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Issue #140 SPECIAL ATTRACTION

Vol. XIII, No. 7


December 1988
15 Keepers of the Faith:
Justifying the ways of gods and men.
Publisher
Mike Cook 16 The Savant — Vince Garcia
His weapon of choice is the wisdom of the ages.
Editor 2 4 So Many Gods, So Little Time — Andrew C. Gronosky
Roger E. Moore
Mix-and-match gods do not a pantheon make.
Assistant editor Fiction editor 3 0 Fantasy Clerics and Clerical Fallacies — Gregory Detwiler
Robin Jenkins Patrick L. Price Finding a cure for clerical shortcomings.
3 4 As the Cleric Turns — Robert Stockdale
Editorial assistants
Turning the tables on turning undead.
Kim Walter Barbara G. Young

Art director
Lori Svikel
O THER FEATURES
Production staff
Paul Hanchette Betty Elmore 38 Specialization (Cut Down to Size) — Len Carpenter
Kim Janke Carolyn Vanderbilt Strategic arms limitations for the AD&D® game.
4 0 The Beastie Awards — Hartley, Patricia, and Kirk Lesser
Subscriptions U.S. Advertising Four out of five DRAGON Magazine readers prefer. . . .
Pat Schulz Sheila Gailloreto
44 Roll On! — Len Carpenter
U.K. correspondent A better way of rolling the bones.
Graeme Morris 46 Flesh and Blood — fiction by Mary Frances Zambreno.
What is the price of a father’s love?
U.K. advertising
Dawn Carter Kris Starr 52 The Game Wizards — Jim Ward
An insider’s look at the 1989 TSR product schedule.
5 4 An Assortment of Knives — Edwin C. Mason
Handheld weapons that get to the point.
56 The Dragon’s Bestiary — Ed Greenwood
Creatures of light and darkness: new monsters from the FORGOTTEN
REALMS™ setting.
66 Through the Looking Glass — Robert Bigelow
Miniature strongholds, fantasy forests, and children of the gods.
74 The Role of Computers — Hartley, Patricia, and Kirk Lesser
Earning your wings: PC adventures for frequent fliers.
82 Role-playing Reviews — Jim Bambra
Foundations and empires: assessing the FORGOTTEN REALMS™
supplements.

DEPARTMENTS
3 Letters 12 Sage Advice 90 Convention Calendar
6 Forum 28 Index to Advertisers 94 Dragonmirth
10 TSR Previews 64 Gamers Guide 98 SnarfQuest

COVER
Fans should have no trouble recognizing the cover artist for this issue — Larry
Elmore, who reported that the giant's footprints were the most difficult part to
paint. Indeed, the level of detail is extraordinary. Notice the pigs?

