

The Barber,the Thief,and theSmith

by P. Andrew Miller

Artwork by Terry Dykstra

DRAGON 71

72

I nodded. �Yes, I could see those would be worthcollecting.�

The thief smiled. �Definitely.��Is that what you�re looking for now?� I asked.�Yes, as a matter of fact. I heard that Samradi used to live

near here. Is that true?�I continued snipping and deliberately came as close to

the ear as I could without getting skin. The thief didn�tblink.

�For a short time, the Mastersmith set up a forge here.Didn�t stay long, though. Not many swordfighters comehere to Flandel.�

I took the last snip of hair and pronounced him finished.He sat where he was. �Did Samradi ever come in here to

have his hair cut?�I pulled the cape from his neck and snapped it in the air.

�Once or twice. Now, sir, it is time for my lunch, unless youhave further need of my services.�

The thief shook his head and stood. He walked towardthe door, then turned around to look at me.

�They say he used to make gifts for his friends. Did hehave any friends here in town?�

I grabbed the broom from the corner and began sweep-ing up the brown mold of his hair. �Not that I know of.�

�Well, then, I�ll be on my way. Nice talking with you.�Then he left, and I leaned against the broom. Did he

take me for a fool? I hated thieves, and smug thieves Iloathed. No doubt he already knew that Samradi had beena regular customer and paid his tab with a piece of metal-work. He was testing me to see if I would crack. Well, noarrogant thief was going to get the better of me. I swept upthe rest of his hair and decided to keep it. A good thau-maturge could do wonders with this sampling.

The rest of the day I managed to put the thief out of myhead, but as I lay down in bed, his image hopped into mymind and squatted there. I knew he�d be back, probablysometime during the night. I didn�t even bother to takespecial precautions. He would have laughed at them any-way. So I just had to wait until the little creep showed up.

His image still sat in my mind, keeping me from sleep, soI started counting sheep jumping over him. Then eachsheep relieved itself on the thief. When I finally drifted off,I�m sure I had a smile on my face.

He shook me awake about an hour later, or at least it feltlike I�d had only an hour�s sleep. Dressed in black, with ahood drawn up around his face, the thief stood over me, athin knife pressed against the drawstrings of my nightshirt.The dull eyes of the afternoon now glinted like polishedonyx in the starlight.

�Where is it?�I glanced down at the dagger as I responded. �Where�s

what?�He pressed the point through the cord. Sharp little

sucker.�Don�t treat me like a fool, barber. Where�s the sword

Samradi gave you?�I almost swallowed but didn�t want to take the chance,

with the blade against my Adam�s apple.�What sword?�

MARCH 1993

This time he drew blood. �Everyone in town knows youhave an original Samradi. He gave it to you before he left.�

�Is that what brought you here?� I asked.�Yes. And I won�t leave until I have it.��I�ll have to show you.�His lips twisted, and he poked me again. �I warn you,

barber, no tricks.�I didn�t answer but slowly climbed out of bed, which isn�t

easy with a dagger pressed to your throat. Then I wasstanding, and I felt the point press into my back. Wewalked that way from the bedroom, down the stairs intothe parlor, and on to the door that led to the shop.

I stopped to open the door, and he pricked me with thepoint. I felt a small drop of blood trickle down my back.Now I wished I had clipped his ear during the haircut.

�Where do you think you�re going?� he asked.My fingers rested on the doorknob. �The Samradi is in

the shop.��Why?�I shrugged and felt the dagger scrape against my back.

�That�s where I keep it.�He was silent a moment, then prodded me with his

hand. �Go on.�I opened the door and entered the shop. Little light

came through the front window, but I didn�t really need it.I walked straight over to the counter with the thief behindme. Then I lunged forward, grabbed my shears, andwhirled to face him.

He looked at me for a moment and then laughed.�You�re going to fight me with a pair of scissors? Besidesthe fact that you�re old and fat, I am an adept at knifefighting. You don�t have a chance.�

�Maybe, maybe not. I happen to be an adept at usingscissors.�

�This isn�t a haircut, barber. Put down the scissors andgive me the Samradi, or I�ll cut your heart out.�

Now I laughed and snipped at him with the shears.�You�re the fool, thief.�

Before he could respond, I came at him, snipping hereand there. A piece of his shirt sleeve fell to the floor. Hesnarled and lunged with the dagger. I parried with the scis-sors and clipped a piece of his hood. He lunged again,and again I parried. But he was right. I was old and fat,and I could feel my breath leaving me. I fell back andturned. He went off balance, and I reached out with thescissors and cut right through his blade.

He pulled what was left of the knife back and stared at it.Before he could move, I had the points of the shearsagainst his throat.

�Turn around,� I said. He just looked at me. �Turnaround,� I repeated and snipped the blades together. Helooked at the shears and turned. As soon as his back facedme, I clubbed him over the head. He collapsed in a heapon the floor.

I leaned against the barber chair, panting. I was gettingtoo old for this, but at least I�d caught the idiot. He�dmake a nice present for the constable.

I put the scissors down before I went to get some rope. Ididn�t really need Samradi�s scissors to trim hair, but theywere sure nice for cutting arrogant thieves down to size.

Computers infest fantasy fiction once again

©1993 by John C. Bunnell

DEMONS DON'T DREAM books, have been accused of sexism, should find especially pleasing and a Piers Anthony excessive silliness, and tired plotting. And world view that acknowledges stereotypes

Tor 0-312-85389-0 $19.95 now Xanth's new publishers are promot- without endorsing them. As usual, Serious readers of fantasy will probably ing the series to hardcover status�and Anthony's narration is about as subtle as

have two automatic objections to Piers prices? an air-raid siren, but there are enoughAnthony's sixteenth Xanth novel: It's a Of course they are. In fact, Demons good ideas in the latest Xanth adventure toXanth novel, and it's hardcover. Despite Don't Dream is a clever addition to the counterbalance the persistent �Pay atten-being constant bestsellers, the Xanth series, with a couple of twists that gamers tion, I'm teaching you something� tone of

74 MARCH 1993

the prose.The framing device for the adventure is

a Xanth computer game whose first twocopies fall into the hands of Dug, a sharpbut somewhat crude-minded techno-geek, and Kim, a shy girl who�s read everyXanth book ever published. This is noordinary game, though�players can actu-ally project themselves into Xanth throughtheir computer screens, the prize is aMagician-class magic talent (for whichKim and Dug must compete in a Xanth-wide treasure hunt), and the remote butpowerful demons X(A/N)th and E(A/R)thhave a stake in the outcome.

The game�s design is striking and well-executed on all levels. Each player mustpick a Companion from a roster of famil-iar Xanth characters whose skills and abil-ities may prove useful during the quest.But each Companion also has built-in lim-its, and one of the seven candidates (cho-sen at random) is under orders to secretlyhinder the player�s search at every oppor-tunity. The diversity of the Companionsmakes for a corresponding open-endedquality to the plot puzzles, so that no sin-gle solution to any problem seems over-programmed and there�s plenty of roomfor innovation on the players� part. A real-world version of the game might wellneed CD-ROM memory space to handlethe amount of detail involved, but the con-cept is both sound and distinctive.

Anthony�s sense of wordplay and pun-nery is also firing on all cylinders this timearound, most notably in a sequence inwhich Kim engages a band of ogres in abattle of wits (no small feat where ogresare concerned), and in a highly amusingbattle between Dug and Xanth�s own arch-villainous Com-Pewter. As Dug says, �Hewho lives by the pun, dies by the pun.�

Even the obligatory romantic subplot isexecuted with a bit more vigor than usual.Again, Anthony won�t win many points forsubtlety, but he takes care to establish thatthe stereotypes he and his charactersinvoke are stereotypes, and courtesy andhonor clearly reap more rewards than thepursuit of prurience. And while Anthony�sdirect, occasionally blunt narrative voiceisn�t well-suited to describing matters ofthe heart, there�s really little if anything inthe novel that could be considered in badtaste.

In short, Demons Don�t Dream has solidentertainment value and is a novel thatgamers should find of particular interest.As the Xanth series� first full-scale hard-cover release, it�s a worthy addition to thecanon and one that merits the promotion.

DEUS XNorman Spinrad

Bantam 0-553-29677-9 $3.99Science-fiction characters were hot-

wiring human brains into computers longbefore the term �cyberpunk� became fash-ionable. Most of the early mind-to-com-

puter networkers, though, were chasingplain old data of one kind or another. Thefolk of Norman Spinrad�s Deus X are moreambitious. Somewhere inside the world-wide Big Board, they�re hoping to findGod�and they�re hoping they don�t findHis opposite number.

A generation or six from now, Spinradtime, a female Pope is running theCatholic Church. International business,telecommunications, government, andentertainment are all conducted over theultimate computer network known as theBig Board, and inside the Big Board are asmall army of �successor entities,� copiesof human personalities downloaded fromtheir original �meatware� owners. Whilearmies of lawyers are busy sorting out therights of these electronic duplicates, PopeMary I is desperately concerned with thequestion of whether successor entitieshave souls.

To that end, elderly Father Pierre DeLeone (who firmly believes they don�t)reluctantly agrees to become the ultimateDevil�s advocate and has his mind down-loaded to the Big Board. But when theChurch loses track of Father De Leone�ssilicon ghost, the Pope is forced to hireelectronic detective Marley Philippe tosearch the Big Board�s depths in an effortto figure out just what�s happened.

Spinrad�s narrative is spare yet evoca-tive, lively yet thoughtful. Neither the theo-logical nor technological puzzles aredifficult to follow, and Spinrad mixes thetwo realms of wonder with a deft, under-stated skill. Deus X is a slim, low-key novelabout a high-stakes poker game betweenthe mortal and the immortal. If theanswers it postulates seem a bit too neatlywrapped, it�s still a novel that leaves itsreaders thinking and debating aboutthose answers for long after they�ve fin-ished the story.

SLAY AND RESCUEJohn Moore

Baen 0-671-72152-6 $4.99Where Slay and Rescue is concerned,

�deceptively simple� is the understatementof the year. What looks from the packag-ing like an uncomplicated send-up of sev-eral classic fairy tales turns out, on carefulreading, to be one of the most intricatelyflawed books I�ve read in ages.

The novel initially looks like just anotherhumorous fantasy, but it doesn�t really fitthat mold. Nor is it quite a swashbuckler,though there�s a good deal of swashbuck-ling in it. No, John Moore�s tale is a sexcomedy whose video version would berated a cheerfully bawdy, photogenic R.His Prince Charming is easily impressedby female beauty and runs into plenty ofit: two virtuous princesses, one not-so-vir-tuous stepdaughter, a devious-mindedwitch, and a dangerous fairy godmother.Impressively, however, the prince holdsonto his own virtue for most of the book,

and the lighthearted air of youthful lustnever quite turns pornographic.

We�re not talking about gratuitous sen-suality, put in just for appearances. Takeout the risque elements, and much of theplot disappears. Still, for the youngerreaders in the novel�s likely audience,Moore�s unabashed descriptions are ofquestionable appropriateness. It�s not amatter of promoting immorality, as thebook actually comes down squarelyagainst irresponsible sex; it�s a matter ofemphasis and style.

It�s not fair, though, to criticize Moorepurely for having written a sex comedy.One can legitimately object to the novel�scover copy and design, which gives noclue to the bawdy contents, but thosearen�t Moore�s fault. In fact, the problemwith Slay and Rescue isn�t that there�s toomuch sex in it�it�s that there isn�tenough. Moore has been so careful tokeep his overall message wholesome andnonpornographic that while there�s a lotof titillation in the narrative, there�sentirely too little erotic payoff to keep theadult audience interested. Readers areliable to be as frustrated as Prince Charm-ing himself by the time the climax of thestory rolls around.

That�s doubly annoying because on ageneral level, Moore�s writing is amiable,entertaining, and displays a refreshingmatter-of-fact wit. He�s also done a clever,credible job of rearranging and integrat-ing the tales of Cinderella, SleepingBeauty, Snow White, and the Arthuriangrail-quest into a smooth whole. But Slayand Rescue is a book without a con-stituency; it�s too spicy for the junior-highset and not sexy enough for grownups.John Moore has potential as a fantasyhumorist, but first he needs to figure outwho he�s writing for.

THE REBIRTH OF WONDERLawrence Watt-Evans

Tor 0-812-51406-8 $3.99The Rebirth of Wonder is an odd book in

a couple of ways. For one thing, it�s nei-ther novel nor short-story collection; thetitle story takes up only about two-thirdsof the volume, with a second tale fillingthe remaining pages. The two stories are astudy in contrasts, with one a quiet con-temporary yarn and the other a livelypiratical puzzle.

I can�t say a great deal about �TheRebirth of Wonder� without stepping onthe surprises author Watt-Evans has instore for small-town theater technicianArt Dunham, whose latest assignment isto look after a company of performersthat seems decidedly untheatrical. Thestory�s charm lies in its carefullyrestrained pace, its cleverly describedcharacters, and a premise that deserves tobe experienced rather than explainedahead of time.

Gamers have seen one principle applied

DRAGON 75

more often in the service of the horrific,in TSR�s AD&D® game RAVENLOFT® sup-plements or Chaosium�s CALL OFCTHULHU* materials�description thatrelies on sensory details and keen obser-vation for dramatic effect, rather thanmerely naming the beings and artifactsbeing portrayed. But that approach worksjust as well for this quietly magical story,the more so because Watt-Evans displaysconvincing knowledge of theater peopleand traditions.

�The Final Folly of Captain Dancy� is anentirely different kettle of fish, a freneticseagoing swashbuckler that has the crewof the Bonny Anne trying to pull off one ofthe trickiest capers their captain has everdevised�assuming that they can figureout what he was up to in the first place. Asthe tale begins, Jack Dancy has had therare bad timing to get himself killed justas his scheme is getting underway andbefore he can explain it to his officers.

That leaves a small matter of a freightwagon, five guineas, a parrot, a governor�spardon, a townswoman, the governor�swife, a midnight signal, a warehouse fire,and a lock of a witch�s hair. If Dancy�screw can unravel their late captain�s plotand put it back together again before thenight is out, they may just survive tillmorning.

The style and tone of the adventure are aworld away from those of �A Rebirth ofWonder,� but the craftsmanship is no lesspolished, and second mate Billy Jones andhis fellows prove to be reasonably good atimprovising under pressure�another skillthat gamers ought to appreciate. Like itscompanion piece, �The Final Folly of Cap-tain Dancy� succeeds admirably in creatingatmosphere, this time a tangy nautical fla-vor that�s both crisp and colorful.

The Rebirth of Wonder is a decidedlyunusual book, but it�s also a book with agreat deal to recommend it. The tales itcontains are entertaining and well-told,and ably demonstrate both LawrenceWatt-Evans�s versatile literary expertiseand an assortment of storytelling tech-niques that gamers would do well tostudy.

ASSEMBLERS OF INFINITYKevin J. Anderson and Doug Beason

Bantam 0553-29921-2 $4.99Imagine the headline, "LIEN MICRO-

TECH FOUND ON MOON��not on asupermarket tabloid, but across the frontpage of the New York Times. Would you beshocked? Worried? Curious? Or merelyindifferent? That�s just what happens inthe newest science-fiction thriller fromKevin Anderson and Doug Beason, and it�san ingeniously plausible approach to thequestion of first contact with extraterres-trial life. While the alien �nanocritters� inAssemblers of Infinity are a fascinatinginvention, the events of the book unfoldagainst a background that�s less than con-

76 MARCH 1993

vincing.Anderson and Beason assume that

Earthbound reaction to such a discoverywill be instant paranoia and a convictionthat humanity will be erased by the micro-scopic biomachinery that�s recentlyarrived from the interstellar void. Thatassumption drives a quickly deployedcoverup, the cold-blooded write-off of anentire lunar colony, and the treatment ofthe nano-entities as dangerous enemies.But no supporting evidence is given forthe proposition, and it�s hard to acceptthat humanity is really that terrified ofwhat�s soon established as a limited andanswerable threat.

In turn, that undermines the credibilityof Anderson�s and Beason�s scenario,which depends on journalists and scien-tists alike to behave in ways that don�tmatch their career profiles. Reporters areassumed to blandly accept the version ofevents being handed to them by govern-ment space authorities, and too many ofthe tale�s scientists are too quick to aban-don research and investigation in favor ofefforts to destroy the nanocritters out ofhand. There�s simply not enough justifica-tion given for the aura of irrational fearthat permeates the novel, and natural sci-entific curiosity gets too little credit.Worse, at least two major plot twists areleft half-sprung: the presence of nanocrit-ters on Earth itself is first established butthen ignored, and a �cure� for nano-infil-tration of the human body is invented,then set aside.

The real problem with the novel may bean excess of subplots. There are threerelated nanotech puzzles, two on themoon and one at an Antarctic researchlab. There�s the perceived publicity crisis,which has Earth authorities in a whirl ofdamage control (and which is compli-cated by one space official�s ominousnightmares). There are additional compli-cations involving the interplay betweenthe Columbus lunar base and an orbitalstation. And there�s a romance evolvingbetween nanotech expert Dr. Erika Traceand Columbus commander Jason Dvorak.

Anderson and Beason are more thancapable of turning out a good story, butthe diverse aspects of this novel tend towork at cross purposes. What�s left afterfiltering out the logical lapses and extrane-ous filler are a fascinating premise and ahost of characters who are almost believ-able despite their awkwardly stage-man-aged motivations. The most sympatheticof these is Dr. Trace, who�s one of the onlyplayers allowed to keep her wits about herand her mind on her work.

With a tighter, more controlled focusand better attention to detail, Assemblersof Infinity might have been a first-classnovel. In practice, it�s a book whose fasci-nating central idea has been over-whelmed by the surrounding material.Anderson and Beason have tried to graft

too much of the techno-thriller onto astory about cutting-edge science, and thistime the combination just doesn�t work.

ALL THE WEYRS OF PERNAnne McCaffrey

Del Rey 0-345-36893-2 $5.99There are at least three ways to look at

the most recent entry in Anne McCaffrey�sseries about the world of Pern, and by allthree standards, it�s a welcome arrival.But it�s also more than that; All the Weyrsof Pern finds McCaffrey at the top of herform, presenting readers with a book thatmay well be her best novel to date.

The first bit of good news is that thisbook brings the Pern series solidly out of along holding pattern. After a pair oflengthy detours, one into Pernese historyand another away from the cycle�s origi-nal protagonists, McCaffrey finally returnsto events left hanging at the end of TheWhite Dragon, where the citizens of Pernhad finally rediscovered their technologi-cal heritage in the form of a newly revivedartificial intelligence voice-address sys-tem, or AIVAS. The awakening of AIVASnot only allows the people of Pern torelearn a great deal of lost scientificknowledge, but enables the planning andexecution of a long-term strategy by whichPern�s dragonriders can finally eliminatethe deadly fall of Thread for all time.

McCaffrey has always been a good story-teller, and she easily gives the book all theaction and suspense it needs to make it anentertaining yarn. This time, though, she�salso working on an intellectual level,squarely confronting the issues and com-plexities involved in dropping advancedtechnology into a low-tech culture�s lap.There�s a thoughtfulness and texture inthe plotting that makes this novel richerthan most of the Pern books, lifting it pastthe realms of adventure fiction and intoserious science-fictional speculation.

The degree to which she successfullycarries off the speculation is arguable. Onone hand, there are times when the paceof Pernese adaptation seems rushed, andresistance to the rapid industrializationand technological change is given rathershort shrift. On the other, what feels com-pressed in this single novel might wellhave felt too thinly stretched in a two orthree book sequence. It�s hard to faultMcCaffrey for producing a tightly writtennovel, which she�s clearly done here.

Besides, there�s a third side to All theWeyrs of Pern. Perhaps more than any-thing else, this is a novel of character. Atits center are AIVAS, the electronic intel-lect whose single-minded mission to elim-inate Thread occasionally makes uncom-fortable demands on some of the humansit professes to serve, and the veteran Mas-terharper Robinton, whose charge asPern�s premier lorekeeper and preserverof knowledge makes him AIVAS�s humancounterpart. At its heart, the story this

novel tells is about personal devotion tofulfilling a cause, and it�s a tribute toMcCaffrey�s skill that despite his artificialorigins, AIVAS emerges as a complete,intriguing personality.

While it would be unfair to discuss theending in specific detail, it can be said thatthe novel not only stands on its own, butbrings the entire Pern cycle to what lookslike a satisfying close. While the doorremains open for future tales, such bookswould be stories about a new and very dif-ferent Pern. And as the finale to one of sci-ence fiction�s most popular and best-known series, All the Weyrs of Pern is aresonant and dramatic success.

Recurring rolesThere are no less than four anthologies

on the stack this time around, and all fourare winners of one sort or another. Ofmost interest to gamers is undoubtedlyAladdin: Master of the Lamp (DAW, $4.99),in which editors Mike Resnick and MartinH. Greenberg have packed 43 (yes, 43!)tales of djinn, wishes, magic lamps, andother denizens of the Arabian Nights.Standouts in a book full of standoutsinclude wicked humor from David Ger-rold and Lea Hernandez, more dramatictales from Michelle Sagara and JudithTarr, and a topical yarn from newcomerJohn E. Johnston, Jr.

Resnick is also the editorial brainbehind Whatdunits (DAW, $4.99), a diverseassortment of science-fictional murdermysteries in which the writers were chal-lenged to write themselves out of theirchoice of impossible corners. The resultsare invariably clever and sometimes inge-nious (would you believe a book review asa murder weapon?); Jack Nimersheimand Roger MacBride Allen turn in espe-cially good work, and a second volume isforthcoming.

The remaining pair of anthologies fea-ture seasonal stories, but both The Magicof Christmas (Roc, $4.99) and ChristmasBestiary (DAW, $4.99) are worth saving foryear-round perusal. The former, edited byJohn Silbersack and Christopher Schel-ling, features a rather uneven group oftales�Christopher Stasheff�s is forget-table, and Gael Baudino�s is rather unset-tling�but Dennis McKiernan, Judith Tarr(again), and Andre Norton turn in excel-lent stories. The success ratio in Christ-rnas Bestiary (edited by Rosalind M. andMartin H. Greenberg) is rather higher,with Barbara Delaplace and MichelleSagara making the most notablecontributions.

Judith Tarr (again) is also back with anew novel, this one a mostly historical taleof Alexander the Great and the twilight ofancient Egypt. The Lord of the Two Lands(Tor, $19.95) proves that Tarr has the rareability to blend a sense of high drama witha scholar�s eye for realistic detail. Fewwriters seem as comfortable in the

ancient world, but the research enhancesthe story rather than overwhelming it.Look for this one under general fictionrather than fantasy, but look for it.

In the Department of Things Continued,Rosemary Kirstein is back with The Out-skirter�s Secret (Del Rey, $3.99), picking upwhere The Steerswoman left off. The sci-ence-fictional background is both moreand less evident in the current novel�why is everyone suddenly writing aboutnomadic barbarian tribes?�but Kirsteinis still wielding incisive logic in a distinc-tive milieu.

Gatherer of Clouds (DAW, $5.50) con-cludes the story begun in Sean Russell�searlier The Initiate Brother, and it is just asponderous as its predecessor. The Orien-tal flavor here is slightly less artificial thanin the prior book, and the characters arewell-drawn, but the duology remains atbest a mixed success. There are simplytoo many players, and Russell can�t decidewhich of them is the real centerpiece ofthe book until it�s too late.

Thorarinn Gunnarsson finishes what�semerged as a very peculiar trilogy in Drag-ons on the Town (Ace, $4.99), in which for-mer human teenager Jenny Barker teamswith Sherlock Holmes (who turns out tohave been an elf) and an assortment ofdragons and magicians on a world-span-ning chase. Read on its own, the book isentertaining enough, but the trilogy as awhole is more strange than satisfying,

with a very odd balance of humor andepic conflict.

Several subcategories over, Blood Lines(DAW, $4.99) is the third of Tanya Huff�stales of Toronto sleuth Vicki Nelson andher vampiric colleague, Henry Fitzroy.These have gotten better and more com-plex as Huff goes along, with a realisticallycomplex romantic triangle and a hard-nosed grasp of police procedure. Thistime, Vicki and Henry are after a rebornEgyptian sorcerer and former mummywho�s got a very good chance of seizingcontrol of the entire provincial govern-ment. The ending deliberately sets up thenext (and final) book, but that�s a minorquibble set against an otherwise first-class dark fantasy thriller.

* indicates a product produced by a company otherthan TSR, Inc. Most product names are trademarksowned by the companies publishing those products.The use of the name of any product without mentionof its trademark status should not be construed as achallenge to such status.

DRAGON 77

If you have any questions on the gamesproduced by TSR, Inc., �Sage Advice� willanswer them. In the United States andCanada, write to: Sage Advice, DRAGON®Magazine, P.O. Box 111, Lake Geneva WI53147, U.S.A. In Europe, write to: SageAdvice, DRAGON Magazine, TSR Ltd., 120Church End, Cherry Hinton, CambridgeCB1 3LB, United Kingdom. We are nolonger able to make personal replies;please send no SASEs with your questions(SASES are being returned with writer�sguidelines for the magazine).

This month, the sage considers yourcomments about �Sage Advice� itself, thenlooks at some questions that defy classifi-cation.

Back in DRAGON issue #177, yousaid the commune with nature spellshould be in included in the Elementalsphere. What do the elements have todo with nature, and why would theelemental powers grant such a spell?

First, I�ll remind you that the communewith nature spell is officially part of theElemental sphere, as I explained in somedetail in issue #177. I don�t know exactlywhat you mean by �elemental powers.�However, Elemental magic is not the soleprovince of the powers that rule the ele-mental planes. Just about every naturedeity in the AD&D® 2nd Edition gamegrants its priests major access to Elemen-tal spells, as even a cursory glancethrough Legends & Lore and other rule-books where deities are detailed willshow. I assume the game logic behind thisis the fact that nature�at least in theAD&D 2nd Edition game�is composed ofthe four basic elements: air, earth, fire,and water. In terms of game balance, thischange allows druids, and other naturepriests who do not have major access tothe Divination sphere, to cast the com-mune with nature spell. I think mostDungeon Masters and players wouldagree it is silly to deny the commune withnature spell to druids, who are the quin-tessential nature priests.

78 MARCH 1993

by Skip Williams

You were being too hard on thereader who asked about the Dimen-sional Door psionic devotion in issue#184. Where did you get the idea thatone door always has to be right infront of the psionicist? The psionicistcan put the doors anywhere he wantsthem, as long as they are in range.

I think you were a lot more complexthan you needed to be when answeringthe question about �raining monsters�and the Dimensional Door psionicdevotion in issue #184. Where in thepower description is there anythingthat suggests two-way travel betweenthe two doors is possible?

Regarding the placement of Dimen-sional Doors: Reread the second para-graph of this devotion�s description (CPH,page 69), and you�ll discover that one por-tal appears in front of the psionicist andonly the second portal can be freelyplaced anywhere within range. The DM isleft to decide what constitutes the psioni-cist�s �front� in this case, but the definiteintent here is not to put this under thepsionicist�s control; exactly where the firstportal should appear is up to the DM, butthe spirit of the devotion�s descriptionwould suggest that it should appeardirectly in front of the psionicist andabout an arm�s length away. CPH-designerSteve Winter points out the psionicist hassome control over the first portal�s loca-tion just by deciding where he is facingwhen using the power. Steve also pointsout, however, that the portals are immo-bile once created, so if the psionicist turnsaround while maintaining the power, hisback will be to the portal.

Regarding the direction of travel: AsCPH-editor Andria Hayday points out, thefifth sentence of the description�s secondparagraph clearly states a creature canenter either portal and immediately stepout of the other portal.

I was flipping though my old backissues when I ran across your discus-sion of why chain mail is more expen-sive than ring mail, an inferior armor

type. Why is chain mail, with all thoseindividual links of chain, cheaper thanplate mail or plate armor?

Plate mail in either version of the AD&Dgame is a suit of chain mail with severalsolid metal plates worn over it for extraprotection, so it should be no surprisethat it is more expensive than simplechain mail.

Plate armor is more expensive thaneither plate mail or chain mail because ithas to be custom-fitted for the wearer,while plate mail and chain mail can beworn �off the rack.� Furthermore, platearmor is much more intricate than platemail. A complex system of hinged platescovers the wearer�s joints (in a suit of platemail, the underlying chain mail does thisjob). Large or small, all the plates in a suitof plate armor are manufactured fromthick, high-quality steel that is carefullyhammered into the correct shape whilethe metal is cold. This process not onlyrequires very good steel, it requires largepieces of steel that have a consistently highquality throughout. Chain mail, on theother had, can be manufactured fromwhatever bits and pieces of iron or steelthe armorer has lying around.

Also, while making chain mail�s manyseparate links is arduous, the armorer hasthe luxury of tossing out badly made links.An armorer who is hammering out awhole breastplate can�t afford even smallmistakes�if there is an error, an entirepiece has to be thrown out or laboriouslyremade.

Finally, plate armor has to be periodi-cally heated and cooled again duringmanufacture to restore the metal�sstrength and flexibility in a process calledannealing. The armorer must carefullyjudge just how far he can push, pull, andbend the metal before it has to beannealed. Proper annealing makes a suitof plate armor very strong, but too muchannealing yields metal that is much tooweak to provide good protection. Thisadditional opportunity for error makesplate armor production even more costly.

Is it possible for a character groupfrom Athas to be transferred to theRAVENLOFT® setting? Can a ship�screw in a SPELLJAMMER® campaignbe transferred to the RAVENLOFT set-ting? If so, what would prevent themfrom just sailing off into wildspace andescaping? Does a party that leaves theDemiplane of Dread have to return toits home plane, or can it go some-where else?

The mists of Ravenloft can entrap char-acters from any AD&D game setting. Aspelljamming ship�s crew who find them-selves in Ravenloft have the same prob-lems as any other adventurers�they aretrapped until they can find a way out.Attempting to fly into wildspace from theDemiplane of Dread will bring the shipinto contact with the Mists, which returnsthe ship to a random location inRavenloft. Ravenloft is a demiplane, not acrystal sphere, and has no wildspace toexplore (though an imaginative DM alwayscan modify this as she sees fit).

Most groups who manage to escapefrom Ravenloft do so through a dimen-sional portal they have discovered. TheDM is free to decide exactly how the PCsreach a portal, and where such a portalleads.

If a defiler from the DARK SUN� set-ting casts a spell from a preserver

scroll, or vice versa, what type ofmagic would be released?

Generally, a spell cast from a scroll func-tions exactly as if the character who wrotescroll cast it from memory; a defiler scrollthus releases defiling magic and a pre-server scroll releases preserving magic. Irecommend you allow Athasian wizardsto automatically know the type of magicon a scroll when they cast read magicspells to discover the scroll�s contents.However, preserving is a more careful andthoughtful approach to magic than defil-ing, which is a sort of quick-and-dirtymagic. If the DM chooses, it is reasonableto assume preservers can make adjust-ments while reading a scroll that preventdefiling. Likewise, it is reasonable toassume defilers can take shortcuts whilereading a preserver scroll in order torelease a defiling effect. In these cases, theadjustments are optional and should hap-pen automatically if the character decidesto make them. Note whenever an Athasianwizard writes a spell into his spell book,he writes according to his approach tomagic, that is, preservers write preservingspells and defilers write defiling spells,even if the spell was discovered on a scrollwritten by the other type of wizard.

If a defiler from the DARK SUN set-ting escaped the world of Athas andwound up casting spells somewhere

else, what affect would his magic haveon the surroundings and how longwould it take before someone noticed?

This is up to the DM. It�s possible thatdefiling works only on Athas. If the DMdecides defiling works in other places,then any defiling spell creates an area oflifeless ash according to the amount ofplant life in the area where the spell is cast(see the DARK SUN set�s Rules Book, page60). How long it takes the locals to noticethe devastation depends on where thedefiler starts casting spells, who witnessesthe spellcasting, how alert and caring thelocal deities are, and a whole host of otherfactors too numerous to mention here.Common sense has to be your guide. Ifthe defiler casts a spell under the royalcourt wizard�s nose, the locals will imme-diately notice something is up. If thedefiler winds up on a deserted island, it�spossible nobody ever will notice.

Hey! Have half-orcs left the AD&Dgame permanently, or will there berules for them be released soon?

In April, TSR will release The CompleteBook of Humanoids, which will includerules for PC half-orcs and many other typesof humanoids. Pretty much everything youneed for oddball humanoid PCs will beprovided, including class and level limits,character kits, and new proficiencies.

80 MARCH 1993

82 MARCH 1993

Role-playing games� ratings

X Not recommended

* Poor, but may be useful* * Fair*** Good**** Excellent***** The best

Time-travel RPGs: Playing in the halls of historyNow, let�s see. I�m writing these words at

7:00 A.M., December 24, 1992. Suppose Itraveled through time a few months intothe future when this issue of DRAGONMagazine arrives in my mailbox. I couldrip out this column, bring it back to thepresent, then copy it word for wordinstead of having to make it all up. I couldtake the rest of the day off!

But suppose I overshot my mark. Sup-pose I returned an hour too early and gotback at 6:00 A.M. instead of 7:00 A.M.Would I meet myself in the throes of try-ing to think up the very column I had justgone to the future to retrieve? Would thesight of seeing myself stumbling aroundthe house in my underwear give me aheart attack?

Or, worse, suppose I made a mistakewhile I was copying my column and men-tioned a product that didn�t exist-say,GURPS Tide Travel? What if that seem-ingly insignificant error set into motion anirreversible chain of events that began tounravel the fabric of time itself? WouldTSR cease to exist? Would editors RogerMoore and Dale Donovan de-evolve intowrithing blobs of protoplasm? [Youwish!�The editors] Would laying eyes onthese words cause the reader to experi-ence an intolerable paradox that couldonly be resolved by his ceasing to exist?

Er . . . so, how are you feeling?It�s no wonder that game designers have

approached time travel with the enthusi-asm of a Marine entering a mine field. Forall of the genre�s obvious appeals-stagingadventures in an infinite number of set-tings, meeting historical personalities, fid-dling with the time stream�its executionis fraught with peril. It�s impossible, forinstance, to discuss time travel intelli-gently without considering the nuances oftemporal theory�that is, the nature oftime itself. Are history�s events rigid andunchangeable, or is history malleable,capable of being directed into a variety ofoutcomes? What �laws� govern timetravel? Can we go anywhere we want? Canwe meet our descendants? Can we meetourselves? What if we accidently kill ourparents?

Then there�s the problem of movingtime travelers from era to era. Do they usemagic or machines? Do they haveabsolute control over when and wherethey end up, or are there risks? What arethe consequences of malfunctions ormiscalculations?

And what�s the point of time travel any-way? What motivates the player charac-ters? Are they explorers, scientists, ortime-police officers? What distinguishes atime-travel campaign from a conventionalfantasy or science-fiction RPG?

Those knotty questions defy easyanswers. I can think of only two games,

both about 10 years old, that made theattempt with any degree of success. Time-line Ltd.'s TIME AND TIME AGAIN* gametook time travel as seriously as physics,resulting in a literate but humorlessapproach that was too rigid to be muchfun. The TIMEMASTER* game from Pace-setter Ltd. pitted the noble Time Corpstroubleshooters against a band of evilalien time-warpers, an intriguing premisethat was undermined by so-so mechanics.[This system is available, in reprints, from54° 40� Orphyte�look for it at conventionsor ask at your local hobby store.] Boththese games were victims of underdevel-oped ideas and an indifferent public. Willthe current crop hold up any better? Onlytime will tell.

GURPS Time Travel* * * * * ½

128-page softcover bookSteve Jackson Games $17Design: Steve Jackson and John M. FordAdditional material: Chris McCubbin,

J.M. Caparula, Walter Milliken, DavidPulver, Daniel U. Thibault, and Dale F.Reding

Editing: Loyd BlankenshipIllustrations: Dan Frazier, Michael Barrett,

Timothy Bradstreet, Topper Helmers,Karl Martin, Doug Shuler, and DanSmith

Cover: John Zeleznik

In one sense, time travel is the linchpinof the GURPS* game, the concept that, inthe words of GURPS godfather Steve Jack-son, �fulfills the original potential of thesystem.� The GURPS system has generateda library of worldbooks ranging from theIce Age to the far future, with plenty ofstops in between. But blending the worldsinto a truly universal setting�the promiseimplicit in the GURPS game from the out-set-has been addressed obliquely at best,mostly in the occasional sidebar.

Sensing that the stakes were high, Jack-son took no chances and assigned theproject to himself and co-author John M.Ford, an accomplished veteran of bothscience-fiction and gaming. Ford�s StarTrek novel, How Much for Just the Planet,is one of the few highlights in that other-wise dreary series. He also designed theaward-winning Yellow Clearance BlackBox Blues adventure for West End�s PARA-NOIA* game.

Temporal theory: In the GURPS tradi-tion, Jackson and Ford take a kitchen-sinkapproach to time travel, presenting amenu of options that allows referees tocreate customized systems appropriate toa variety of campaign styles. Time streamsmay be plastic, where changes in the pastautomatically alter the future, or fixed,where the future remains unchangedregardless of what occurs in the past. The

pros and cons of each are discussed atlength. Plastic time, for instance, allowsfor the most provocative adventures-thisis where magazine editors can be trans-formed to protoplasm�but excessive tin-kering with history may prevent a travelerfrom returning to his own era. In fixedtime, events conspire to prevent the trav-eler from making changes; the DRAGONissue I want may be delivered to thewrong house. A traveler attempting to out-wit the conspiracy (e.g., I tackle the mail-man and try to snatch the magazine fromhis bag), may be whisked back to his owntime before he can trigger a paradox. Forreferees who shudder at the thought ofjuggling paradoxes, Jackson and Fordoffer the Recency Effect, a physical lawthat prevents travelers from visiting theimmediate past or, presumably, theimmediate future.