2 DECEMBER 1988
A failure to
imaginate
Not everyone likes everything that
appears in DRAGON® Magazine, as
you might well guess. Among the
critical letters we receive are those
that protest material that doesn’t
What did you think of this issue? Do you have issue which states what will be in the next issue,
a question about an article or have an idea for a or at least a few highlights? exactly fit what you might think of
new feature you’d like to see? In the United Matt Amundsen as a typical FRPG campaign, with
States and Canada, write to: Letters, DRAGON® Marietta GA elves, dwarves, unicorns, and a
Magazine, P.O. Box 110, Lake Geneva WI 53147, pseudo-medieval human culture
U.S.A. In Europe, write to: Letters, DRAGON We don’t do this because there is always the crossed with The Lord of the Rings.
Magazine, TSR UK Limited, The Mill, Rathmore chance we will have to change the magazine’s For example, the special section on
Road, Cambridge CB1 4AD, United Kingdom. contents at the last minute. Changes in adver- African monsters that appeared in
tisement layouts, placement of articles using issue #122 produced several letters
Errers R Us
color, and other glitches have unexpectedly
asking why we bothered to run it. A
rearranged the contents more than once,
though we do schedule themes for issues and similar reaction came from one
Dear Dragon: expect to regularly use certain features such as writer when we ran the new
In issue #136, on page 19, the 13th line reads: reviews. So, no “next issue” announcements. undead in issue #138 and from
“Manacles are medieval versions of manacles, another writer when we ran the
made out of iron.” Shouldn’t the second “mana- prehistoric mammals in #137. We
cles” read “handcuffs?” Microzines? were taken aback by the number of
Aaron Goldblatt letters from readers who didn’t like
Fort Worth TX Dear Dragon: druids, after we ran the section on
I could easily spend $150-$200 in an attempt
them in issue #119; one writer said
Yes, the second “manacles” should have been to gain all of the information printed in your
“handcuffs” — but this was the 13th line on magazine that would be useful to my game druids simply didn’t fit within a
page 18 of that issue. playing. Why don’t you edit out all of the adver- medieval-style campaign.
tising, reviews of books and games, etc., and art, Now, don’t get me wrong, because
then put the first 100 issues of your magazine I rather like medieval-style cam-
Gone, but not... on microfilm (or on a hard disk) and sell it to paigns, too. But variety is the spice
libraries? You could include the fiction sepa- of life — even life in fantasy games
Dear Dragon: rately. This would more than compensate for — and without it, a long-running
I am not certain whether or not Little Wars what is missing from the Best of DRAGON campaign can be described using the
magazine is still being published; however, as a Magazine anthologies.
words of a character from one of
former avid reader of it, I would like to inquire David Romney
about a couple of things. Yakima WA Margaret Weis’s little-known fantasy
First, do you still publish Little Wars or any classics: “How borrrring.”
other magazine for military/fantasy miniatures We’ll make a note of this idea, but we cannot What we have here, to paraphrase
in which I could place a classified ad to pur- promise that you will actually see it in practice. from Cool Hand Luke, is a failure to
chase a hard-to-find line of fantasy figures? On a related topic, we have no further anthol- imaginate. Given a little time and a
Second, do you know if Heritage Models ogies of DRAGON Magazine material planned perverse imagination, it is possible
(based in Dallas, Tex.) exists in any form? If not, for the foreseeable future. In a reply to a letter to make up an entertaining short
do you know the whereabouts of their minia- in issue #133 (“Four questions”), we mentioned adventure involving almost any
tures ranges if they have been bought out by that module anthologies taken from DRAGON
monster, magical item, or character
another company? I am very interested in Magazine and DUNGEON® Adventures were
type that falls out of the ordinary.
acquiring Der Kriegspierers Fantastiques, which tentatively planned for release in 1989; unfortu-
I am afraid are no longer on the market. Any nately, these products were removed from the Some AD&D® game players don’t
help in this area would be most appreciated. schedule. They might appear at a later time. use Oriental Adventures, but what if
Jonathan R. Casey a group of shipwrecked Oriental
monsters or evil NPCs met your
Vienna VA
Okay to copy characters face-to-face? A game
Little Wars ceased publication in the spring of designer once mentioned his desire
1979 and was merged with DRAGON Magazine Dear Dragon: to write a humorous module in
at that time. For several years after the acquisi- Often, I find myself in a situation in which
which the PCs find an island popu-
tion of the assets of SPI, Inc., TSR, Inc. pub- there is a great article in DRAGON Magazine
lished STRATEGY & TACTICS® Magazine, but that I want to put into my role-playing binder lated only by monsters that no one
that periodical was sold to World Wide War- without butchering my magazine. Is it okay to likes, such as the flumph from the
games (3W), Inc. in 1987. S&T® Magazine cur- photocopy material for private use? FIEND FOLIO® tome. One of the
rently runs classified advertising; write to: Damian Bruniany African monsters from issue #122
STRATEGY & TACTICS Magazine, P.O. Box F Pittsburgh PA could appear in a zoo, on an island,
Cambria CA 93428, U.S.A. in a wizard’s laboratory, as a foreign
Our best information on Heritage Models is Yes, you can photocopy anything you like (for NPC wizard’s pet, or as a special
that it no longer exists, and we have no informa- your personal use only) out of DRAGON Maga- wandering monster on a quest of its
tion on what became of the molds used for its zine. We onIy object if such copying is done for
own in any campaign. And the Man-
miniature figures. profit — say, if you ran an advertisement saying
you would sell photocopies of the DRAGON ual of the Planes is rich with unique
issue #1 you have in your gaming library for $5 settings, each worth a visit.
Things to come apiece. If you made a copy of an article to give a More daring Dungeon Masters
friend but made no profit from it, that’s fine, may wish to make broader changes
Dear Dragon: too.
Continued on page 79
How about adding a small section in each