The Recency Effect also discouragestravelers from meeting themselves, apractice the designers deride as hope-lessly disruptive. Taken to its logical con-clusion, they point out, travelers couldmultiply themselves into armies or visitthemselves before they began a mission toreveal how it all turns out. As a safeguard,Jackson and Ford suggest that refereesmandate a Temporal Exclusion law wheremeeting oneself is flatly impossible. Char-acters attempting to violate the exclusionlaw are punished with physical pain orbounces into hostile parallel worlds.

Also discussed are such esoteric con-cepts as the Linearity Principle (timeadvances at the same rate for personsoccupying different eras), the AbsoluteNow (the date to which travelers returnwhen they get back from the past), and theObserver Effect (observed events can�t bechanged unless the observer believes anevent has occurred that actually hasn�t�got that?). Obviously, assembling a time-travel system requires the referee tonavigate a dense tangle of pseudo-science.But thanks to the clear writing and vividexamples, it�s a pleasure, not a chore.

Getting to then from now: GURPSTime Travel offers a variety of era-hop-ping techniques, including psionic projec-tion, time gates, and magical spells. Themost interesting option involves the Arba-tov-Brill-Eden Transmitter (ABET), a futur-istic device housed in a secludedCanadian laboratory and supported by aphalanx of cryogenic supercomputers.ABET not only serves as a convenientspringboard for adventures, it also neatlyaddresses some of the more problematicaspects of time travel. Because of theArbatov Barrier, an energy field similar tothe one surrounding an atomic nucleus,travelers must be sent back at least 130years, eliminating the prospect of encoun-tering themselves. Certain eras are

D R A G O N 8 3

unreachable, limiting the number of set-tings a referee has to prepare. And travel-ers can�t always pinpoint their exact timesof arrival, increasing the potential forunexpected surprises.

Of course, as any aficionado of cheap SFmovies knows, time machines are a dimea dozen. But what makes ABET an excep-tional creation is the care taken to developit. Users, for example, have Focal Referent(FR) transmitters implanted in theirchests, powered by organic electricity. Ifthe user suffers severe trauma, the FRdeactivates and sends him back to theABET platform. To return voluntarily, theuser bites down on switches in his teeth,presenting the possibility that an unex-pected punch on the jaw might make himdisappear against his will. When a travelereats ancient food or breathes ancient air,assimilating this �past� matter into the�future� matter of his body, he effectivelybecomes part of the past. If a bop on thechin yanks him back to the present, hemay leave a hunk of himself behind.Yee-ouch!

What�s there to do? To give time travel-ers something to do, Jackson and Fordprovide an elaborate campaign settingbased on the ABET device. Players take theroles of Timepiece agents charged withopposing Stopwatch, an organization ofalternate-world fanatics dedicated to van-dalizing our time line. Despite a premisethat�s reminiscent of the TIMEMASTERgame, it sparkles with imaginative detail.Timepiece agents wear special earpiecesthat pick up energy ripples created whenobjects enter the immediate time zone,thus enabling agents to detect Stopwatch-ers by �hearing� them. Because Stop-watchers fear excessive disruptions of thetime line, they slit the wrists of defeatedagents instead of killing them outright; theblood loss triggers their FRs and sendsthem home.

A compelling adventure outline illus-trates the potential of the Timepiece/Stop-watch struggle. ABET masterminds send asquad of player-character agents to Aus-tria in May of 1914, just prior to the assas-sination of Archduke Francis Ferdinandand the beginning of World War I. Stop-watch conspirators have replaced the Ser-bians destined to carry out the assas-sination. But why? If Timepiece interveneswith Stopwatch, who will assassinate Fer-dinand to ensure the stability of the timeline? And what�s Harry Houdini doing inAustria, an aberration of actual events asunderstood by future historians? It�s anexciting, solidly plotted scenario, cram-ming more twists into a mere three pagesthan most adventures manage in an entirebook. I wish it had been developed andexpanded-replacing, for instance, thenine-page summary of human history inthe appendix, which is readily available inany high-school library. But it wasn�t, soinstead I�ll wish that Jackson and Fordfind the time to cook up a full-length vol-

84 MARCH 1993

ume of scenarios this good.Extras: A chapter devoted to alternate

worlds gives thoughtful tips for stagingcampaigns on parallel Earths. Despite thetenuous connection with time travel, thetwisted histories allow for some appeal-ingly quirky settings. The Thousand YearReich, which finds Nazis flourishing in1995, and the United States of Lizardia,where President Clinton has beenreplaced by President Tyrannosaurus, aretwo of the many intriguing possibilities.

Also featured are a brief but informativesection on using historical personages asplayer characters and an exhaustive bibli-ography of relevant fiction. New advan-tages and disadvantages include gadget-eering (an aptitude for invention), retro-gression (the power to project one�s con-sciousness into the past) and timesickness(fatigue or physical damage associatedwith the stress of time travel). As is typicalwith the best GURPS supplements, themargins are packed with fascinating side-bars (the recipe for manufacturing gun-powder from scratch ought to raise theeyebrows of role-players and anarchistsalike).

Evaluation: GURPS Time Travel bor-rows ideas from everyone from H.G. Wellsto Dr. Who and blends them into a cohe-sive whole, resulting in the most compre-hensive take on time travel to date.Though intended for the GURPS system,the material is generic enough for any sys-tem, presuming the referee does hishomework. Bursting with baffling jargonand giddy analyses of nonsensical con-cepts, GURPS Time Travel is exactly thetype of book that makes civilians thinkrole-players are out of their minds. Con-sider that a recommendation.

Time Riders* ***Supplement for the ROLEMASTER* andSPACEMASTER* games144-page softcover bookIron Crown Enterprises, Inc. $15Design: Earl WajenbergEditing: Kevin P. Barrett, S. Coleman

Charlton, and Monte J. CookIllustrations: Richard JacobsonCover: Richard Hescox

Derived as it is from the complicatedROLEMASTER system, Time Riders is sur-prisingly user-friendly. Earl Wajenbergdoesn�t take time travel anywhere near asseriously as Jackson and Ford, dismissingthe intricacies of temporal paradoxes witha shrug and a yawn. Short on scholarlycommentary, long on whimsical specula-tion, Time Riders is Time Travel Lite.

Temporal theory: According to Wajen-berg, history is fixed, period, and timetravelers can�t do a thing to change it. Hisreasons have less to do with physics thanplayability; tampering with history, hewarns, screws up the story line and makesthe referee�s life miserable. To ensurecontinuity, Wajenberg encourages the lib-

eral use of �timelocks,� which boil downto runs of bad luck for over-functioningPCs. If a PC points a gun at baby Hitler, achandelier drops on the PC�s head beforehe can get off a shot. A temporal lawcalled the Limelight Effect makes it diffi-cult for travelers to visit major historicalevents. Though the explanation isn�t verysatisfying (�. . . history�s limelight seems torepel time machines . . .�), Limelightworks as an effective referee�s tool forconfining visits to particular eras.

Linearity Principles, Observer Effects,and other tricky aspects of time travel areignored or glossed over, but they aren�tmissed. If you buy Wajenberg�s interpreta-tion of time, paradoxes won�t occur toooften, so a lot of fussy rules aren�t neces-sary. He grudgingly devotes a page to �flextime,� a variant that allows PCs to changehistory, but offers only a few listless obser-vations (�. . . every time the PCs alter his-tory, you have to figure out what theeffects of the alterations are . . .�). Stick withfixed time, he counsels. Unless you�re upfor designing your own rules, take hisadvice.

Getting to then from now: Time Rid-ers details a lengthy list of time-travelingdevices, most of them vehicles. The Eonclass time ship resembles a giantboomerang and can transport a crew ofthirty to the age of dinosaurs in a mere 17days. The Anderson Special, a motorcyclewith spheres for wheels, not only flies likea plane, it also boasts a force field capableof stopping bullets. An all-purpose gizmocalled the Holmes-field device can fittedinto cars, backpacks, pocket watches, youname it. Better yet, just about anybody cancreate one, any time, anywhere. �If youwere stranded in the Roman Republic, itmight take you a few months . . . but youcould probably make yourself a crudeHolmes-field device . . .� Is that handy orwhat?

What�s there to do? Time-traveling PCsbelong to one of three general groups.Independents, nomads, and fugitivescomprise the loosely organized Free-timers. The League of Ages, the Time Rid-ers version of temporal police, monitorthe time stream on behalf of their govern-ment. The Timekeepers, a mysteriousalliance from the distant future, specializein vigilante justice. The Freetimers, Time-keepers, and especially the League mem-bers are enemies of the Revisionists,minions of an evil empire conspiring torewrite history.

Rewrite history? If history can�t bechanged, how can the Revisionists�rewrite� it? Answer: the Revisionistsaren�t trying to change history so much assubvert it. As Wajenberg explains, �TheRevisionist goal is to fill the undocu-mented stretches of history with so manyof their schemes that, in their own time, itbecomes obvious that all history wasreally just a preparation for their own vic-tory. . .� Huh? If the logic here were any

more tortured, it�d be screaming formercy. Instead of trying to make sense ofit, I suggest accepting the premise at facevalue: the Revisionists are the bad guys,we�re the good guys, and the time streamain�t big enough for both of us.

The seven scenario outlines emphasizeaction scenes and simple detective work,avoiding most of the troubling complica-tions of time paradoxes. The �Poachers onDinosaur Trail� scenario spotlights anexpedition in the Cretaceous Period, withcameos by a delightful menagerie ofunusual reptiles. �The Eleusis Oracle�makes good use of an ancient Greek set-ting. The rest are moderately engaging butnothing out of the ordinary.

A chapter explaining how to design orig-inal future histories is well-intentionedbut too superficial to be of much help.Referees would be better off focusing on�The Fiction Shelf� section, which lists atantalizing selection of mysteries from thepast that beg to be developed into full-blown adventures. Time travelers mightinvestigate the Mary Celeste crew�s disap-pearance, the reasons behind the Hinden-burg explosion, or the true identity ofJFK�s assassin. They might also verify theexistence of Robin Hood or track downsome of Shakespeare�s lost plays. Ambi-tious referees could send a Timekeeperteam on the trail of the Necronomicon,thus linking ROLEMASTER system withthe CALL OF CTHULHU* game. How�sthat for a crossover?

Extras: The generous helping of bonusmaterial includes an essay discussing theevolution of the League of Ages, an amus-ing look at the culture of time travelers(because they�re always encounteringtimelocks, they�re understandably super-stitious), and some practical tips for incor-porating time travel into other ICEproducts. A directory of pre-generatedcharacters, complete with statistics drawnfrom the ROLEMASTER and SPACEMAS-TER systems, provides an appealing vari-ety of ready-to-go personalities, but at 21pages may be too much of a good thing.The obligatory summary of human his-tory is less detailed than the GURPS ver-sion but just as unnecessary.

Evaluation: Time Riders downplays thescience of time travel, focusing instead onfanciful characters and painless stagingtechniques. As such, it�s ideal for thosewho couldn�t care less about temporalexclusion laws. Familiarity with the ROLE-MASTER and SPACEMASTER games isn�tmandatory, since most concepts areframed in generalities rather than game-specific rules. While not in the sameleague as the demanding GURPS TimeTravel, Time Riders makes an acceptablealternative for players who just want to geton with the dinosaur hunts.

TIMELORDS* game ***½140-page softcover bookBlacksburg Tactical Research Center $15Design: Greg PorterIllustrations: Thomas Darrell Midgette

and Kirsten Almstedt

Unlike GURPS Time Travel and TimeRiders, which are sourcebooks for exist-ing games, the TIMELORDS book supple-ments its time-travel musings with afull-blown RPG. Or it that vice versa? Themassive blocks of role-playing rulesthreaten to overwhelm the modest num-ber of pages devoted to temporal theory.But buried beneath all these tables andformulas is an impressive treatment oftime travel, strikingly original and fiercelyintelligent.

The game: Greg Porter, who also servedas a playtester for GURPS Time Travel,makes no apologies about his affection fordetail. �I am a firm believer in realisticrules,� he writes, �and I try to practicewhat I preach.� He�s not kidding. By myestimate, combat alone requires 40,000-plus words to explain. Tables packed withcolumn after column of dense statistics filla dozen pages of the appendix. �If youdon�t like a rule, don�t use it,� says Porter,but since the book supplies few simplifiedsubstitutes, that�s easier said than done.

In the game�s oddest conceit, playersuse themselves as characters. Attributesderive from the players� real-life strengthsand weaknesses, determined by workingthrough a list of personal questions andobjective tests. Do you catch a lot of coldsand frequently come down with the flu?Then your character has a Constitution of8. Can you hold a 10 kilogram weight atarm�s length for five seconds? Then yourcharacter has a Strength of 9. A playerwho has a profession where pain is a wayof life (football player, magazine editor,etc.) earns a bonus to his Willpower score.Though the system requires a lot of guess-work and the end result is unlikely toresemble Conan the Barbarian (mine wasmore like Conan the Tax Accountant), it�sirresistible fun.

Combat, on the other hand, borders onthe incomprehensible, requiring playersto juggle initiative ratings, hit locations,impairment multipliers, and a host ofother factors. The obsession with minutiais evidenced by the initiative modifierawarded for weapon length (+5 if oneweapon is 30 centimeters longer thananother). Machine guns and similar pro-jectile weapons have 19 different statistics.The distance a weapon can be thrownequals the character�s Strength ratingsquared, divided by the mass of theweapon in kilograms multiplied by four.Get the picture?

I can�t vouch for the integrity of the sys-tem, though the few simple attacks I man-aged to see through to the end producedreasonable results. But that�s not the

point. The emphasis on combat is way outof proportion to its importance in thegame. Time travel ought to focus onexploration and problem-solving, not thenumber of seconds it takes to reload arevolver.

Temporal theory: While combat isbloated and finicky, temporal theory iselegant and fascinating. Porter offers asingle, unified explanation of time travel,based on the premise of an infinite lineextending from the beginning of the uni-verse. The line represents the path historywould�ve taken if nothing had ever hap-pened. Every event causes the line tobranch, with each branch becoming anindependent universe. Consequently, aninfinite number of possible futures extendfrom any point in the present, but there�sonly one possible past: the set of eventsthat produced the present as currentlyexperienced.

A traveler may generate a new set oftime branches by going into the past andinstigating an event. Events are assignedto Event Classes according to their impor-tance. Squashing a flower is Event Class 0,assassinating a president is Event Class 9,starting a nuclear war is Event Class 14.The higher the Event Class, the morelikely it is to generate a significant newuniverse. Smaller Event Classes can alsoproduce radically different futures, pro-viding they occur far enough in the past.What�s more, Event Classes are relative tothe observer; to a contemporary Ameri-can, a Presidential assassination might beEvent Class 15, but to an extraterrestrialpassing by in a flying saucer, it might beEvent Class 0.

Changing history comes down to a mat-ter of manipulating probabilities. Repeat-ing a high Event Class event 10 times willmost likely result in 10 indistinguishablefutures, but the eleventh attempt mightprevent the outbreak of World War II. Ifyou kill your ancestors, you�ll still bearound; you�ll generate some universeswhere you don�t exist, but the branch oftime where you were born remainsunscathed. You can�t meet yourself, as thisrequires an endless duplication of alreadyexisting branches. It�s complicated butmanageable, thanks to Porter�s lucidexplanations and illuminating graphics.All in all, this is one of the most engaginganalyses of time travel I�ve ever comeacross.

Getting to then from now: To get histravelers into the time stream, Porter optsfor mysticism instead of technology. TheMatrix, cooked up by an advanced civiliza-tion for reasons unknown, resembles ametallic 20-sided die. The user touches asequence of facets on the Matrix and con-centrates on his destination. The Matrixreads his mind and deposits him in theage of his choice. To prevent accidentalplagues, the Matrix radiates a sterilizationfield that kills all harmful bacteria and

D R A G O N 8 5

viruses along for the ride. The Matrixcomputer implants a working knowledgeof relevant languages into the traveler�smind, and also ensures that he won�tarrive in an active volcano or similarlylethal site. A kind-hearted contraption,wouldn�t you say?

What�s there to do? Initiating a time-travel campaign can be as easy as rolling adie. As the players wrap up an AD&Dgame or some other RPG session, one oftheir 20-sided dice begins to glow. Amoment later�poof!�they�re aboard aslave barge in ancient Egypt or at the Bat-tle of Gettysburg, using the TIMELORDSrules to play themselves as PCs. As thecampaign unfolds and the PCs acquirepower and experience, they may ally withone of several organizations similar tothose featured in the Time Riders rules.The Guardians, benevolent survivors of apost-apocalyptic future, may recruit thePCs to help prevent the extinction of thehuman race. The Time Force operates asort of interdimensional research library,while the Keepers of the Flame wage anendless war against a mysterious entityknown only as the Enemy. Unfortunately,Porter neglects to follow through on thesepromising ideas, leaving it up to the ref-eree to flesh out the details.

Extras: Most of the bonus materialdeals with the role-playing system, includ-ing game effects of drugs and diseases,meticulous rules for vehicle combat, anda comprehensive equipment list that cov-ers everything from tennis shoes to iodinetablets. Referees can generate worlds atrandom by rolling on a series of tables; Icame up with a prehistoric culture ofambivalent Spanish-speaking Amazonswho get rained on a lot. The sample sce-nario, a fast-moving skirmish in Cretecirca 1500 B.C., serves as a good introduc-tion for newcomers, though experiencedplayers may find it routine.

Evaluation: The intricate RPG rulesmakes the TIMELORDS game best suitedfor veteran players. Staging tips, devel-oped backgrounds, and adventure hooksare sorely missed, and referees should beprepared to do some heavy lifting. Still,those unsatisfied with the do-it-yourselfapproach of GURPS Time Travel or thesimplistic Time Riders may find theTIMELORDS game worth the effort.Porter handles the implications of timetravel with unusual eloquence, and hisinsights are worth savoring.

Short and sweetHyperCad 54, Where Are You?, by Craig

Sheeley. The Avalon Hill Game Company,$16. The TALES FROM THE FLOATINGVAGABOND* game generated moregroans than belly laughs, not a good signfrom an RPG that lives and dies on thestrength of its jokes. But the HyperCadsupplement gets it right, collecting fivedelightfully goofy scenarios that recall the

86 MARCH 1993

PARANOIA game at its most subversive.Best of the bunch are �Return of the King,�featuring an alternative universe where anElvis Presley revival threatens the exis-tence of rap music, and �Imprisoned,�where the PCs struggle to escape a 1950ssuburban nightmare right out of �Leave itto Beaver.� Avalon Hill hiked up the pro-duction values for this one, bundling thetext with well-rendered player handoutsand a handy character sheet booklet. Butit�s Craig Sheeley�s nimble writing thatmakes HyperCad a keeper.

The Stars Are Right, by Richard Watts,Andre Bishop, Steve Hatherly, Kevin A.Ross, John Tynes, Fred Behrendt, GarySumpter, Steven C. Rassmussen, and D. H.Frew. Chaosium Inc., $19. Just as I initiallyshrugged off the TALES OF THE FLOAT-ING VAGABOND game, I also dismissedChaosium�s Cthulhu Now supplement asmarketing gimmickry, a not-too-convinc-ing attempt at bringing the CALL OFCTHULHU game into the 1990s. But afterreading this scenario pack, I�m havingsecond thoughts. Steve Hatherly�s �FractalGods,� featuring a personal computerinfected with a Mythos virus, ranks withthe most memorable CTHULHU adven-tures of any era. Another winner is JohnTynes� disturbing �Nemo Solus Sapit,�which sends the Investigators to Califor-nia for some horrifying mental-healththerapy. �Love�s Lonely Children,� byRichard Watts, unflinchingly probes drugdens and other sordid corners of themodern world, though I think his punkrockers are a little too tame (he should�veused Slayer or some other death-metalband as a model). While the remainingentries seldom catch fire, there�s enoughquality material to make a strong case forthe viability of a contemporary Mythoscampaign.

Quest for the Silver Sword, by William W.Connors, and Sword and Shield, by JohnTerra. TSR, Inc., $7 each. Whenever a hol-iday rolls around, an assortment ofnephews, nieces, and cousins besiege theSwan house, clamoring to drag out therole-playing games. Since I�m swimmingin this stuff all year, role-playing isn�texactly my first choice for holiday recre-ation. But, hey, I�m a sport, so I�m usuallywilling to comply, providing we can playsomething that doesn�t require me torememorize a long-forgotten rulebook,and doesn�t take forever and a day to fin-ish. My thanks, then, to TSR for therevised, easy-on-the-brain DUNGEONS &DRAGONS game, and double thanks forits series of simple introductory adven-tures, typified by Quest for the SilverSword and Sword and Shield. Each boastsclutter-free story lines, maps that doubleas game boards, and colorful sheets ofpunch-out counters that makes playing abreeze. Quest for the Silver Sword, with itsstraightforward exploration of a haunted

keep, is a bit easier to manage for begin-ners, though Sword and Shield, high-lighted by a confrontation with themysterious Black Knight, also delivers thegoods for players with a tad more experi-ence. Game snobs may sneer at the mea-ger plots and superficialcharacters-these are, after all, little morethan glorified dungeon crawls-but thenasty monsters and gaudy treasures areguaranteed to dazzle novices. WearyDungeon Masters can run either adven-ture almost effortlessly; I didn�t even haveto read them first. Pick one up and getthose pesky kids off your back.

Rick Swan has been a full-time free-lancersince 1987. He�s worked for TSR Inc., WestEnd Games, and Steve Jackson Games andis also the author of The Complete Guideto Role-playing Games, published by St.Martin�s Press.

* indicates a product produced by a company otherthan TSR, Inc. Most product names are trademarksowned by the companies publishing those products.The use of the name of any product without mentionof its trademark status should not be construed as achallenge to such status.

Convention Calendar Policies

This column is a service to our readersworldwide. Anyone may place a free list-ing for a game convention here, but thefollowing guidelines must be observed.

In order to ensure that all conventionlistings contain accurate and timely infor-mation, all material should be either typeddouble-spaced or printed legibly on stan-dard manuscript paper. The contents ofeach listing must be short and succinct.

The information given in the listingmust 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

requirements; and,6. Address(es) and telephone number(s)

where additional information and con-firmation can be obtained.Convention flyers, newsletters, and

other mass-mailed announcements willnot be considered for use in this column;we prefer to see a cover letter with theannouncement as well. No call-in listingsare accepted. Unless stated otherwise, alldollar values given for U.S. and Canadianconventions are in U.S. currency.

WARNING: We are not responsible forincorrect information sent to us by con-vention staff members. Please check yourconvention listing carefully! Our wide cir-culation ensures that over a quarter of amillion readers worldwide see each issue.Accurate information is your responsibility.

Copy deadlines are the last Monday ofeach month, two months prior to the on-sale date of an issue. Thus, the copydeadline for the December issue is the lastMonday of October. Announcements forNorth American and Pacific conventionsmust be mailed to: Convention Calendar,DRAGON Magazine, P.O. Box 111, LakeGeneva WI 53147, U.S.A. Announce-ments for Europe must be posted an addi-tional month before the deadline to:Convention Calendar, DRAGON Maga-zine, TSR Limited, 120 Church End,Cherry Hinton, Cambridge CB1 3LB,United Kingdom.

If a convention listing must bechanged because the convention hasbeen canceled, the dates have changed,or incorrect information has been printed,please contact us immediately. Mostquestions or changes should be directedto the magazine editors at TSR, Inc.: (414)248-3625 (U.S.A.). Questions or changesconcerning European conventions shouldbe directed to TSR Limited: (0223) 212517(U.K.).

indicates an Australian convention. ❄ indicates a Canadian convention. ❂ indicates a European convention.

* indicates a product produced by a company other thanTSR, Inc. Most product names are trademarks owned by thecompanies publishing those products. The use of the name ofany product without mention of its trademark status shouldnot be construed as a challenge to such status.

OWLCON, March 12-14 TXThis convention will be held at Rice Univer-

sity, Houston, Tex. Events include role-playing,board, and miniatures games. Registration:$12 preregistered; $14 at the door; one-daypasses for $5-6. Write to: Joe Westmoreland,Rice University, Lovett College, P.O. Box 2671,Houston TX 77252-2671.

PRINCECON XVIII, March 12-14 NJThis convention will be held at Whig Hall,

Princeton University, Princeton, N.J. The mainevent is a paper-and-computer RPG involving15 interlocking scenarios in one integratedworld. Registration: $10 preregistered byMarch 1; $15 at the door (starts at 3 P.M.). Min-imum age: 18 years old. Write to: Matt Zinno,201 Feinberg, Wilson College, Princeton NJ08544; or call: (609) 258-8900. Make checkspayable to �Simulation Games Union.�

BAMACON 7, March 18-21 ALThis convention will be held at the Bryant

Conference Center and Sheraton Capstone Innin Tuscaloosa, Ala. Guests include JonathanFrakes, Hal Clement, and Brom. Activitiesinclude over 30 gaming tournaments withprizes, an art show, a masquerade, a com-puter room, and a movie room. Registration:$35. Write to: BAMACON 7, P.O. Box 6542, Univ.of Alabama, Tuscaloosa AL 35486-6542; or call:(205) 758-4577.

CALCON 8, March 19-21 ❆This convention will be held at the Marlbor-

ough Inn in Calgary, Alberta. Events includerole-playing, war, miniatures, and boardgames, with a comic-book convention, com-puter gaming, an auction, and dealers. Regis-tration: $10 until March 1; $15 at the door.Visitor and day passes are available. Write to:CALCON 8, Box 22206,401-g Av. SW, Calgary,Alberta, CANADA T2P 4J6; or call Paul at: (403)281-1574.

CRACKERCON 2, March 19-21 F LThis science-fiction convention will be held

at the Baymeadows Holiday Inn, Jacksonville,Fla. Guests include Ben Bova, Jeff Adams, andJack Haldeman III. Registration: $20 beforeFeb. 20; more at the door. Lodging is available.Write to: CRACKERCON 2, P.O. Box 8356, Jack-sonville FL 32239-8356.

GAMECON 4, March 19-20 NJThis convention will be held in the Bergen

Mall Shopping Center, Paramus, N.J. Eventsinclude role-playing and miniatures games,with a miniatures-painting contest. Registra-tion: $10, $8 for Saturday only, with a $2 feeper game. Write to: GameMaster, Bergen MallShopping Center, Paramus NJ 07652; or call:(201) 843-3308.

GAMEFEST �93, March 19-21 ILThis convention will be held at Friend�s

Hobby Shop in Waukegan, Ill. Events includeminiatures, role-playing, and board games.Write to: Friend�s Hobby, 1411 Washington,Waukegan IL 60085; or call: (708) 336-0790.

VILLECON �93, March 19-21 MOThis convention will be held at the North-

west Missouri State Univ. Conference Center inMaryville, MO. Events include many RPGA�Network role-playing events, plus boardgames, dealers, and contests. Registration: $7preregistered; $10 at the door. Write to: BradMonger, 517_W. 7th St., Maryville MO 64448;or call: (816) 582-8174.

SIMCON XV, March 25-28 NYThis convention will be held at the Univer-

sity of Rochester�s River campus in Rochester,N.Y. Events include board, miniatures, andcomputer games, with a movie room, a deal-ers� room, and a miniatures-painting contest.Write to: SIMCON, CPU #277146, Univ. ofRochester, Rochester NY 14627-7146; or call:(716) 275-6186.

ADVENTURERS� INN VI, March 26-28 CAThis convention will be held in the Angels

Camp at the Calaveras Fairgrounds. Activitiesinclude role-playing and strategy games, a cos-tume contest, a movie room, medieval food,and dealers. Registration: $20 until Feb. 28; $25thereafter and at the door. Write to: ADVEN-TURERS� INN, P.0. Box 391, Mokelumne HillCA 95245; or call: (209) 286-1545.

CONNCON �93, March 26-28 CTThis convention will be held at the Danbury

Hilton & Towers in Danbury, Conn. Eventsinclude role-playing, board, and war games,with RPGA� Network-sanctioned events. JeanRabe is the guest of honor. Other activitiesinclude miniatures, board and war games, abanquet, and dealers. Judges are welcome.For preregistration fee information, write to:CONNCON, P.O. Box 444, Sherman CT 06784-0444.

COWBOY CON �93, March 26-28 OKThis convention will be held at the Student

Union on the OSU campus in Stillwater, Okla.Guests include Mark Simmons and RogerAllen. Activities include gaming, a dealers�room, a masquerade, and filking. Registration:$8 preregistered; $10 at the door. Write to:Cowboy Campaigners Club, c/o COWBOYCON, Student Union 040, Box 110, StillwaterOK 74078.

IANUA FANTASY III, March 26-28 ❂

This convention will be held at the �IstitutoBrignole� in Genoa, Italy. Events includenumerous role-playing games in Italian andEnglish, with a costume show, tournamentprizes, and a miniatures-painting contest. Reg-istration: about $4 per day or $10 per weekenduntil March 1; $6 per day at the door. Lodgingis available. Write to: Labyrinth, Vico S. Antonio5/3A, 16126, Genova ITALY; or call: (10)-887991at GMT +1.

NANOCON �93, March 26-28 UTThis convention will be held at the Taggart

Student Center at Utah State University, Logan,Utah. Events include role-playing and tactical

D R A G O N 8 7

Utah. Events include role-playing and tacticalgames, with anime, SCA demos, and a gamesauction. For fees and information, write to:Michael Sorensen, P.O. Box 3375, Logan UT84323-3375.

ONEONTACON �93, March 26-28 NYThis convention will be held at the Hunt

Union, on the SUNY College campus inOneonta, N.Y. Events include role-playing andminiatures games, with a dealers� area. Regis-tration costs vary, but students receive a mini-mum $1 discount. Preregistration is advised.Write to: Gamers� Guild, c/o Student Activities,State University College, Oneonta NY 13820.

DREAMCON VI, March 27-28 MOThis convention will be held at Ophelia

Parrish Hall, at Northeast Missouri State Uni-versity, Kirksville, MO. Events include role-playing and miniatures games, with a dealers�room, movies, anime, and a costume contest.Registration: $5/weekend preregistered(includes 2 game sessions); merchants$5/weekend; $3/day and $1/game otherwise.Write to: NMSU Fantasy Club, Student UnionBuilding, Kirksville MO 63501-4988; or call:(816) 627-2128.

KNIGHT MARCH I, March 27-28 ❆

This convention will be held at the PineRidge Room of the Northumberland Mall inCobourg, Ontario. Events include role-playing,board, and miniatures games, plus manyRPGA� Network-sanctioned events, miniaturesand art competitions, workshops, a silent auc-tion, and speakers including Ed Greenwoodand Lawrence Simms. Registration: $8/day or$12/weekend (Canadian). Write to: KNIGHTMARCH, 12 King St. E., Cobourg, Ontario,CANADA K9A 1K7; or call Don at: (416) 372-4245, (705) 741-6079, or (613) 234-9437.

NORMAN CONQUEST, March 27-28 OKThis convention will be held at the Cate

Center, University of Oklahoma Campus, Nor-man, Okla. Events include tournaments,RPGA� Network games, board games, andIFGS demos; the guest is Dennis McDonald.Registration: free! (but tournaments are $2each and board games are $1 each). Write to:NORMAN CONQUEST, 215-A OMU, 900 AspAvenue, Norman OK 73019; or call Mary at:(405) 325-9583.

RUCON �93, March 27 PAThis convention will be held from 11 A.M.

to 11 P.M., at the Parsons Union Building, LockHaven University Campus, Lock Haven, Pa.Events include RPGA� Network events, role-playing and miniatures games, and magical-item and monster invention contests.Registration: $7 preregistered, or $10 at thedoor. Send an SASE to: Kenneth Newquist,RUCON Chair, Woolridge Hall Box 38, LockHaven University, Lock Haven PA 17745; orcall: (717) 893-3237.

SF3SIG OPEN GAMING �93,March 27-28 IL

This convention will be held at RockfordCollege in Rockford, Ill. Events include opengaming and Ten Backwards. Registration:$2/day. Write to: SF3SIG, College Box 237, Rock-ford College, 5050 E. State St., Rockford IL61108.

MAGNUM OPUS CON 8, April 1-4 SCThis convention will be held at the Hyatt

Regency in Greenville, S.C. Guests includeRowena, Ben Bova, C. J. Cherryh, RobertAsprin, and David Weber. Activities includegaming, a costume contest, panels, seminars,anime, videos, dances, and a hospitality suite.Registration: $40 at the door. Send an SASEwith $.52 postage to: MOC-8, P.O. Box 6585,Athens GA 30604; or call: (706) 549-1533.

COASTCON XVI, April 2-4 MSThis science-fiction convention will be

held at the Mississippi Gulf Coast Coliseum/Convention Center, West Beach, in Biloxi, Miss.Guests include Timothy Zahn, Michael Stack-pole, Keith Parkinson, Mary Scott, LawrenceWatt-Evans, and Andrew Offutt. Activitiesinclude a dealers� room, 24-hour video rooms,films, an awards banquet, a writing contest, anart show and auction, a dance, a costume con-test, a charity auction, a used-game auction,tournaments, and gaming. Registration: $20before March 1st; $25 at the door. Write to:COASTCON XVI, P.O. Box 1423, Biloxi MS39533; or call: A. J. Brockway at (601) 864-6064.

CON-TOON III, April 2-4 OHThis animation convention will be held at

Seigfreid Hall, Ohio University, in Athens, Ohio.Events include role-playing games, animatedfilms, dealers, an art competition, SCA demos,and guests Dennis MacKinnon and ArdithCarlton. Registration: $5/weekend. Write to:Chad Taylor, 93 E. First St., The Plains OH45780; or call Chad at: (614) 797-4691.

PENTECON V, April 2-4 NYThis convention will be held at the campus

of Cornell University in Ithaca, N.Y. Eventsinclude role-playing games, war games, boardgames, and miniatures games. Other activitiesinclude dealers and RPGA� Network events.Registration: $7 preregistered; $10 at the door.GMs will receive discount if preregistered.Write to: PENTECON V, c/o CSSS, 29 WhiteHall, Cornell Univ., Ithaca NY 14853; or callKris at: (607) 253-0650. No collect calls, please.

POCON �93, April 2-4 PAThis convention will be held at the Pocono

Manor Inn and Golf Resort, in Pocono Manor,Pa. Events include role-playing, board, andminiatures games, with RPGA� Network tour-naments, a painting contest, dealers, and anauction. Lodging is available. For fees, write to:Ed Dowgiallo, The Pocono Encampment, P.O.Box 390, Effort PA 18330; or call: (717) 629-7218.

SPRING OFFENSIVE IV, April 2-4 ILThis convention will be held at Illinois

Central College in East Peoria, Ill. Eventsinclude role-playing, miniatures, and boardgames. Registration: $3/day or $5/weekend.Events fees are $1 each. Write to: SPRINGOFFENSIVE, The Game Room, 116 Walnut,Washington IL (no zip code given); or call:(309) 444-4640.

HYPOTHETICON �93, April 3 CTThis convention will be held Student

Union at the Storrs branch of the University ofConn. Events include gaming, movies, panels,and a dealers� room. Registration: $4 preregis-tered; $6 at the door. Write to: Vivian Nor-wood, UConn, Shippee Hall, Room 519, StorrsCT 06269; or call: (203) 427-5085.

18 MARCH 1993

SCRYCON �93, April 3 NYThis convention will be held at the Pough-

keepsie Day School, in Poughkeepsie, N.Y.Events include RPGA� Network tournamentsand role-playing games, with a miniatures-painting contest and a used-game flea market.Registration: $6 preregistered, or $8 at thedoor. Send an SASE to: SCRYCON �93, P.O. Box896, Pleasant Valley NY 12569.

SPRING FANTASY REVEL, April 8-10 ILThis convention will be held at the Wood-

field Hilton in Arlington Heights, Ill. Eventsinclude numerous RPGA� Network events.Other activities include the Little WarsWargaming Weekend, running concurrently.Registration: $12/weekend (Little Wars passesare $3). Send an SASE to: Keith Polster, Box 27,Theresa WI 53091.

GOLD CON I, April 10 NJThis convention will be held at American

Legion Post 328, in Clark, N.J. Events includeRPGA� tournaments and role-playing, minia-tures, and board games, with a miniatures-painting contest. Registration: $8 before March15, or $10 at the door; no event fees. Write to:AU Gamers, P.O. Box 81, Whippany NJ 07981;or call: (201) 402-9239.

TECHNICON 10, April 10-12 VAThis convention will be held at the Donald-

son Brown Center in Blacksburg, Va. Guestsinclude Scott Quirk. Activities include gaming,an art show and auction, panels, videos,anime, and a dance. Registration: $22 preregis-tered; $24 at the door. Student rate is $20.Write to: TECHNICON 10, c/o VTSFFC, P.O. Box256, Blacksburg VA 24063-0256; or call: (703)952-0572.

CON-TROLL, April 16-18 TXThis convention will be held at the Mar-

riott Astrodome in Houston, Tex. Eventsinclude Dream Park, IFGS, and NASA presen-tations; an art show and auction; a dealers�room; filking; children�s programming; a cos-tume contest; tournament games; the TrollStomp dance; and guests including LarryNiven, Steven Barnes, Ed Greenwood, DellHarris, and Judy Dugas. Registration: $22 toApril 1; $25 thereafter. Send an SASE to: CON-TROLL Conventions, Inc., 7311 Bellerive#1025, Houston TX 77036.