DRAGON 3
one sword and a bow anyway?), we get 5.43 hp/
rd, a staggering 353% increase over the old
average. It is obvious from these figures — and
the numbers don’t change radically if one con-
siders other weapon types and strength values
— that the effect of specialization is absurdly
unbalancing to the game. Did anyone ever claim
in the past that fighters should be able to do
four times the damage they were doing? If no
such claim was made, why do we need a system
in which damage by fighters is virtually quadru-
pled by double specialization?
Actually, the laughable rules on firing a cross-
and if players don’t like it, they can find another bow at point-blank range give new average
“Forum” welcomes your comments and game. In my own world, elves cannot be clerics. damage figures which exceed by 600% the old
opinions on role-playing games. In the Unit- The reason for this is that an elf can be almost damage in certain cases, but these are so outra-
ed States and Canada, write to: Forum, any class, and it is usually advantageous to be geous that I cannot bring myself to detail them.
DRAGON® Magazine, P.O. Box 111, Lake an elf. Aside from the bow and short-sword Weapon specialization must be written out of
Geneva WI 53147, U.S.A. In Europe, write adjustments, elves each have infravision and the the AD&D® Second Edition game, together with
to: Forum, DRAGON Magazine, TSR UK ability to find secret doors. Combined with any other unbalancing elements which have pro-
Limited, The Mill, Rathmore Road, Cam- class, an elven character will dominate a game if duced overpowered characters: Method V
bridge CB1 4AD, United Kingdom. We ask the PC is played correctly. My house rules also character generation (if you want this type of
that material submitted to “Forum” be either make dwarves most powerful as clerics (I loved character, why don’t you save yourself the time
neatly written by hand or typed with a fresh the dwarven cleric in issue #129) and humans and just write down six straight 18s?);
ribbon and clean keys so we can read and most powerful as fighters. I have corrected a svirfneblin and their elemental conjurations;
understand your comments. major imbalance in the game regarding elves, barbarians; and drow with their spell bonuses.
and I have given other races, notably humans All these are equivalents of the treasure-packed
and dwarves, a chance. If I had to make one Monty Haul in the area of character abilities.
Finally, you’ve done something to beef up
recommendation for the revised AD&D game Finally, to deal with the people who have
dragons! [Special attraction on dragons in
books, it would be to make the elves less power- written in about the “pitiful mages” who at 1st
DRAGON issue #134.] I don’t know how many
ful and other races more powerful. level have but one spell (another variant on the
people have laughed at the game because they
Dean Wright childish “gimme a real powerful character and
“tried the AD&D® game, went out and killed a Security CO
dragon, and it was boring." So few Dungeon gimme it now” mentality). Stop snivelling, use
Masters have the skills necessary to make even your brains, and you might even try doing
Let’s settle once and for all the matter of something really radical when that spell has
a demon lord a challenge! In the group I DM,
Unearthed Arcana’s weapon-specialization rules. been used — like role-playing. A magic-user is
the players have told me that they would rather
Recent letters in “Forum” have claimed that this highly intelligent, and he should have plenty of
face a dragon than a group of eight orcs just
is a good thing and that (heaven help us) it input into tactical discussions, interpreting
because the dragon is quicker about wiping
should be extended to clerics as well. observations, and anything else which calls for
them out! The editorial about Tucker’s kobolds
Weapon specialization is grotesque and unbal- some smarts.
[DRAGON issue #127] really hit home as it
ancing. Let’s quote some figures here, a rather Steve Allen
reminded many of the players about my orcs.
elementary thing to do which no previous London, U.K.
I’m not a killer DM, but I don’t believe orcs have
writer has bothered to pester readers with.
survived this long because they are stupid, and I
Consider our standard 1st-level fighter. He has I am writing after reading Mr. Oppen’s excel-
always give the monsters even breaks! What
17 strength (a fair average for a fighter) and lent article detailing the Roman religions in issue
those articles did was explain to everyone how
uses a long sword. Now, how much damage #133. The piece was relevant and coherent, and
to make dragons a bit more like their legendary
does he do? That depends on the armor class of I am well aware of the difficulty in representing
cousins. The only problem is that merging those
an enemy, so what we do is calculate the aver- an entire culture through a handful of figure-
changes with those presented in the FORGOT-
age damage per round against all enemies from heads. I must, however, take exception to the
TEN REALMS setting boxed set makes for a
AC 9 to AC -2. This average comes out as 1.54 entry under Saturn’s name, as I feel that his
mean dragon!
hp/round in the old combat system. With weap- character has been drastically misrepresented.
In “Sage Advice” in issue #134, the question of
on specialization, it becomes 3.66 hp/round, Saturn was primarily a Roman god, having
house rules was brought up. If there is one
fully 238% of the old figure. With double spe- little or no following among the Greeks. How-
thing I hate, it’s a player who challenges a house
cialization (perfectly reasonable for 1st-level ever, like all Roman gods, his origins came from
rule. The DM had a reason for making the rule,
fighters; how many of them ever use more than the Greek myths, and in this respect he is identi-

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318-790. ISSN 0279-6848.

6 DECEMBER 1988
fied with the titan Cronus (the father of Zeus). a predetermined number of days, he was Even a sustained public relations campaign
Cronus himself was the son of Uranus and Gaea, expected (and forced) to cut his throat, commit- would be hard-pressed to convince those who
Space and the Earth, and was throughly evil. He ting public suicide as a fee for impersonating now think of us as demon worshipers, but then
was responsible for the birth of the Furies and the god. Saturn’s worship, although tied to every population has its lunatic fringe.
for castrating his own father; later, when gentler pastoral days through the legendary I would now like to try to convince you that
warned that he would be similarly overthrown king, was a decadent, cosmopolitan display of spell points are not unbalancing if used in a well
by his own children, he swallowed each one as self-fulfillment, the pleasures of inflicting pain, developed campaign. It was said in “The Game
it was born. Zeus’ death was avoided by his and the making of noise and disruption. Wizards” column not too long ago that giving
mother’s interference, and he went on to battle It is true that later cultures have carried clerics a spell-point system would be unbalanc-
and defeat Cronus, releasing the swallowed Saturn’s bad side to extremes compared to the ing because of limitless healing spells being
Olympians and starting a new dynasty. Cronus Roman view. The Grim Reaper was derived available at no reduction in the clerics capacity
(Saturn), therefore, had already been estab- from the image of the man with the sickle. In to cast other spells if necessary. This would be
lished as chaos incarnate. astrology, Saturn is known as a malefic influ- true of a campaign where clerics had automatic
Zeus was known as Jupiter in Roman mythol- ence. But even in ancient times, there were [in access to all of the spells listed in the Players
ogy, and his father, Cronus, was translated into Saturn] overtones of immortality, cruelty, and Handbook and Unearthed Arcana. In my belief,
Saturn, named after a human king whose rule debased chaos. Saturn was seen by the law-and- clerics should not be run that way.
was known to have been fair and just. Saturn order society of the Romans as being unrestrict- First, a campaign’s gods should be well devel-
was depicted as being a frail old man who ed by any laws or rules, living to the hilt his life oped with well-defined, it not distinct, spheres
always carried a sickle and who had connec- of pleasure at others’ expense. of influence. Based on these spheres, spells cast
tions with the harvest, not with the sowing. In game terms, Saturn’s movement rate by clerics of each god would be listed, and
(The plow has never been associated closely should be changed to 12”, his hit points to 250, casting spells outside of one’s sphere would be
with Saturn, but see below.) The sickle should his symbol to the sickle, and most importantly, forbidden or incur point-cost penalties. These
be his symbol, as it is today used by astrono- his alignment to chaotic neutral. It is even more spell lists would include spells unique to the god
mers and astrologers in speaking about the essential, however, that the DM develop a sense and appropriate spells from other sources.
planet Saturn. Further, the ideas represented by of what Saturn represented. Although Oppen’s As an example, here are suggested first-level
Saturn are those of destruction, death, and (at article does an excellent job in describing one spells available to clerics of Tempus (a war god
least) inertia and helplessness. The evil nature of side of Saturn’s personality, albeit from an from the FORGOTTEN REALMS setting):
his Greek cousin was carried through, and the immature development of his mythology, Saturn
chaos which was the base of his character must be visualized as a self-centered, ambiguous Ceremony: witness Ceremony: rest eternal
became even more fundamental, despite the being who serves his followers happily — but Purify food and drink Shield
[reputation of the] good king who only managed also a being who, if shown anything less than Cause wounds Command
to slightly lessen Saturn’s reputation. obsession from his followers, lashes back in ire. Sanctuary Cure light wounds
It is, therefore, understandable that some David Cohen
sources describe the god Saturn as being benign St. Catharines, Ontario The two ceremonies have previously been
because of this king whose name was borrowed. detailed, (Ceremony: witness as a new druidic
In this context alone, Saturn was recognized as I am writing about the article in issue #135, spell in DRAGON Magazine #122), and they are
a god of sowing and of husbandry, and the “When Game Masters Go Bad." Our group, really the only apt ones for a cleric that I envi-
earth was said to have produced abundantly which numbers nine, has found the perfect sion as being a wandering warrior priest.
under his control. Eventually, as Greek influ- solution to this problem: co-DMing. Not only Shield is the first-level magic-user spell.
ence became less important, Saturn took on the does this solve the problems of the party split- Cause wounds would cause a light wound on