I-CON XII, April 16-18 NYThis convention will be held on the cam-

pus of the State University of New York, atStony Brook on Long Island. Events include anart show and print shop, an awards banquet,pro parties, movies, filking, game tourna-ments, an auction, videos, films, slide shows,authors and speakers, anime, and guestsincluding Barbara Hambly, Craig Shaw Gard-ner, Fred Pohl, Edward Bryant, Gregory Ben-ford, Barry Malzberg, Barry Longyear, and F.Paul Wilson. One-day passes available at thedoor. Lodging is available. For fees and moreinformation, send an SASE to: I-CON XII, P.O.Box 550, Stony Brook NY 11790.

KNIGHT GAMES HI, April 16-18 NJThis convention will be held in New

Brunswick, N.J. Events include RPGA�tournaments, role-playing and board games,contests, and movies. Part of the proceedswill be donated to campus organization forthe homeless. A valid college ID is requiredfor admission. For fees and more inform-ation, call Scott at: (908) 874-4034, or Willat: (908) 463-2259.

ANIMEDAY FILE III, April 17-18This convention will be held at the Rutland

Hotel, in Sheffield, Yorkshire, England. Eventsinclude lots and lots of anime. For more infor-mation, write to: ANIMEDAY III Committee, 14Ashurst Road, Stannington, Sheffield, York-shire, UNITED KINGDOM S6 5LP.

GAME FAIRE �93, April 23-25 WAThis convention will be held at the Student

Union Building #17, at Spokane Falls Commu-nity College, in Spokane, Wash. Events includerole-playing, historical, microarmor, andminiatures games, with miniature-paintingcontests. Registration: $12/weekend preregis-tered, $16/weekend at the door (single-daypasses available). Write to: GAME FAIRE �93,c/o Merlyn�s, N.I. Browne, Spokane WA 99201;or call: (509) 624-0957.

POINTCON XVI, April 23-25 NYThis convention will be held at the U.S.

Military Academy in West Point, N.Y. Eventsinclude role-playing, microarmor, miniatures,and historical games, with dealers, computergaming, a miniatures-painting contest, andopen gaming. Registration: $12 at the door; $10preregistered by mail; no event fees. Write to:USMA Wargames Committee, ATTN: POINT-CON XVI, P.O. Box 62, West Point NY 10997.

U.B. CON �93, April 23-25 NYThis convention will be held at the State

University of New York at Buffalo, N.Y. Eventsinclude role-playing and strategy games, withtournaments, SCA demos, and dealers. Regis-tration: $6 preregistered, or $9 at the door(student discounts available). Write to: UBStrategists� and Roleplayers� Association, 363Student Union, SUNY at Buffalo, Buffalo NY14261; or call: (716) 645-4128.

BOISE FANTASY ARTS CONVENTIONApril 24-25 ID

This convention will be held at the HolidayInn in Boise, Idaho. Events include gaming,dealers, costuming, an art show, and panels.Registration: $19 preregistered by April 15; $22at the door (one-day rates are available). Writeto: BOISE FANTASY ARTS CONVENTION, P.O.Box 8602, Boise ID 83702; or call: (208) 336-0568 or -3155.

WIZARD�S CHALLENGE XIApril 30-May 2

This convention will be held at the DeltaRegina in Regina, Sask. Events include agames auction, panels, a figure-painting com-petitions, and a medieval banquet. Guestsinclude Robin Curtis and Loyd Blankenship.Write to: Ken McGovern, No-Prair-Con, 2101Broad St., Regina SK, CANADA, S4P lY6; orcall: (306) 757-8544.

BRISCON �93, May 1-3This convention will be held at the QUT

Kelvin Grove campus in Brisbane, QLD. Eventsinclude role-playing, board, and miniaturesgames. Other activities include a used-gamesale and an end-of-con barbecue. Registration:$20 (Australian) until April 1; $25 thereafter.There will be discounts for those under 15years of age. Write to: Chris Ryan, P.O. Box 182,Indooroopilly, QLD AUSTRALIA #4068; or call:+61-7-870-8156.

CONVOCATION �93, May 1-2 MAThis convention will be held at the Univer-

sity of Mass.-Amherst Campus Center. Eventsinclude role-playing, strategy, and miniaturesgaming. Other activities include a costumecontest, a figure-painting contest, open gam-ing, and a dealers� room. Registration: $5 pre-registered; $7 at the door. Area studentsreceive a discount. Event fees are $3. Write to:UMASS Grenadiers, Box 178, SAO, Amherst MA01003.

HIGHLAND VI, May 1 TNThis convention will be held at the Univer-

sity Center on the campus of Tennessee Techin Cookeville, Tenn. Events include gaming, adealers� room, an art show, and door prizes.Registration: $2; $3/event. Write to: Thomas W.Nelson, 1107 Sioux St., Athens TN 37303; orcall: (615) 745-0648.

MAGIC CARPET CON �93, May 7-9 GAThis convention will be held at the Holiday

Inn in Dalton, Ga. Guests include Andre Nor-ton, Susan Schwartz, and P. M. Griffin. Activi-ties include gaming, a con suite, an art showand print shop, a dealers� room, and a mas-querade. Registration: $20 until March 31; $25thereafter. Write to: MAGIC CARPET CON, P.O.Box 678, Rocky Face GA 30740.

OASIS 6, May 14-16 FLThis convention will be held at the Alta-

monte Springs Hilton in Altamonte Springs,Fla. Guests include Connie Willis, MichaelWhelan, and Andre Norton. Activities include adealers� room, an art show and auction, a consuite, panels, videos, and gaming. Registration:$21 until April 16; $24 at the door. Write to:OASFiS, PO. Box 940994, Maitland FL 32792-0992; or call Ray at: (407) 725-2383.

KETTERING GAME CONVENTION VIII,May 15-16 OH

This convention will be held at the CharlesI. Lathrem Senior Center in Kettering, Ohio.Events include fantasy role-playing, board,miniatures, and computer games, plus a gameauction, and an RPGA� Network tournament.Registration: $2/day. Write to: Bob Von Grueni-gen, 804 Willowdale Ave., Kettering OH 45429;or call: (513) 298-2480.

MADISON GAMES CON �93May 15-16 WI

This convention will be held at the QualityInn South in Madison, Wis. Events includerole-playing, war, miniatures, and boardgames. Other activities include a games auc-tion. Judges and dealers are welcome. Regis-tration: $8/weekend or $5/day. Write to:Pegasus Games, 6640 Odana Rd., Madison WI53719; or call: (608) 833-4263.

ADVENTURE GAMEFEST �93May 21-23 OR

This convention will be held at the OregonConvention Center in Portland, Ore. Eventsinclude role-playing, board, and miniaturesgames in all genres. Other activities includedoor and event prizes, a game auction, and aminiatures-painting contest. Registration:$15/weekend or $7/day. Write to: AdventureGames Northwest, Inc., 6517 NE Alberta, Port-land OR 97218; or call: (503) 282-6856.

ECLIPSE �93, May 21-23 MOThis gaming convention will be held at the

Ramada Inn in Columbia, MO. Guests includeJean Rabe, David �Zeb� Cook, Tim Beach, RickHarris, and Bruce Nesmith. Activities includemany RPGA� sanctioned events and war gam-ing. Registration: $10 preregistered; $12 at thedoor. Write to: Jim Herring, 3702 W. TrumanBlvd., Ste. 223, Jefferson City MO 65109; or call:(314) 635-2441.

NEWPORT MINI-CON �93, May 22 RIThis convention will be held at the Howard

Johnson in Middletown, R.I. Events includerole-playing and miniatures games. Registra-tion: $8 until May 8; $9 thereafter; $10 at thedoor. Write to: NEWPORT MINI-CON, c/oSMAGS, P.O. Box 6295, Fall River MA 02724.

ORGANIZED KAHN-FUSIONMay 22-23 PA

This gaming convention will be held at theEmbers in Carlisle, Pa. Guests include GregPorter and Greg Costikyan. Activities includeopen gaming, panels, dealers, a figure-paintingcontest, and readings. Registration: up to $12.Write to: M. Foner�s Games Only Emporium,

GAMEX �93, May 28-31 CAThis convention will be held at the Airport

Hyatt hotel in Los Angeles, Calif. All types ofstrategy, family, and adventure board, role-playing, miniatures, and computer gaming willbe featured. Other activities include flea mar-kets, an auction and a dealers� area. Write to:STRATEGICON, P.O. Box 3849, Torrance CA90510-3849; or call: (310) 326-9440.

GAME-A-THON �93, May 28-30 NYThis convention will be held at the Shera-

ton Inn at the airport in Albany, N.Y. Eventsinclude RPGA� Network events, plus minia-

200 3rd St., New Cumberland PA 17070; or call:(717) 774-6676.

tures, board, and role-playing games. Otheractivities include a benefit for the Farano Cen-ter for Children. Registration: $18 before May7. Write to: Michael J. Rivet, Jr., GAME-A-THON, 602 Foxwood Dr., Clifton Park NY12065; or call: (518) 371-8953.

GAMESCAUSUS II, May 28-31 CAThis convention will be held at the Airport

Hilton in Oakland, Calif.. Events include role-playing, miniatures, and board games. Otheractivities include a dealers� room, a paintingcontest, a flea market, and a 24-hour-a-daymovie room. Registration: $25 preregistered;$30 at the door. Judges are welcome and willreceive discounts. Write (and make checkspayable) to: Trigaming Assoc., P.O. Box 4867,Walnut Creek CA 94596-0867.

MIGSCON XIV, May 29-30This historical gaming convention will be

held at the Holiday Inn in Hamilton, Ontario.Events include games set in the following peri-ods: Ancient, medieval, renaissance, Seven-Year War, Napoleonic, colonial, ACW, WWII,and modern. Dealers are welcome. Write to:MIGSCON XIV, c/o P.O. Box 37013, BartonPostal Outlet, Ontario, CANADA L8L 8E9; orcall: (416) 351-7207.

Important: To ensure that your con-vention listing makes it into our files,enclose a self-addressed stamped postcardwith your first convention notice; we willreturn the card to show that your noticewas received. You might also send a secondnotice one week after mailing the first. Mailyour listing as early as possible, and alwayskeep us informed of any changes. Pleaseavoid sending convention notices by fax, asthis method has not proved to be reliable.

Bewildered in thewilderness?

Got a question about one of TSR’s role-playing games? Turn to “Sage Advice”to find out the answers!

92 MARCH 1993

Politeness counts when dealingwith these denizens of Faerie-land

by Richard A. Hunt

In the faraway places where elves and faerie

creatures dwell can be found some

extraordinary beings. Two such creatures are

presented here, one from

the woodland waterways and

the other from the woodlands

themselves.

94 MARCH 1993

Faerie Phiz

CLIMATE/TERRAIN: Sylvan settingsFREQUENCY: Very rareORGANIZATION: SolitaryACTIVITY CYCLE: AnyDIET: OmnivorousINTELLIGENCE: Very to godlike (11-21+)TREASURE: Q,TALIGNMENT: AnyNO. APPEARING: 1ARMOR CLASS: 0MOVEMENT:HIT DICE:THAC0:NO. OF ATTACKS:

Nil10-12Variable (as wizard)1

DAMAGE/ATTACK: 2-24 (bite)SPECIAL ATTACKS: Spell useSPECIAL DEFENSES: Camouflage, spitMAGIC RESISTANCE: 5% per hit diceSIZE: S to LMORALE:XP VALUE:

Fearless (19-20)Leafling: 7,000Woodmaster: 8,000Treelord: 9,000

The faerie phiz is a mystical entity similar in nature to atreant or galeb duhr. The faerie phiz is a magical beingfound exclusively in sylvan woods and faerie settings, or inthe kingdoms of elves. The fay phiz, as it is sometimescalled, is simply a face (the old elven word for �face� being�phiz�) found on magically enchanted wooden surfaces.The faerie phiz appears for the most part on trees of thewoodland, although it has been seen on old, large woodendoors, enchanted houses, bridges, drawbridges, and otherold, large, wooden structures. The phiz is detectable only25% of the time (50% for druids and elves) when its eyesand mouth are closed; thus, it is effectively camouflaged.The phiz may appear on any sort of wood, although oak ismost common.

The visage of the faerie phiz and its features range any-where in size from that of the smallest pixie to the visage ofhill giant size. The phiz is usually quite striking, and notwo are alike in personality or looks, although it is said thatonce in a thousand years twins may occur. Sages whostudy the lost and rare philosophy of phizonomie (thearcane study of judging character from facial features andsometimes the art of divination based on such) agree thatthe phiz are created through the vicissitude of great andpotent overflows of faerie magic. Sages also believe thatthe destruction of a powerful wizard may cause the trans-ference of his power to the area at the moment of hisdeath, resulting in the magical growth of the fay phiz later.The phiz may be dour and ugly or simply bear a visagesimilar to that of a treant. It may also bear the characteris-tics of elven faces or other faerie creatures, but these sortare not as common, although these are the most adver-tised sort in city taverns and gossip haunts.

Combat: The phiz, like the treant, abhors fire, but it doesnot fear it as most treants do. The phiz spits on any firewithin range and often on anyone bearing a torch or light-ing a campfire. The spit, a magical acidic resin secreted bythe faerie phiz, causes all fires smaller than 2½ in diameterto be completely extinguished. The saliva of the phiz alsoaffects any live target as if an irritation spell had been caston it, with the effects of both itching and rash occurring.

©1993 TSR, Inc. All Rights Reserved.

The phiz may spit at any point within a distance of up to 100yards within a clear line of sight.

which serves as a spell book. The Phiz must still take time to

Habitat/Society: The phiz has a very long life span. It mayoften live to be over 1,500 years old if left undisturbed. An indi-vidual phiz increases in hit dice every 100-500 years that it

The faerie phiz's attack form is spell use. The phiz iscapable of casting spells as a wizard and druid at a level equalto its hit dice. The phiz gains spells by merely observing some-one cast them, then remembering them. Any spells appropri-ate to its type so witnessed are transferred to its memory,

study the spells in its mind, attempting to recall them from itsextensive memory. The lowest hit-die phiz will have spellsavailable as a 10th-level wizard or druid; for every additionalhit die, it gains one level of spell-casting ability to a maximumof 12th level. The spells are converted to verbal components,and no memorized spells are ever fire-based. The phiz maynot specialize in specific schools of magic as a characterwould.

DRAGON 95

Faerie Phiz

lives, increasing its magic resistance and spell-casting abilityas well. The phiz grows in magical glades and in places wherepixies, sprites, and other sorts of faeries frolic; it is on excel-lent terms with treants. The phiz always has an extensiveknowledge of an area�s history and memories of anyone whohas ever passed before its eyes. It is capable of rememberingentire conversations that may have occurred throughout thespan of its life. It is also prone to know volumes of lore andspeak many languages that no human or elf can even hope tofind nowadays, much less remember.

Ecology: The phiz is not disposed to give its sagelike knowl-edge to anyone because it does not wish to be haunted byevery philosopher and sage in the realm. A phiz is rarely seniledespite its great age, although to fool some seekers it pretendsto be. The phiz is reclusive and often acts old and weary orirritated with the intrusion of its privacy. The phiz is not afraidof death (a few even welcome it) and cannot be tricked orforced to reveal knowledge and information by threats orcoercion, It would rather die by the ax than give informationto those arrogant enough to threaten it. The phiz is disinter-ested in wealth and often laughs at those foolish enough topromise gold and riches. The only way to receive any informa-tion from a faerie phiz, other than its possible willingness todivulge it anyhow, is to offer it powerful magical items or richfaerie food�a very dangerous proposition.

This faerie food may only be found through a few very dan-gerous methods. One such method is to seek out and join afaerie ring. A faerie ring is a circle of mushrooms where tinyfaeries, such as atomies, grigs, brownies, pixies, and spritescommonly dance. The seeker has only to enter the circle, thendance or sing for a few minutes in hopes of being offeredsome food. The food appears to be bread, cheese, fowl, beef,or vegetable dishes of the normal kind, only made by faeriehands. It is harmless and very delicious. The dance seems tolast for but a few moments, but thanks to the magic of thefaerie ring has a 40% chance of taking seven years in humantime. The seeker may also look for a faerie hill, entering onlyby the graceful invitation of its tiny inhabitants. Once inside,the seeker should be careful not to eat or drink any of the deli-cious food or wine of the faeries. The seeker is faced withinescapable imprisonment if he so much as tastes one morselof the heavenly food. The taster is usually polymorphed into afaerie or serves as a slave to the more evil and vile faeries,such as the drow or the quickling. Dryads sometimes lureseekers with such foods, but the danger of capture stillremains.

In any event, the phiz is only hungry once a human year. Ayear to a human is only a single day for the phiz, so it does nothunger often. The phiz is usually hungry during a season par-ticularly pleasing to it such as spring, for those of good align-ment, or winter, for those of evil alignment. The food is notactually eaten all at once but is stored (like a squirrel�s trove ofnuts) inside the phiz in its extra-dimensional stomach. Thephiz nibbles on this supply for an entire year. This and the factthat the correct food is hard to attain without dire conse-quences keeps most adventurers away from the phiz, much toits delight. The phiz is fed by sprites and other fay folk and as aresult never goes hungry, despite the lack of seekers.

96 MARCH 1993 ©1993 TSR, Inc. All Rights Reserved.

Asrai

CLIMATE/TERRAIN: Temperate lakes, rivers, and seasFREQUENCY: RareORGANIZATION: SchoolACTIVITY CYCLE: NightDIET: VegetarianINTELLIGENCE: Very (11-12)TREASURE: See belowALIGNMENT:NO. APPEARING:

Chaotic good2-20

ARMOR CLASS: 10MOVEMENT: SW 18HIT DICE: ½THAC0: 20NO. OF ATTACKS: 1DAMAGE/ATTACK: 1SPECIAL ATTACKS: HypnotismSPECIAL DEFENSES: NilMAGIC RESISTANCE: NilSIZE:MORALE:XP VALUE:

TUnsteady (5-7)15

The asrai are tiny, delicate female faeries who melt away likeice into a pool of water when captured, exposed to direct sun-light, or when removed from their watery homes. Theyappear as small beautiful water nymphs no more than 4½ inheight. The hair of the asrai is long and gold and shimmerswarmly as they glide through the cool blue waters. They arewonderfully adept in the element, dazzling those who lookupon them with their artful swimming.

Combat: The asrai are for the most part defenseless andnever attack out of malice or vengeance. They may bite oppo-nents who attempt to scoop them from their native water as awarning, but usually swim away instead. They are able to hyp-notize characters when a school of them works in unison. Todo this, they swim around at the surface of the pool creating aweaving, darting water dance that has the effects of a hypnoticpattern spell. Their golden hair turns and twists, forming amyriad of captivating sparkles that hold the attention of thecharacter for as long as the asrai wish.