full aspect of this king and was considered ting up, it also lets either DM run an adventure a victim within a short range (10-20’). Damage is
benevolent and wise, as the article depicted if the other is sick, so the group can still go on slight however so it’s really only an in extremis
him. The king had also been responsible for the with the campaign. It also solves the problem of spell used when the cleric has lost his sword.
abolishment of slavery in his kingdom and had players not showing up for a game, as the (Weapon and armor restrictions should be based
taught agriculture to the Italians, but a dark secondary DM can handle all the missing char- on the god, not the class).
shadow had loomed over his rule. Periodically, acters (this is not to be used often — once or Cure light wounds is a feeble spell compared
he had demanded human sacrifices from among twice in a row at the most). As for a DM making to the first-level spells used by clerics of healer
his subjects; when these ceased to come, he a bad judgment call, two DMs can have a little gods, but it is better than nothing. It is the only
cursed his land with drought, poverty, hatred, conference if the dormant DM thinks “preju- healing spell that any cleric of Tempus can use.
and all other evils. The god inherited this legacy dices” are getting in the way of playing a fair The others are all as the Players Handbook
of kindness and absolute evil, and Saturn was game. A couple of bad things about this whole would have them. This only gives a 1st-level
named the Lord of Misrule. The golden reign of idea is that one DM cannot have complete cleric of Tempus eight spells from which to
King Saturn was mentioned in the same manner control over the game; but sometimes it is choose, but he would also be a good and capa-
as we might today say, “Germany was united better to have two different viewpoints as it ble warrior ( +1 to hit, maybe) capable of using
under Hitler." His wrathful punishment and self- gives more flavor to the world (watch out for any weapon without restriction and wearing the
obsession became trademarks of the otherwise arguments — they ruin the flavor of the world). best armor he could afford.
peaceful soul whose name the god inherited, Another minus is that weaselly characters can Magic-users are pitifully weak at 1st level, and
and Saturn, both as god and mortal, implied a con one DM into something that the other DM spell points aren’t such a terrible imbalance if
fickle character rooted in chaos. As Cronus had doesn’t like (thus causing a civil war). This style they are game mastered properly. Read the
represented these traits to the Greeks, Saturn of play is not for every group, and is not recom- relevant section of the DMG and you’ll see what
did to the Romans, ruling kindly and supportive- mended for small groups. I mean; magic-users virtually have to rob fellow
ly until he felt his personal importance was Delmar Watkins magicians in order to get more than the four
diminishing, then destroying everything around Muncie IN spells they start with in their spell books.
him with all his power. For magic-users especially, I suggest that spell
Saturn’s position as a god was important to In issue #133’s editorial, comment is called for points be gained in an arithmetical progression,
the Romans as Jupiter’s father, and a festival on the future of role-playing games. In my maybe +3 per level gained. A 10th-level magic-
(Saturnalia) was celebrated every year in opinion, role-playing games will probably move user would have 30 spell points, less than the
December (winter showed the Lord of Misrule’s toward placing more emphasis on coherent current AD&D game equivalent, but he would
connections with destructive elemental forces). campaigns rather than anything else. This trend have spontaneous choice of spells.
These were seven days when all law was is already visible in TSR’s own decision to set up If a magic-user were to use 75% of his spell
ignored. Homicide, sexual indiscretions, bur- a campaign world for all AD&D game adven- points, he would become fatigued, if he used
glary, and assault ran rampant in the name of tures. The FORGOTTEN REALMS setting is every mental resource, (100% expenditure),
Saturn as psychological release. This proved commendable, and I’m certainly looking for- exhaustion would set in, (as per the
effective, as the crimes committed were never ward to seeing modules that have a consistent Dungeoneer’s Survival Guide). This rule would
as bad as one would expect, and the people felt campaign atmosphere. reflect the problems of Raistlin and other magic-
as though their anxieties had been truly I haven’t seen GURPS by Steve Jackson Games, users portrayed in the excellent
released. A young man was named Saturn for but I think this trend will also be a feature of DRAGONLANCE® books.
the festival, and he paraded around dressed in this role-playing game. I hope (rather than Michael Norrish
royal robes, and was encouraged to partake in believe) that role-playing games will lose their Wellington, New Zealand
immoral festivities, especially orgies. Then, after poor images in the minds of much of the public.

8 DECEMBER 1988
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ume, each sheet punched for three-ring binders. grenades — or so says Frontier Tactical Services.
Full-color illustrations and up-to-date informa- But then, this lesson was learned from the
tion are found with every character! Predators — the aliens who live only to kill. Join
Suggested Retail Price: $13.95/ FRONTAC and meet the Enemy in the latest
£8.95 Product No.: 6883 addition to the outstanding SNIPER!™ game Unless otherwise noted
series from TSR, Inc. This game is complete in ® and ™ denote trademarks owned by TSR, Inc.
©1988 TSR, Inc. All Rights Reserved
itself but may be linked with other games in the
GAZ9 The Minrothad Guilds SNIPER!™ game series, too. 1
©1988 Marvel Entertainment Group, Inc. All Rights Reserved
D&D® Gazetteer Suggested Retail Price: $12.95/£TBA MARVEL, MARVEL UNIVERSE, MARVEL SUPER HEROES,
by Deborah Christian and Kim Eastland and all Marvel characters, character names, and distinctive
Product No.: 3026
Want to get rich without going into a likenesses are trademarks of Marvel Entertainment Group, Inc.
dungeon? Voyage to the islands of the Minro-
thad Guilds, the merchant princes of the Known
World, in this 96-page Gazetteer. A full-color NEW PRODUCTS FOR DECEMBER
merchant map and complete details on this
seafaring society are provided.
Suggested Retail Price: $8.95/£5.95 FR6 Dreams of the Red Wizards
Product No.: 9236 AD&D® FORGOTTEN REALMS™
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by Steve Perrin
Kara-Tur: The Eastern Realms The nation of Thay, along the eastern shores
AD&D® FORGOTTEN REALMS™ of the Inner Sea, is ruled by the hated and
accessory feared Red Wizards. Their legends, deeds,
by Jay Batista, Deborah Christian, spells, and plans are all included in this 64-page
John Nephew, Mike Pondsmith, and Rick accessory. The sourcebook even has adventures
Swan in which player characters can meet the Red
East meets West as the major campaign lands Wizards — and good luck to the PCs!
of the FORGOTTEN REALMS™ setting and Suggested Retail Price: $7.95/£TBA
Oriental Adventures link in this boxed set. Four Product No.: 9235
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included, with all you need to set up a major
DL16 The World of Krynn
new campaign system.
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by Douglas Niles, Michael Gray, and
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This wide-reaching supermodule takes you
back to the world of Krynn in four challenging
The DRAGONLANCE® Saga: Book Three
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TSR® graphic novel
DRAGONLANCE® saga module series are tied up
Script by Roy Thomas; illustrated by
at last, yet this product also serves well as an
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This book carries the heroes through the first
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Suggested Retail Price: $9.95/£6.95 Volume 2
Product No.: 8432 TOP SECRET/S.I.™ game accessory
by John Prados
This is the second source book for the TOP
Azure Bonds SECRET/S.I.™ game detailing real-life espionage
FORGOTTEN REALMS™ novel cases from the years 1945 on, including the
by Kate Novak and Jeff Grubb Pollard and Rainbow Warrior affairs. It also
Alias, a sword-wielder of the Realms, awakens includes profiles of the espionage agencies of 11
10 DECEMBER 1988
by Skip Williams
If you have any questions on the games
produced by TSR, Inc., “Sage Advice” will
answer them. In the United States and
Canada, write to: Sage Advice, DRAGON®
Magazine, P.O. Box 111, Lake Geneva WI
53147, U.S.A. In Europe, write to: Sage
Advice, DRAGON Magazine, TSR UK Lim-
ited, The Mill, Rathmore Road, Cambridge
CB1 4AD, United Kingdom.
This month, “Sage Advice” looks at the
original (second-edition) TOP SECRET®
game and the TOP SECRET Companion.
These questions do not cover the new TOP
SECRET/S.I.™ game. Page numbers in this
article refer to the 64-page TOP SECRET
game rule book, unless otherwise noted.