Habitat/Society: The asrai are wanderers of fresh watersand travel in schools like fish. They are highly intelligent butvery fearful of mankind and can almost never be persuaded totalk, as so many of them are fearful of being tricked and cap-tured or exposed to sunlight. They never touch the surface ofthe water, always staying just beneath it. Asrai may appearduring a full moon, as they like to swim in the dim light thatplays on the surface of the water. They love pearls and otherlustrous, shiny objects, although they are too small to carrymany of these things. A single school of asrai may have one ortwo small objects of very little value but of great beauty tothem. They enjoy the company of all water animals great andsmall, and are often the companion of water nymphs, sirines,selkies, mermaids, and other such beings. They never ventureonto land, as they would instantly die.

©1993 TSR, Inc. All Rights Reserved.

Ecology: The asrai are fond of algae and all freshwaterplants. They also eat foods thrown on the surface of the water,acting like minnows (they have been mistaken for such). Theydo not eat any sort of meat even if it has been cooked and pre-pared. They are in turn not eaten or attacked by any otherwater creature. These small ladies of the water live only nineyears each, at which time the asrai dissolves into water. Thiswater later spontaneously forms 2-5 new asrai equal in allrespects to the �mother.�

DRAGON 97

After veritably snatching victory fromthe jaws of defeat (or the jaws of some-thing equally unpleasant), the player char-acters in an AD&D® game are rewardedwith a treasure trove of scrolls, rings,staves, and other magical items. It seems afitting reward for the trials and tribula-tions the adventuring party has been putthrough. However, after awarding themagical goodies, the Dungeon Master isoften at odds with the very powers he hasunleashed in his game. In an attempt tokeep the campaign balanced and to avoidthe headaches of PCs becoming too pow-erful too quickly, the DM might rewardthe PCs by handing out large amounts ofgold and oversized gems and jewels.Unfortunately, the huge amounts ofmoney are often unrealistic and canbecome just as disruptive to an ongoingcampaign as the magical items.

To avoid these problems, the DM mayuse the following list of �Unearthed Mun-dana.� All the objects and items describedbelow are nonmagical, but they are by nomeans mundane. Instead of heady magi-cal items or diamonds the size of row-boats, there are items that are valuableand useful in themselves. The DM can usethem to reward PCs for their labors with-out fearing she has given an undue advan-tage or unbalanced her campaign. TheDM is free to eliminate those items shedoes not wish to use or that do not meshwell with his campaign.

ScrollsThe following are a number of nonmagi-

cal scrolls. These scrolls are generallyfound in scroll tubes like their magicalbrethren; in some cases, the scrolls aresimply rolled up and bound with a clothribbon or leather tie. The scrolls them-selves contain no magical writings orciphers, but they require a comprehendlanguages spell to read them if they arewritten in another language. Also,depending on the value of the scroll andat the DM�s option, it may be protected bysymbol, explosive runes, or other magicaltraps. The gold-piece sale value of the

98 MARCH 1993

scrolls depends on the variables listed inthe description, the condition of the scroll(pristine, yellowed and brittle, badlywater-marked and stained, etc.), and theexigencies of the DM�s campaign. Theprices listed on the Unearthed MundanaTable are only guidelines.

Botanical: Botanical scrolls are mostoften inscribed by and are valuable tosages, druids, foresters, and farmers. Thescrolls detail the proper procedures forsowing, growing, and tending a particularplant, giving information on where, whenand how the plant grows best. The scrollsalso discuss the weeds, insects, or dis-eases that are inimical to the vegetationand how to rid the plant of them. About20% of botanical scrolls detail plant-basedmonsters, such as shambling mounds,yellow musk creepers, obliviax, etc. If theDM deems it necessary for the PCs to havepertinent details on a particular plant-based monster, he can simply give themthe information directly from the Mon-strous Compendium (or whatever source)in the form of a botanical scroll. The salevalue of a botanical scroll depends on therarity and usefulness of the plant involved.A treatise on how to grow a rare plantused as an ingredient in a potion ofdragon control would bring a high price,while a scroll with information on fertiliz-ing roses would be at the lower end of thescale.

Entomological: Entomological scrollsdetail insects, normal, giant, and other-wise. These scrolls are of particular inter-est to sages, druids, beekeepers, andfarmers. The scrolls detail the anatomy,diet, and behavior of the insect under dis-cussion. Their value is dependent on theinsect discussed; obviously, scrolls detail-ing normal ants are less valuable than onesdescribing their giant cousins. The DMmay use entomological scrolls as a way torelay information from the MonstrousCompendium to the PCs. (Note: The cate-gory of �insects� can be broadened toinclude arachnids, e.g., spiders, scorpions,etc.)

Engineering: Engineering scrolls are

among the rarest and most valuablescrolls a PC party can find. These writingsare usually inscribed by engineers forarchitects, artillerists, miners, ship-wrights, other engineers, and a host ofother occupations that need engineeringexpertise. The scrolls are valuablebecause they save a great deal of con-struction time. If the scroll details a bal-lista, several ballistas can be builtimmediately using the scroll instead ofwaiting until a prototype has been con-structed and tested. These scrolls usuallycome in a set of five or more, and they arelike blueprints on how to build a particu-lar object. The scrolls can detail how tobuild an entire castle or temple complex;give all the information needed to build acatapult, siege tower, or other engine ofwar; or may be simple diagrams of thebest way to shore up a sagging roof. Thecost of an engineering scroll is directlydependent on what it describes. A set ofscrolls detailing the construction of aDragonship spelljamming ship wouldbring a very high price, while the blue-prints for a common blacksmith�s forgewould not. Also, the value of engineeringscrolls is associated with their rarity andusefulness. A scroll on the proper con-struction of a ballista or catapult wouldbring much less in a long civilized areathat has no threatening neighbors than ina frontier barony on the brink of war.

Herpetological: These scrolls are aboutreptiles, amphibians, and reptilelike crea-tures. They are of interest primarily tosages and jungle-, marsh-, and swamp-dwelling druids and hunters. The scrollsdescribe the anatomy, diet, and habits ofvarious reptiles. Particularly valuable arethose scrolls detailing giant reptiles anddinosaurs, as are those scrolls concerninglizard men. The DM may use a herpeto-logical scroll to deliver information fromthe Monstrous Compendium to the PCsabout a reptilian opponent.

Historical: Historical scrolls are thosedocuments that record the events of his-tory or that have historical significance inand of themselves (such as peace treaties,declarations of war, land grants, etc.).These documents are written by royalscribes, sages, and historians and are valu-able to the same. Their value is dependenton their accuracy. Often scribes tend tocurry a king�s favor or, at least, avoid theking�s wrath by embellishing the truth orby down-playing certain aspects of theevents being described. In more blatantcases, defeat may be described as a victoryand the king�s cowardice as the height ofbravery. The value of historical documentsis also fairly relative. A scroll detailing theglories of a king that everyone knows was acoward and a liar is of little value, but theoriginal peace treaty between two nationsdetailing the exact territorial boundariesagreed upon may stop a war and bebeyond price.

Also, documents detailing recent eventsstill fresh in everyone�s memory are lessvaluable than documents on the ancientpast. Rare historical scrolls may describethe location of lost cities, temples, or cas-tles, giving PCs important clues on whereto look for them. While historical docu-ments often prove valuable, payment forthem is usually delayed while their accu-racy and authenticity is checked againstother documents.

Ichthyological: Ichthyological scrollsdetail fish and fishlike (or sea-dwelling)creatures. These scrolls are valued bysages, coast- and shore-dwelling druids,and fishermen of all kinds. The scrollsdescribe the anatomy, diet, behavior, andother pertinent information concerningcertain fish. Their value is dependent onthe creature discussed. A scroll detailingmermen, locathah, or sahuagin is morevaluable than a treatise on catfish or trout.These scrolls can be used by the DM topass along information concerning water-dwelling creatures to the PCs.

Letters of credit: Letters of credit areissued by merchant houses, temples,nobles, and royal courts. They insure thatany bills incurred by the bearer will bepaid by the merchant house or noblemanendorsing the letter. Letters of credit areespecially valued by merchant houses.They serve as a kind of IOU between thehouses, and they avoid the necessity oftransporting and guarding large quanti-ties of gold. The letters are invariably long-winded documents encrusted with sealsand sigils to assure their authenticity.Most letters state the identity of thebearer, so proof of identity must be estab-lished before the letter will be honored.However, some letters state that debtsincurred by the unnamed �bearer� will behonored and paid by the endorsing mer-chant house or nobleman. Most lettersare limited in scope, allowing the bearer amaximum of 500 to 1,000 gp, while a fewrare ones are virtually blank checks. Mer-chants and banks will not honor letters ofcredit from merchant houses or noble-men of which they have never heard. Let-ters of credit ought to be a recentphenomenon, and it is unlikely that PCswill find such things in old tombs orruins.

Ornithological: These scrolls offer infor-mation on birds and birdlike creatures.They are of particular interest to artists,bird-watchers, falconers, fletchers, fowlers,sages, and some clerics (if the feathers ofcertain birds are used for ceremonial pur-poses). The scrolls discuss the anatomy,diet, and migratory and other behaviors ofbirds. Their value is determined by thevalue of the bird being discussed. A scrollon the care and feeding of rare and exoticparrots is worth more than scrolls on theproper way to pluck chickens. The DMmay allow PCs to study an ornithologicaltreatise (in the form of a page from the

Monstrous Compendium) so they mightbetter understand the behavior ofaarakocra or a giant owl. Many of thesescrolls contain painstakingly detailed ren-derings of the bird in question and are val-ued more for their artwork rather thantheir ornithological data.

Planar: Planar scrolls are those docu-ments that discuss the various planes ofexistence and the creatures that inhabitthem. These scrolls are valued by sages,spell-casters, and anyone interested intraveling the known planes. These scrollsare relatively rare, and their value is deter-mined by the plane or creature discussed.Scrolls dealing with the evil lower planesare generally more expensive than thosediscussing neutral or good aligned planes(primarily because of the dangers involvedin entering or leaving those lower planes).The same is true for discussions of planarcreatures. A scroll about the friendly andhelpful zoveri of the Seven Heavens is eas-ier to come by than a treatise on thedeadly pit fiends of the Nine Hells, thoughboth are still difficult to find. The DM canpass on information from MC8 MonstrousCompendium, Outer Planes Appendix ordetails from the Manual of the Planes tothe PCs using these scrolls.

Religious: Religious tracts cover twotypes of writings. The first are thosescrolls about the philosophical nature ofthe religion. These scrolls are oftenpenned by great patriarchs and matri-archs of the religion or are diatribes writ-ten by a council of religious scholars.They are often not so much valued forwhat they say but for who wrote them.However, many are works of deep reason-ing and thought provoking arguments andare valued solely for their insights.

The second type of religious scroll arethose detailing rites and rituals. Theseessays describe the color of robes thatshould be worn for the rite, what time ofday to hold the ritual, what time of year, theexact words that must be spoken, and allthe many minor details of a complicatedrite. Religious tracts are usually only valu-able to the particular religion involved. Atemple dedicated to Odin is unlikely to beinterested in scrolls written by a patriarchof Zeus. However, religions of opposingalignments and those in direct conflict witheach other may be interested in the scrollsdetailing the foe�s rites and rituals. Once anopposing temple has such information, itcan make it very difficult for the other tem-ple to perform its rites and rituals properly(for example, control weather spells can beused in an attempt to rain out certain ritu-als or the necessary commodities neededfor a ritual can be completely bought outor destroyed making it impossible for anopposing religion to perform its rites).

Sage: As the name implies, sage scrollsare those either written by sages or ofinterest to them. Sage scrolls cover everytopic of interest to sages, which means

every topic under the sun. A sage scrollmay contain information on any subject,but for ease of reference the DM mightlimit sage scrolls to the choices given inTable 61: Fields of Study (AD&D 2nd Edi-tion DMG, page 107). The value of suchscrolls depends on their focus. The writ-ings are roughly divided into general, spe-cific, and exacting types of scrolls. Themore exacting the information, the morethe scroll costs. A scroll discussinggnomish music falls under the generalheading and costs less than a specific scrolldiscussing gnomish marching songs, whilea scroll containing and discussing themusic and lyrics of a particular gnomishsong would be exacting information andwould be the costliest of the three.

Unlike the entomological, ichthyological,and other scrolls concerning variousspecies, sage scrolls include most essayson true monsters or those creatures thatcan be classified under many differentheadings. These writings detail such crea-tures as gargoyles and the entire gamut ofdragons. Sage scrolls also include suchcreatures as pegasi and owl bears, both ofwhich could be placed in either theornithological or zoological categories.The DM may find a sage scroll useful indelivering information to PCs about a par-ticular creature.

Sage scrolls also contain many essays onlanguages, plyphs, and sigils. The DM willfind this extremely helpful when attemptingto incorporate runes and other types ofhieroglyhics in an adventure. The DM cansupply the translations of the commonalphabet to the Thorass, Espruar, or Dethekalphabets, on pages 8-9 of the Cyclopedia ofthe Realms from the FORGOTTENREALMS® campaign set, or the runes andglyphs from page 17 of the Guide to theWORLD OF GREYHAWK® Setting in theWORLD OF GREYHAWK campaign set.

A sage scroll is also a convenient way ofintroducing new elements and directionsinto an ongoing campaign. DMs wishing toincorporate psionics or spelljammers intheir adventures can introduce PCs to theidea through a sage scroll. As PCs investi-gate and learn more about the new ele-ment, it can be slowly and smoothlyincorporated into the campaign. (Givingwarning of the RAVENLOFT® settingthrough a scroll might be a good idea, too!)

Spellcraft: Spellcraft scrolls are not magi-cal writings but writings about magic. Theyare valued by alchemists, sages, and spell-casters of all types. These scrolls are essayson various substitutions for material com-ponents or alternate somatic gestures orverbal components that may be used insome spells or under specific circum-stances. They also cover the best way to usea spell to derive the maximum benefit fromit and when not to use certain spells. Someare philosophical essays, such as the use ofcertain spells and their effect on the spell-caster�s alignment, the deleterious effects

DRAGON 99

of some spells on a spell-caster�s mental orphysical health, etc. Game-variant informa-tion from articles in this magazine may beintroduced in this manner.

Approximately 30% of these scrolls detailhow to construct or make a magical item.The scroll itself is nonmagical and is notwritten in magical runes, but describes thenecessary ingredients for and exactly howto brew a potion of flying, make a ring ofanimal friendship, inscribe a spell scroll,etc. (For a good example of this type ofscroll, the DM should note the recipe forhomonculous creation, on page 77 of theDM�s Sourcebook of the Realms of theFORGOTTEN REALMS campaign set.) Thevalue of these scrolls is directly tied to themagical information it reveals. Scrolls thattalk only about spells or give possible alter-nate material component, verbal compo-nents, or somatic gesture substitutions arethe least expensive of the writings (unlesssuch alterations may improve the spells!).Scrolls detailing the manufacture of a mag-ical item are the most expensive. If the DMwishes to randomly determine what magi-cal item the scroll describes, roll on Table88: Magical Items, on page 135 of the DMG.After the type of magical item has beendetermined, roll as directed on Tables 89-110 in the DMG for the exact item.

Trade secrets: These scrolls give infor-mation on the secrets of a craft. Masterjewelers, metalsmiths, armorers, andother skilled craftsmen often inscribescrolls detailing the secrets of their tradein order to pass them on to the next gener-ation. These scrolls are usually wellguarded and hidden in guild halls or on amaster craftsman�s estate. Essays revealingthe secrets of the various trades are valu-able to sages and especially to the trade orguild in question. The value of the scrolldepends on the nature of the secret itreveals. A jeweler�s scroll describing howto discern the differences between anexcellent ruby and an average one is worthless than a scroll revealing an ancientdwarven technique for polishing an aver-age ruby to make it look like an excellentstone. Discretion is required when dealingwith trade secrets. The guild or tradesmenin question will be none too happy thatsuch a scroll is no longer safely in theirhands. Nasty accidents can befall thosewho are too free with any information thescrolls reveal. (In actual history, the tech-niques of sword-making, silk-making, andglass-blowing were considered to besecrets of the highest order to some states,who were often willing to kill spies to keeptheir secrets safe.)

Warfare: These scrolls are either depic-tions of the tactics and stratagems used inan actual battle or are theoretical essays onmorale, logistics, cavalry tactics, etc. Thescrolls are valued by historians, admirals,generals, and military men of all types.They are often more valued for the detailedmaps that accompany them than for their

100 MARCH 1993

military information. Their value is depen-dent on the tactics described. Many ofthese scrolls are out of date, and their strat-agems have long since been rendered use-less by a counter-tactic (the orcish flyingwedge, dwarven dreadnought phalanx, thekobold wheel formation, etc.), but are stillvalued by military historians. These scrollsare helpful in a campaign or adventure ifPCs have become stuck at a bottleneckwhere a good tactic or stratagem would beuseful. The DM can surreptitiously offerPCs assistance at breaching an opponent�sdefenses or overcoming an obstaclethrough a scroll on warfare.

Zoological: Zoological scrolls concernthemselves with the animal kingdom.These scrolls offer information on ani-mals of minimal, normal, and giant vari-eties. They are of particular interest tofarmers, ranchers, swineherds, shep-herds, hunters, furriers, etc. The scrollsdiscuss the anatomy, diet, and behaviorsof the animal. The value of the scroll isdetermined by the value of the animalbeing detailed. A scroll on breeding cham-pion horses is worth more than scrolls onthe behavior of house cats, and a scroll onthe care of elephants might be valuable,indeed, to the right person.

RingsRings can be designed to serve special

needs and purposes other than those ofmagic or mere ornamentation. The follow-ing rings may be ornately crafted ordesigned to draw the least amount of atten-tion to themselves or their wearers. Theprices listed on the Unearthed MundanaTable are for average rings of average qual-ity. Rings crafted of finer or baser materialsmay be costlier or less expensive. However,the value of such rings is primarily a resultof their function rather than the materialfrom which they are made.

Assassin�s: The assassin�s ring is actuallytwo rings of steel, one larger than theother, joined by a short length of very thinwire. The first ring is placed on a finger,then the wire is carefully wrapped andcoiled around it. When the wire is com-pletely wrapped, it is covered and held inplace by the larger ring. To use the ring,the assassin uncoils the wire, joins a ringat either end, then uses the device to gar-rote a victim. The steel rings protect theassassin�s fingers from being cut by thewire as he pulls the loop of wire tautaround a victim�s neck. Assassin�s ringsare notoriously unreliable; during anattack, the wire inadvertently comes loosefrom one of the rings 40% of the time. Therings are most often used by a team offootpads or robbers, with one thief threat-ening to garrote the victim while the othersteals the victim�s valuables.

Compartment: Compartment rings arerings made in such a way that a secretcompartment has been built into thering�s design. The secret compartment is

large enough to hold a dose of poison, amaterial component needed for a spell, apinch of magical dust or powder, or evena small scrap of paper to secretly passinformation to or from a spy or prisoner.For obvious reasons, these rings are val-ued by assassins, spies, and wizards. Theytend to be large and ornate (some wouldsay gaudy), though they are rarely made ofany material more valuable than silver orset with other than ornamental or semi-precious stones. Some compartment ringsopen easily with a slight pull, while othersrequire a complicated procedure toexpose the small compartment (pulling upon two or three gems, pushing down acertain gem while turning another twoand a half turns counter-clockwise, etc.).