Original set rules

One of my players insists that


Temporary Losses are expressed as
percent reductions instead of sub-
tractions, so a -20% penalty means
the loss of 20% of the trait, not a 20-
point reduction of the trait.
Your player is right. This rule applies to
all personal trait reductions (see page 5).

How about some guidelines on


handling wounds in the field? It’s
fine to assume that characters get
healed when on R&R, but what hap-
pens when they have to fight their
way free before they can get to a
hospital? What happens when a
character receives first aid? Do
wounds ever get infected?
How you handle this depends entirely on
which rules you are using. In the second- Is there a Willpower check made a character’s Life Level is reduced to zero
edition game, the Administrator need not when poison is used, or does poison by poison, the character is dead. The
worry about what happens before the automatically take effect? Administrator might assign particularly
character gets to a hospital, even when In general, Willpower does not alter the deadly poisons (such as cyanide) a severe
using the Optional Specific Injury Determi- effects of poisons; however, see the modifier to the trait-reduction roll.
nation rules on page 41. The wounded sleeping-gas rules on page 39.
character has to live with his injuries until
When ether or sleep gas is used,
they are treated. As one reader pointed If the rules on page 46 are used,
what is the onset time and what is
out, however, it’s hard for wounded char- how can a character ever be killed
checked to see if the character is
acters to remain inconspicuous. Note that by poison?
affected?
R&R and healing are possible even with- Since Life Level is a secondary trait
The onset time is immediate for game
out hospital care; see page 17. derived from Physical Strength and Will-
purposes. Ether is considered an anesthet-
The TOP SECRET Companion introduces power, any poison that reduces one or
ic; treat this as sleeping gas, using the
first aid on pages 71-72 of that book. The both of these primary traits is potentially
rules on page 39.
Administrator might wish to use infected lethal. While unwounded characters are
wounds as a complication (see the rule unlikely to succumb to poisons, wounded
book, page 44). The Administrator is on characters are quite vulnerable (a charac- What are the effects of various
his own when determining the effects of ter might not be able to handle his current gases, such as chlorine and nerve
infections. wounds at the lowered Life Level). When gases (including onset times)?