Slash: Slash rings are exactly as the nameimplies: rings designed to slash or cut.They are made of iron, steel, copper, orbrass, with brass being the favored metalfor such objects. Slash rings are favored byfighters, ruffians, tavern bouncers, andstreet bullies. The rings have little or noornamentation, being a simple band ofmetal with a large, sharpened ridge run-ning across its face. The rings are effectivein any punching contest, as they deliver +1damage to any Punch damage result onTable 58: Punching and Wrestling Results,on page 97 of the AD&D 2nd EditionPlayer�s Handbook. The bonus is not magi-cal. Cutpurses also use slash rings to cutthe ties between a man and his purse, thusrelieving the unwary victim of the trouble-some weight of his coins.

Spike: Spike rings are another deviceprimarily used by assassins and probablywere invented by them. A spike ring is avery ornate piece of jewelry. Hiddenunder the stones and filigree of the ring�sdesign is a needlelike spike that belies thering�s beauty and reveals its sinister pur-pose. By turning the ring�s design one wayor the other, the spike is raised or loweredso that it projects menacingly from thering or is hidden in the intricate design.An assassin coats the spike with a power-ful poison and can thus inject a victimwithout being noticed. In some cases, themark made by the ring is so small it isoverlooked entirely and the cause of thevictim�s death remains a mystery.

StavesMany staves are nothing more than they

appear: sticks for old men to lean on or tohelp pilgrims on their way. However,there are staves that are nonmagical buthave other uses than support for theweary. The following are the more com-mon nonmagical staves PCs may find intheir travels. The prices listed on theUnearthed Mundana Table are guidelinesonly, as actual prices may vary widelydepending on an item�s craftsmanshipand availability.

Hollow staff: The hollow staff is belovedof smugglers, thieves, and spies. The staff

appears to be a large, roughly hewn pieceof wood used by travelers and pilgrimsthroughout the lands, but it is actuallycompletely hollow. These staves are cun-ningly made to come apart in the middle.The thief, spy, or smuggler can thensecret gems, jewelry, sketches of fortifica-tions, war plans, etc., in the hollow inte-rior, then simply walk away with them.Approximately 10% of such staves have aglass lining and stopper so even potions,acids, perfumes, expensive wines andliquors, or alchemical liquids can be hid-den in the staff. The staff is of no use incombat, as its lightweight constructiondoes no damage and it invariably breaksin the middle if used in a fight.

Sword cane: Sword canes are favored bynoblemen and aristocrats and are mostoften found in an urban setting. Suchcanes appear to be expensive, well-craftedwalking sticks. The cane�s shaft is of hard-wood, usually oak or hickory, and can bewielded like a small club for 1d4 hp dam-age. The cane�s handle is made of someexpensive material, such as ivory, silver, orgold. The cane�s handle is actually the hiltof a long stiletto-type blade concealed inthe cane�s shaft. The blade slides easily inand out of the cane�s shaft and is treatedas a short sword in combat (1d6 hp dam-age). Approximately 20% of all swordcanes have silver blades. Silver-bladedcanes are extremely popular in areasafflicted with lycanthropes and undead(the price for a silver-bladed sword caneis tripled for the RAVENLOFT setting).

Thief�s staff: Rogues of every descriptionvalue thief�s staves. These staves were infact small canes invented by halflings, butthey were so obviously useful and conve-nient they were adopted by large thieves aswell. A thief�s staff always appears to be awalking staff used by travelers and pilgrimseverywhere. The staff�s head is a roughlycarved ball, and the foot of the staff is shodwith an iron boot. The staff is not quite asinnocent as it appears. The head can beremoved and is attached to a long, iron prybar that slides easily in and out of the staff.In addition, when the iron boot is removedfrom the foot of the staff, it reveals a hiddencompartment for storing booty or thieves�tools. In combat, the staff may be used likea quarterstaff for 1d8 hp damage, or theiron pry bar may be removed and used asa club for 1d6 hp damage.

Miscellaneous itemsThe following is a miscellany of goods and

objects PCs may find desirable or useful.They are much less expensive than magicalitems but often prove to be equally as use-ful. As with scrolls, rings, and staves, theprices listed for the following items mayvary depending on the quality of the materi-als used and the craftsmanship involved.

Cloak of camouflage: Cloaks of camou-flage are used primarily by army scouts,hunters, rangers, thieves, and spies. The

value of these items depends directly onhow well made the garment is and howwell it matches the terrain it is attemptingto blend in with. These cloaks are designedto match only one type of terrain or sur-roundings, which means a cloak designedfor the arctic will be white to match thesnow, one designed for the forest will bestriated green to match the green leaves,desert cloaks will be sand colored, etc. Acamouflage cloak bestows a certainamount of natural invisibility (actually con-cealment) to the wearer by letting himblend into his surroundings. Camouflageworks only outdoors in a natural setting,making them completely ineffective under-ground, indoors, or out of doors amongbuildings. They also offer no protection orbonuses against infravision. The wearer ofthe cloak has a normal chance of beingseen if he moves or if he wears the cloak interrain the cloak is not designed to match.The chance of concealment bestowed is:

BackgroundHeavy growthLight growthOpen fieldsSnowDesertRockyNight (black)

Concealment20%10%5%

20%20%5%

25%

The above percentages apply to an aver-age cloak of average quality. Garments ofexcellent quality increase the invisibility by1d4 percent, but such garments cost twicethe maximum listed price. Poorer qualitygarments decrease the invisibility percent-age by 1d10 percent (poorly made camou-flage garments can actually attractattention to the wearer rather than con-ceal him). However, poorly made cloakscost as much as a cloak of average quality.The major drawbacks of these cloaks arethey are insufferably hot in warm weatherand tend to snag and hang on underbrushor any other protrusions.

Spiked gloves: These gloves are made ofthick, soft leather and covered with small,sharp iron studs, lined inside with stripsof thin, hard leather to protect thewearer�s hands from the studs. These areused primarily by fighters, tavern bounc-ers, and ruffians of all sorts, and are usu-ally only found in urban settings. A punchfrom a spiked glove does 1d4 in damage inaddition to any damage given on thePunch damage result in Table 58, on page97 of the PH. These gloves are similar tothe Roman cesti used by gladiators.

Swordsman�s gauntlet: A swordsman�sgauntlet can actually be used by virtuallyanyone who wields a weapon with a han-dle, such as a mace, war hammer, axe, etc.,and who also expects to be involved in aprolonged battle. The glove is made ofthick, soft leather to absorb the shock ofmetal weapons striking each other. Its mostobvious feature is the long, thick leather

Unearthed Mundana Table

1 d 1 0 0 I t e m GP value*01-06 Botanical scroll 5-10007-11 Entomological scroll 5-10012-13 Engineering scrolls 50-2,00014-18 Herpetological scroll 5-10019-23 Historical document 10-1,00024-28 Ichthyological scroll 5-10029-30 Letter of credit 500-50,00031-35 Ornithological scroll 5-10036-37 Planar scroll 100-5,00038-41 Religious scroll 25-5,00042-50 Sage scroll 10-10,00051-52 Spellcraft scroll 10-5,00053-56 Trade secrets scroll 100-5,00057-60 Warfare scroll 5-50061-65 ZoologicaI scroll 5-10066-68 Assassin�s ring 7569-72 Compartment ring 10-10073-78 Slash ring 579-80 Spike ring 25-20081-82 Hollow staff 15083-84 Sword cane 250

Silver 60085-86 Thief�s cane 20087-92 Cloak of camouflage 5093-94 Spiked glove 595-96 Swordsman�s gauntlet 1097-98 Thief�s gloves 599-00 DM�s choice �

* All prices listed are dependent on other variableslisted in the description of the item.

strip extending from the thumb. When afighter wearing the glove grips the hilt of hissword, he uses the long leather stripextending from the thumb to tie his hand tothe hilt of the sword. The leather stripwraps around his hand several times,allowing for a very snug but comfortablegrip. Thus tied, the sword cannot bewrested from the swordsman�s grasp, nomatter how fierce the parry, how startledthe bearer, or what type of numbing shockstrikes his hand. A major drawback of thegauntlet is if the sword should becomestuck in an object or somehow becomeentangled, the swordsman cannot easily ridhimself of it or use another weapon (allow1d4 rounds to untie himself in most cases.

Thief�s gloves: These gloves are of soft,thin black cloth with a roughed leatherpalm; the top half of the glove�s fingers aremissing. They are used by mountaineersand, of course, thieves. The roughedleather palm allows a climber a better gripon ropes, poles, and other projections. Thelack of complete fingers in the glove allowsthe wearer better sensitivity for finding hid-den cracks and crevices in climbing a wall.The gloves usually have small pockets andloops of leather on the back of the cuff forholding or securing small articles such ascandles, lockpicks, small hammers, pitons,etc. The gloves do not give a bonus for athief�s climb-walls ability, but do save theclimber�s hands from the many smallscrapes, splinters, rope burns, and cuts hemight otherwise receive without them.

DRAGON 101

102 MARCH 1993By Joseph T. Pillsbury

DRAGON 103

104 MARCH 1993

DRAGON 105

106 MARCH 1993

108 MARCH 1993

DRAGON 109

110 MARCH 1993

Tools of the trade:Weapons against the unpainted

by Jean McGuire

Over the years that the role-playinghobby has been in existence, many arti-cles have addressed the various aspects ofpainting miniature figures. These articles,my own included, have covered manyaspects of this art but missed a vitallyimportant one. Almost without exception,they have touched only briefly on, orpassed over entirely, the basic foundationunderlying all miniatures painting. I haveseen innumerable beginners, and morethan a few who are not, looking over thepainting tips given in such an article orpamphlet and asking in bewilderment,�But what do I do all of this with?�

Therefore, this article explains the basictools of the trade�what they are, whereto get them, and why you need them.

Several things are required for paintingminiature figures. You need a work area,preparation tools, glue, paintbrushes,paint, and, of course, figures. I willaddress each of these in turn.

Space to workThe first requirement, as with any task,

is a place to work. As one example, thenew workbench I am building is ratherelaborate, with built-in lighting, a formica-covered work surface, rows of narrowshelves for paint, and more shelves fordrying figures, diorama materials, etc.However, most of my work has been doneon a battered kitchen table I bought for afew dollars at a yard sale. Any stable, solid,flat surface of the proper height will do.

If you can, try to dedicate a work areasolely to painting. While it is entirely possi-ble to unpack all of your tools, paints, andfigures from a drawer each time you feellike painting, then put them all back whenyou are done, it is an unholy nuisance andrisks damage to drying paint and figures. Ilike the freedom to sit down and paint fora few minutes when the mood strikes me.It is said that the mark of the professionalwriter is the ability to put words on the

page, come inspiration or none. Some-thing of the same is undoubtedly true forartists. I�m an electronics technician, nota professional artist, so I need to takeadvantage of all the inspiration I can get!

The most important factor in choosingyour work area is light. It is best to havenatural light available whenever possible;it is brighter, and colors are truer, thanartificial light. I work with my back to awindow, with the light coming over myshoulder. Fluorescent light is the next bestchoice.

The best way to choose your location isby experimentation. Take a painted figure,then sit and look at it in the area whereyou will work. If you can clearly see all ofthe details, especially the minute flaws inthe painting, you have a spot that workswell. If necessary, add supplementallights. I have a 4� shop light, which costabout $8 at the local discount buildingsupply center, hanging above my presentwork table. A fluorescent desk lamp worksalmost as well.

Choose a work surface at a height youare comfortable with. Again, experimentIf you have to scrunch down a bit to seewhat you�re doing, your back and shoul-der muscles with be screaming after anhour or two. You can�t paint when youcan�t move your arms! Your workbenchshould also be easy to clean up, as shouldthe floor under it. Paint spills happen. Forthe protection of your work, choose anarea safe from the two greatest destroyersof miniatures: small children and cats.Both seem to find painted figures irre-sistible. In addition to destroying yourfigures, children and cats are also vulner-able to lead poisoning from chewing onthem.

The basic steps to painting are prepara-tion, priming, painting, and finishing. Eachof these requires certain tools and materi-als. The actual work involved is outsidethe scope of this article. The tools aredetailed here.

112 MARCH 1993

Tools for preparationAs they come out of the box, miniature

figures are rarely ready for painting. Somecompanies are better than others aboutthis, but even the best figures often needtouch-ups before priming and painting.Preparation entails removing mold linesand stray metal (called �flash�), assemblinglarge models such as dragons, and some-times modifying figures to suit the rolesyou have in mind for them.

Looking through my tool box, I find 37assorted files, a handle for them, a pack-age of emery boards, several X-Acto knivesand various blades, two pairs of tweezers,a pair of jeweler�s chain-nose pliers, a pairof small curved scissors, a pin drill, a pot-ter�s cleanup tool, a very small hammer,and a bunch of toothpicks. A DremelMoto-Tool is in its box on a nearby shelf.

Don�t panic�I�m certainly not suggest-ing that you rush out and buy all of that!That assemblage accumulated during the10 years or so that I have been painting.My best files, for instance, a fine set of adozen Swiss-made needle files, werebought at a yard sale for around a dollar.That was luck; they�re worth closer to $50.In actual fact, the following list should suf-fice to get you started:

Small X-Acto knife and bladesMiniature needle files: flat, half-round,

round, triangleLarge coarse file or piece of medium-

grit sandpaper

Pin drill and tiny bitsWire cuttersEmery boards

The knife and a few narrow blades areexcellent for careful removal of moldlines, cleaning out the thin skin of metalthat often fills closed spaces such asbetween an arm and a body, and trim-ming off unwanted bits of decoration. Becareful with these! It may seem an unnec-essary caution to point out that they arevery sharp, but it is very easy to slip andstab or slice yourself badly. For that rea-son also, discard blades immediatelywhen they begin to get dull. It cannot beemphasized enough that a dull knife slipsreadily and because of that is much moredangerous than a sharp one. You can buythese in hobby stores, but discount homecenters often have better prices, althoughless of a selection.

A large, coarse file is used to flatten offthe underside of the bases of the figures.In most cases, the lead enters the moldthrough the base area, and there is almostalways some irregularity where the figurewas removed from the strip of lead. Thisbump is often large enough to make theminiature unstable. Hence the file, orsandpaper wrapped around somethinghard (like a scrap of wood). Either optionis readily available at a hardware store orhome center.

Small �needle� files are often more eco-nomically priced in sets of six or a dozen.

Get good ones�they give much smoother,cleaner work than cheaper, coarser files.At a minimum, you should have round,half-round, triangle or knife-edge, and flatfiles. Having more available is much likehaving more colors of paint: You can domore with less improvisation. Most well-stocked hobby shops and some hardwarestores carry a good selection of needlefiles. I have three sets: small, tiny, andreally puny.

Emery boards, found in the cosmeticssection of your local drugstore, are won-derful for filing large areas such asshields. They have the additional advan-tage of flexibility, allowing curved shields,edges of bases, and so on to be filed with-out unsightly flat spots.

A helpful hint on care and maintenance:Small wire brushes are sold with which toclean files. They are well worth the invest-ment. Lead is a very soft metal and clogsfiles very quickly. Keep your files clean�they cut much better. Emery boards, ofcourse, are simply discarded when theybegin to get dull.

I also have a small tool with one curvedend, one straight end, and a wooden han-dle stamped with the name of some pot-tery supply company. I don�t know whereor when I happened to acquire it, but it isjust perfect for certain tasks in cleaningup figures. Your tool kit will quicklyacquire a few of these �found� tools. Theyare all around you, waiting for your inge-nuity to put them to use.

DRAGON 113

A pin drill, sometimes called a pin vise,is a small shaft, much like an X-Acto han-dle, that grips a tiny drill bit and, turnedby hand, makes appropriately tiny holes.Matching sets of holes in, for example, adragon�s neck and body, with bits of wireor cut-off pins inserted, serve the purposeof a furniture-maker�s dowels, [Your edi-tor has used sections of paper clips withgood results.] A pin-reinforced joint ismany times stronger than the same jointmerely glued. X-Acto makes a pin drill,and I have seen others, generally availablewhere you buy knives and blades. RadioShack sells a small hand-cranked drill,meant for putting small holes in printedcircuit boards. I have not yet experi-mented with this, but I suspect that itwould work even better than my pin drill.The only disadvantage that I can see isthat it needs two hands, so the piece beingdrilled must be firmly anchored. Widerubber bands, popsicle sticks, andclothespins are good for devising impro-vised vises.

I mentioned earlier the Dremel Moto-Tool. One of these little hand-heldgrinders or its many imitations can beinvaluable for certain things. With a flutedspherical or conical �shaper� tip, you canclean out the slots for attachment ofwings, legs, necks, and so on that arefound on the larger figures. Mine alsotakes the same bits as my pin drill, allow-ing me to produce tiny holes much faster.This tool is quite an investment, usually inthe $40 to $80 range, depending on how

114 MARCH 1993

fancy you want to get. Home centers anddiscount stores generally stock basic mod-els, while good hobby shops have fanciertypes. The flexible-shaft variety is expen-sive but a good investment if you do a lotof conversion work or like to build thelarger kits like dragons; the standardmodels get very heavy, very fast, whenyou�re doing a lot of finicky work. Beforeyou buy a new one, check out a few yardsales and swap meets. My first one camefrom an estate auction.

The glue that bindsMy glue box contains five-minute epoxy,

three kinds of super glue, two kinds ofepoxy putty, rubber cement, white glue,plastic model cement, contour putty,some toothpicks, a roll of steel wire, and afew empty blister-packs from miniaturespackages (in which to mix the epoxy).Again, I have more than the minimum,especially because I have been experi-menting with different brands lately. Theessentials include:

Cyanoacrylate glue (super glue)White gluePlastic model contour putty

For assembling figures and some of thefinal work, you need glue. The best I havefound is Zap-A-Gap/CA+, by Pacer Tech-nology. It is a superb, quick-setting cyano-acrylate glue. If the store where you buyminiatures doesn�t stock it, they should.Elmer�s Wonder-Bond also works well

and is more widely available. Gel-typesuper glues are handy in certain areasbecause they stay where you squirt them.Acetone, or nail-polish remover in apinch, dissolves super glue�handy whenyou�ve glued yourself to the miniature.White glue, such as Elmer�s Glue-All, isuseful for attaching small figures to piecesof cardboard or wood for easier handlingwhile painting. It and rubber cement alsofunction in diorama building. Five-minuteepoxy gel is nice for badly fitting partswith gaps beyond Zap-A-Gap�s gap-zap-ping ability, as is the epoxy putty. The lat-ter and the plastic contour putty fill injoints before priming, and both can besanded once hard. All of these are quitewidely available.

Don�t throw away the package when youtake out the figures. The boxes with foampartitions such as Ral Partha andGrenadier use are obviously excellent forfigure storage, but don�t overlook blisterpacks. They provide little plastic dishes formixing epoxy or paint, cardboard for tem-porary bases, and little pieces of foam toprotect your figures during transport.Incidentally, the best way I have found tocarry a few figures, such as characters enroute to a game, is wrapping them in oneof those left-over pieces of foam and stuff-ing them in empty 35-mm film cans. I buythe plastic film cans for a nickel eachfrom a local camera shop, which savesthem from film brought in for processing.

Some people like to work under a mag-nifying glass; I can�t. If you find that you

work better with one, by all means do so.The lighted ones on adjustable stalks are abit pricey but very convenient. I do have asmall hand-held magnifier with a built-inlight powered by a couple of penlight bat-teries. This is nice for close-up inspectionof details and final checking of my work.

Priming timeOnce you have the miniatures prepared,

you should prime them. This might seemto be unnecessary advice to many readers,but a lot of people paint directly on thebare metal. If you�re one of them, you willbe surprised at how much better yourwork will look, and how much moredurable it will be, put over a coat ofprimer. Ral Partha, Floquil, and Armoryall sell spray primers. As far as I can deter-mine, they are all roughly equal in quality,although Floquil spray cans seem to havemore than their share of nozzle problems.Choose whichever is most availablelocally. Those of you who remember myarticle on undead (in DRAGON® issue#138) will be happy to know that Armoryis now selling black primer! It isunmatched for the first coat on skeletonsand other undead. Paint-on primer is anoption, and I keep a bottle of it (Armory)around for touch-ups, but spray primertakes the drudgery out of most of yourpriming.

An essential supply for priming is news-paper, and lots of it. If at all possible, doyour spray priming outdoors. First, thedroplets of spray float around in the air, so

it is very easy to get a faint haze of primerall over everything within 10� of your spraycan. Second, as with any spray paint, youshould avoid breathing the fumes. Ifaccess to an outdoor work area is not pos-sible, an improvised spray booth can beconstructed with clear plastic sheeting,duct tape, and a window fan (blowing out,of course)� I highly recommend it.

Paint your (miniature) wagonFor the next step, painting, you obviously

need paint and brushes. These will, infact, probably be your biggest initialexpense. You get what you pay for. While itis possible to paint an entire figure rea-sonably well with a child�s #3 watercolorbrush�I did it once, on a bet�you cer-tainly cannot do your best work. I buy mybrushes at art supply stores rather thanhobby shops, as brushes are generallycheaper and are offered in a much widerselection at the former.

Some people swear by natural hair bris-tles, some swear at them. If you are usingsolvent-based enamel paint, these brusheslast longer. I personally prefer whitenylon, as it seems to keep its shape muchbetter (this is essential, as most of yourpainting will be with the very point of thebrush). Contrary to my own advice of thelast paragraph, the ones I�m using mostright now are Armory�s white nylonbrushes, which I purchased as a set com-plete with holder.

You will need one fairly large brush (#1or #2) for large areas such as dragon

hides, one cheap #0 for dry brushing, andthree brushes in increasingly tiny sizes forthe actual painting. Don�t go by the labelson the brushes: one company�s 3/0 maybe actually smaller than a competitor�s5/0. Select brushes that keep their shapewell. You will want one for moderatelylarge areas like cloaks and shields, one forsmaller areas like shoes, and one for tinydetails like eyes. As your brushes wearout, put them aside to use for dry brush-ing, which tears up good brushes.

You will also need a place to put thosebrushes. They should be stored with thebrush end up, so the bristles do not drybent and so that they can dry quickly. Asmall jar will do, although it can be a nui-sance to find the brush you want in thethicket. A plastic rack, such as the onesTandy Leather sells for leathercraft toolsworks quite well, although the brushesslide sideways if you don�t put them instraight. If you have access to a drill press,or a hand-held drill in a pinch, put two orthree rows of holes in a 6�-long chunk of a2x4�presto, instant brush holder.

Next, of course, there is the paint. Thereare two choices: enamel and acrylic. Atthe risk of offending the enamel partisans,I unequivocally recommend acrylic paint.It is easier to deal with, cleans up withwater, does not eat brushes as enameldoes, and is less toxic. In addition, it drieswithin minutes. Later coats will not dis-solve and smear earlier ones as enamelwill.

For those who favor enamel, Humbrol is

DRAGON 115

expensive but very much preferable tohigh-gloss plastic model paints such asTestor�s and Pactra. Floquil railroad andmilitary flats are realistic but rather lim-ited in color selection. Most of the tech-niques of painting do work reasonablywell with enamel, but you must experi-ment. Fresh paint has a tendency to dis-solve previous coats, resulting inunwanted blending and smears.

I have been using Ral Partha�s new offi-cial AD&D� paints for about a year, and Iam more than pleased. They give a goodfinish and are available in an excellentrange of colors. They have become mypaint of choice. I also use Polly S andArmory acrylics. In addition, I use Citadeland Winsor & Newton inks for specialeffects, and I have a few jars of odds andends: pearl purple Pactra Racing Finish, abottle of opalescent nail polish that Ibought in a discount drug store, a care-folly preserved bottle of the old Heritagephosphorescent paint, and some custom-mixed colors that I bottle up and save.

A good initial stock of paint shouldinclude:

Black Med. Gray WhiteRed Deep Red OrangeYellow Yellow-Tan GreenDark Green Blue Dark BlueViolet Dark Brown Med. BrownRed-Brown Flesh IvoryGold Silver

From these, you can mix any other col-ors as you need them. Over time, you willadd to your collection of paint�I justcounted 81 little jars on my work table�relieving yourself of some of the work ofmixing, but the practice you have gainedin creating custom colors will be invalu-able in achieving the sort of results thatcharacterize expert work.

There are also special paints for specialeffects. Inks are unbeatable for washesand unusual surfaces, such as dragonscales. Winsor & Newton drawing inkswork, but they are not water-soluble andthey tend to leave far too glossy a finish formost figures. They do, however, makesuperb glazes on dragon scales. Citadel�sExpert Set inks, specially formulated forminiatures, are superb. They come inconvenient dropper bottles. That Pactrapearl purple, although an enamel andhence rough on my brushes, adds anunearthly glow to evil magical swords.Armory�s �Silks and Satins� line has someexcellent pearly colors, and Ral Partha hasa few in boxed sets�check out the BAT-TLETECH* colored metallics. For those ofyou who have been around for a while,remember Heritage�s gem colors? I recre-ated those, after some experimenting,with excellent results. I have a little bottleof Armory�s now-discontinued pearly topcoat, some of the Polly S�s �dust,� 12 differ-ent metallic colors, and Ral Partha�s�Dragonscale� creams.

Many hobby stores sell small emptyglass bottles, usually in half-ounce or one-

ounce sizes, to hold paint for airbrushes.They cost very little and are remarkablyuseful for holding custom-mixed paints.You�ll eventually find yourself mixing thesame color over and over. For example, Ihave a small bottle of greenish flesh tone Iuse for orcs; it makes it much easier to getmy orcs all about the same shade.

You will generally want to put a protec-tive finish coat on your figures to protectthe paint from handling. Testor�s Dull-Coat works extremely well. Ral Partha hasalso introduced a matte protective spray.For areas that should be shinier, usepaint-on semi-gloss and gloss finishesafter the flat coat has dried.

It is not uncommon, especially witholder lines of figures, to get one with abase too small for stability. There are sev-eral ways to add a nice base. Citadel sellsplastic bases to which the figure can beattached. I find them too thick, raising thefigure too high above others whose origi-nal bases are adequate; the only solutionto this problem is to transplant all of myfigures to plastic bases, which would beexpensive! The best add-on base I haveever seen is simply a penny (it sticks betterif you use it tails-up). Pennies are round,heavy, and cheap. Cardboard counters ½�and ¾� across also work very well, but theytend to wear out after heavy use. Someexpert painters build up bases for eachfigure out of material such as epoxy puttyor Sculpey. I have seen figures whosebases incorporate magnetic sheeting, cutinto squares and built up with putty,

116 MARCH 1993

which enables them to be stored andtransported in boxes with thin metalfloors. This avoids the whole problem ofpacking the miniatures for travel. Yourlocal hobby shop probably stocks or canorder the flexible magnetic sheet; if not, itis available by mail order from EdmundScientific, Jerryco/American Science, andsome surplus suppliers (check hobbymagazine advertisements). In any event,use cyanoacrylate or epoxy glue to fastenthe figures to their permanent bases.

Finally, gather an assortment of bits andpieces for the final touches that turn goodfigures into great ones. The �grass� fuzzsold for model railroad scenery can beused over the entire base of a figure, espe-cially if that base is a penny, or it can serveas moss in the cracks between stones. Var-ious grades of grass,� from fine to coarse,and various shades of color for the sameadd realism. A few rhinestones from yard-sale costume jewelry add immeasurablyto any dragon�s lair. Try a tiny sea shellnext to a mermaid, or a few modeling-claybones by a ghoul. The Armory, a hobbysupplies store that advertises in this maga-zine, sells decals that make perfect shieldd e s i g n s .

When you decide to try diorama build-ing, your imagination is the only limit. Ikeep a stock of model railroad vegetationin various colors; natural things such astwigs, bits of bark, driftwood, small peb-bles, and sand; rhinestones; and all sortsof found objects. Sculpey is a soft, easilyworked plastic modeling clay that hardenswhen baked (a toaster oven is perfect forthat, by the way). I make common dio-rama additions such as bones, mush-rooms, snakes, skulls, and so forth inlarge batches and store them in little com-partmented boxes until I need them. Yourhobby shop or craft supply store shouldstock Sculpey, Milliput, or a similar prod-

uct. Unusual stones, pieces of driftwood,wood plaques, and more can form dio-rama bases.

One �tool� that I have not yet mentionedis your reference library. In one sense, thehistorical/Napoleonics painters have it abit easier, as lots of books on their periodare available, with numerous color illus-trations. For fantasy and SF painters, onthe other hand, other works must bemade to serve. Painting dragons? Look ata few field guides to find out how thecolor patterns flow on real reptiles. Wiz-ards? Fantasy art has plenty. TSR�s line oftrading cards is invaluable. My referenceshelf contains books ranging from all ofTSR�s art books to a set of Peterson FieldGuides to birds, reptiles, plants, etc.

Now that you have your tools and paints,you of course need figures to work on.There are literally thousands of minia-tures on the market, of every imaginabletype. How do you choose?

Get the best, skip the restA good figure is one that is well-cast. One

advantage of blister-packed miniatures vs.boxed ones is the fact that you can seewhat you are getting. It is disappointing toopen a box and find that you have to dohalf of the carving yourself to reveal the fig-ure lurking beneath flash and globs of straylead. Figures in dramatic action poses lookwonderful on display or in dioramas. How-ever, many look rather ludicrous in actualgame use, especially those in ratherextreme poses. Conversely, figures inexcessively static poses look like they areposing for mug shots! Consider the figurein light of the use you intend for it.

Look for a figure that appears realisticeven before painting. Some, for example,have decorations on clothing, shields, etc.,molded in such high relief that theappears to be some sort of strange

growth. Consider the scale of the figure:In 25-mm scale, a shield decoration thatsticks out only 1 mm, just about 1/25�,would protrude over 2� in full scale! Facesare another problem area. There are twocommon extremes: the faces so coarsethey look like caricatures, and the ones sodelicate you can�t find the noses. Just as alifelike face is one of the most telling signsof an expert miniatures painter, so too awell-formed and paintable face is a sign ofa well-sculpted figure.

Check for �mushy� areas, where adja-cent parts of the figure�a hand and theweapon it holds for instance, or a cloakand the underlying sleeve�blend intoeach other instead of being clearly dis-tinct. As well as being common in badlysculpted figures, this tends to occur as thecasting molds get old and worn. If possi-ble, I like to buy new releases immedi-ately, even if I know I won�t have time topaint them, just to get castings made whilethe mold is new. It matters.

So, now you have your work area, yourtools, your reference books, your paints,and a supply of fine figures. Go forth,then, paintbrush in hand, to do battle withthe dull, plain, and the boring, and letyour colors shine!

* indicates a product produced by a company otherthan TSR, Inc. Most product names are trademarksowned by the companies publishing those products.The use of the name of any product without mention ofits trademark status should not be construed as achallenge to such status.

118 MARCH 1993

NEW PRODUCTS FOR MARCHVan Richten�s Guide to the Lich

AD&D® game RAVENLOFT® accessoryby Erik HaddockDr. Van Richten leads the way into the lairs

and the minds of the most perilous of allundead: the lich. Van Richten�s inexhaustibleknowledge of the dangers of the Domains ofDread provides 96 information-packed pageson the world of these undead wizards. Lichesare complex, cunningly intelligent, and utterlydangerous adversaries. This book gives PCs aneeded edge in combatting these vile fiends.$10.95 U.S./$13.50 CAN./£6.99 U.K.TSR Product No.: 9412

Ruins of Myth DrannorAD&D® game FORGOTTEN REALMS®

accessoryby Ed Greenwood

Myth Drannor, in all its treacherous glory, nowlies exposed and awaits exploration by bravePCs. The ruins of this elven city have long beenhinted at in FORGOTTEN REALMS® products.Now all those hidden secrets are revealed. Thisboxed set, in the tradition of The Ruins of Under-mountain set, details an incredible �super-dun-geon� that includes 128-page and 32-pagebooklets, and four full-color poster maps.$20.00 U.S./$24.00 CAN./£ll.99 U.K.TSR Product No.: 1084

PHBR9 The Complete Book of Gnomes &Halflings

AD&D® game accessoryby Doug Niles

The �little people� of the AD&D® game havealways had a tremendous following, and this128-page book is for everyone who enjoys play-ing them. The ways of gnome and halfling soci-ety and culture are detailed, as is plenty moregame-related information. All this leads to morerounded, fully developed PC halflings andgnomes.$15.00 U.S./$18.00 CAN/£9.99 U.K.TSR Product No.: 2134

DSE1 Dragon�s CrownAD&D® game DARK SUN� moduleby TSR staff

The first epic adventure for the DARK SUN�campaign setting, this package features fivebooklets two maps, and six cardstock sheets in aslipcase folder. Someone, or something, hasseized control of all psionics of Athas. The pow-ers of the sorcerer-kings are waning rapidly. Atide of evil is rushing across the sands and mustbe stopped�something only your PCs can do!$24.95 U.S./$29.95 CAN./£15.99 U.K.TSR Product No.: 2416

NEW PRODUCTS FOR APRIL

ALQ3 A Dozen and One AdventuresAD&D® game AL-QADIM� sourceboxby Steve Kurtz

The fabled magic of the Arabian Nightsabounds in this collection of thrilling shortadventures for your AL-QADIM� campaign.These adventures provide a rich and diversetapestry of excitement and intrigue set in theLand of Fate. The box contains a 64-page book,a 32-page book, six cardstock sheets, four Mon-strous Compendium pages, and a poster map.$18.00 U.S./$21.50 CAN./£10.99 U.K.TSR Product No.: 9432

DSM1 Black FlamesAD&D® game DARK SUN� moduleby TSR staff

In this flip-book module, PCs are put in theunusual position of trusting a dragon and ward-ing off its enemies, An emerging dragon has fewfriends on Athas�the evil sorcerer-kings see itas threat to their power, and the preservers seekto put an end to its growing destructive abilities.The PCs, even with their own enemies, have agood reason to keep the dragon alive.$14.95 U.S./$17.95 CAN./£9.99 U.K.TSR Product No.: 2417

WGR5 Iuz the EvilAD&D® game WORLD OF GREYHAWK®

accessoryby Carl Sargent

For the first time ever, Iuz�s empire of evil andvile corruption is detailed in this 96-page sup-plement. Surrounded by his vast hordes of hell-ish minions, Iuz, the Old One, has emerged asthe greatest threat to the good peoples and freelands of the Flanaess. This sourcebook pro-vides complete information on Iuz�s empire,his fiendish armies, and the horrifying dun-geons beneath his capital of Dorakka.$10.95 U.S./$13.50 CAN./£6.99 U.K.TSR Product No.: 9399

DMR2 Creature CatalogD&D® game accessoryby John Nephew

The perfect companion to the D&D gameRules Cyclopedia, this 128-page compendium ofmonsters�both new and old-is back by pop-ular demand. This book replaces the old AC9Creature Catalog and updates the descriptionsto be compatible with the Rules Cyclopedia. Italso adds background information on the crea-tures and includes new monsters from thebest D&D® game adventure modules.$15.00 U.S./$18.00 CAN./£11.99 U.K.TSR Product No.: 9438

GA2 SwamplightAD&D® game moduleby Jean Rabe

A precious family heirloom and a symbol ofoffice has been stolen from the baron�s castle.Inhuman tracks lead to the edge of the hauntedswamp and disappear. Who would take these

items into the bog and why? It�s up to your PCsto find out.$6.95 U.S./$8.50 CAN./£4.50 U.K.TSR Product No.: 9424

Deck of Magical ItemsAD&D® game accessoryby TSR staff

Magical items are the ultimate treasures inthe AD&D® game. No adventurer worth her saltleaves home without her magical weapons andother mystical paraphernalia. Now, all theessential information on everyone�s favoritemagical items are available at your fingertipswith this deck of over 400 3�x5� cards.$20.00 U.S./$24.00 CAN./£13.50 U.K.incl. VATTSR Product No.: 9423

The Fall of MagicThe Penhaligon trilogy, Volume Twoby D. J. Heinrich

A mad mage seeks to unleash a creature thatwill destroy all magic in Penhaligon�all magicexcept his own, that is. Only the young knightJohauna and the mage Davin can stop thearcane assault and save the magic for all ofPenhaligon.$4.95 U.S./$5.95 CAN./£3.99 U.K.TSR Product No.: 8037

Crypt of the ShadowkingThe Harpers, Book Sixby Mark Anthony

Iriabor of a Thousand Spires, richest of theCaravan Cities, has fallen under the dark swayof the Zhentarim. The fiery Harper agent MariAl�Marin and the cynical ex-Harper Caledan areall that stand between the evil group and thetotal domination of a rich and thriving city.Only long-forgotten magic might provide themeans to defeat the Zhentarim plot.$4.95 U.S./$5.95 CAN./£3.99 U.K.TSR Product No.: 8499

Before the MaskDRAGONLANCE® Villains series,

Volume Oneby Michael and Teri Williams

This book details the rise of Verminaard, oneof the central and most hated villains in theDRAGONLANCE® saga. Follow Verminaard ashe claws his way up from humble beginningsto become a despicable man and a ruthless dic-tator. Upon the wings of evil dragons, he casts adark shadow over Ansalon�until his precipi-tous fall from power.$4.95 U.S./$5.95 CAN./£3.99 U.K.TSR Product No.: 8352

Unless otherwise noted:® designates registered trademarks owned by TSR, Inc.™ designates trademarks owned by TSR, Inc.©1993 TSR, Inc. All Rights Reserved.

120 MARCH 1993


Recommended