12 DECEMBER 1988
This question is too broad to be fully ever, that each characters actions will be What superior AOK should a char-
answered here; Administrators will have written down secretly, then revealed acter have to be good at forging
to decide the effects on a case-by-case simultaneously. documents, passports, IDs, licenses,
basis. In general, onset time is immediate, and similar paperwork?
How is combat conducted if one
unless the gas is so dilute that characters The items you listed would require
character is using projectile combat
must be exposed for several turns in order knowledge in all of the following areas:
and another is using hand-to-hand
to get one dose (see page 46). Once a dose Literature, Photography, Metallurgy, Arts
combat?
has accumulated, the effects are immedi- & Crafts, Law, and Linguistics.
The character firing the weapon has a
ate. Chlorine is an irritant poison that
great advantage, as projectile combat is
affects Physical Strength, Willpower, and How much do false IDS, passports,
much faster than hand-to-hand combat.
Coordination. Most nerve gases can be or credentials cost?
The exact sequence of actions is given in
considered deliriants. Generally, the agency will provide these
the Companion on page 47.
items if they are necessary for a mission.
"Spy’s advice” in DRAGON® issue If not required for a mission, they are not
How long does it take for a heli-
#91 said that certain military weap- available. On the black market, prices will
copter to get airborne?
ons are not available to agents and vary depending on the document and its
This depends on how heavily loaded the
do not fit into the TOP SECRET Deception value. Cheap imitations with
helicopter is. If its load is light enough so
game. I disagree; depending on the low Deception values (10-20%) can be
that it can hover, it can be airborne on the
nature of the mission, agents might bought for $30 or less, sometimes legally
second turn after its engines are started. If
very well need military weapons. (toy badges, for example). Well-executed
it is heavily loaded, it can still take off, but
Please publish statistics for light false passports cost around $200. Medical
it must taxi (to get extra or transitional lift
machine guns, heavy mortars, and degrees cost around $5,000. Black market
from its rotors) just as a fixed-wing air-
bazookas. documents never have Deception values
craft does; see page 11.
It has been said before, but I’ll say it higher than 80%.
again: Military weapons have no place in What would the effect be if soft
the TOP SECRET game. Any mission lead bullets were dipped in teflon When using the Swordplay Table
requiring heavy weaponry will be assigned and fired from a gun? (page 29), does the defender have to
to regular or special army units, not to Probably none, for two reasons. One, use a sword?
espionage agents. It is possible, however, coating something with teflon requires No. Common sense, however, makes it
that characters might come across some of some sophisticated industrial processes; clear that the defender must have some
these weapons in the hands of NPCs. Sev- one doesn’t simply dip an object into liquid sturdy object with which to block and
eral types of machine guns and personal teflon; Also, a teflon coating has to be parry the attacker’s sword (martial artists
missile launchers were described in “Now cured in an oven at about 700°F which is might get by with pieces of cloth or their
that’s firepower!” in DRAGON issue #102. about the melting point of pure lead, so limbs). The Administrator might choose to
A 40mm “generic” grenade launcher coating "soft lead" with teflon is an unpre- make unequipped characters use the no-
(which could substitute for a light mortar) dictable business at best. Two, teflon acts defense column.
appears in the Companion on pages 61-62. as a superlubricant when applied to bul-
The 80mm missile launcher (Companion, lets. This effectively reduces or eliminates What is the chance for a train
pages 61-62) is similar to bazookas of the the resistance offered by armor — particu- derailment?
era after World War II, except that a larly lightweight body armors — making Under normal circumstances, none.
bazooka produces a backblast that inflicts them penetrable. Pure lead, however, will Derailments occur when trains take sharp
10 points of damage on anyone standing distort on impact, due to its softness. This curves at excessive speeds, strike solid
immediately behind the weapon when it is negates any advantage the teflon might objects (other trains, semi-trucks, debris,
fired. The backblast will also set fire to provide. or other obstacles on the tracks), cross
flammable objects (paper, household fur- damaged tracks or track beds, apply
nishings, dry brush, etc.). If there is a When using the forced entry rules brakes improperly, or travel on damaged
large, solid object 5’ or less from the weap- (pages 34-35), would you roll a new wheels. The Administrator will have to
on’s rear, the character firing the weapon difficulty rating each time a charac- rule on derailments on a case-by-case
will also be caught in the backblast. ter tries to force a door or window? basis. Module TS005 Orient Express has a
Generally, yes. The Administrator, how- note on derailments in Table 3 on page 9.
In hand-to-hand combat, the rules ever, might assign a particularly stubborn
say that the defender must use a or weak aperture a fixed rating. The flamethrower described in
defense from the attacker’s table. DRAGON® issue #91 is missing some
What happens when the attacker When an agent is disguised, what game statistics. How about giving a
uses a table that the defender can’t is the chance that another agent or complete description?
use due to insufficient knowledge? NPC will notice the disguise? Flamethrowers are covered in the Com-
The defender is free to use any defense Check the agent’s modified Deception panion on pages 61-62.
from the attacker’s table, but the attacker score (see page 38) whenever the agent
gets a +3 Injury Modifier (see page 28). meets a new person or group of people. If Is there any way that a character
the check fails, the disguise is discovered. can increase his AOKs or language
When using hand-to-hand combat, The Administrator might require a new skill levels?
can the participants look at the Deception check (possibly at a penalty) if Yes; see Improvement of Character Abili-
charts, or do they have to remember the agent is observed continuously — say, ties, page 18. Treat languages as specific
the available attacks and defenses? every six hours. Areas Of Knowledge (see page 19).
If they can look at the charts, what’s
to keep the attacker from always What is the chance of an NPC run-
choosing the most potent attack and ning away when involved in a fight? What is stopping power?
the defender from choosing the best When in doubt, the Administrator A weapon’s stopping power is its ability
defense against that attack? should check the NPC’s Courage trait, to incapacitate a living target without
Yes, the players can look at the rule-book rolling that number or less on 1d100 to killing it. Rules covering stopping power
charts when their characters are in hand- see if his bravery holds out. If not, he are included in the Companion on pages
to-hand combat. The rules assume, how- panics and may flee. 41-42.
DRAGON 13
What traits should be checked of trips available per day.
when an agent attempts to create a
TOP SECRET® Companion diversion during a getaway? What is the chance for a getaway if
The chance for a successful diversion is an agent is detained at an airport?
equal to the sum of the character’s Physi- What is the result if the getaway is
cal Strength, Knowledge, Charm, Coordi- successful?
The Military Record rules on page nation, Courage, and Evasion, divided by The chance for a getaway is equal to the
5 of the Companion are confusing. six and rolled on 1d100. character’s Evasion trait. If the Evasion roll
In the example, a character rolls the is successful, the character escapes the
rank of major, gets four promotions, Please make sense of the “Depar- detention, but the local police begin pursu-
and winds up as a sergeant. How ture Times” subsection on page 29 ing the character after 1-20 minutes (see
can a character he promoted down of the Companion. the rule book, page 16).
to a lower rank? Also, the example There is dropped copy in two places.
makes use of two terms, “rank The third sentence of the first paragraph What are the ranges of airliners
rolled” and “rank attained.” Aren’t should read: “If the result is equal to or used on medium- and short-haul
these the same? greater than the time between trips, the non-overseas flights?
Rank rolled and rank attained are not agent has just missed the flight and must These airliners usually have ranges of
the same. Rank rolled is the highest rank wait the full time between trips as shown 3,500 (medium range) or 1,500 (short
the character could have earned given on the chart; then the roll represents the range) miles.
sufficient service time. Rank attained is number of hours until the next trip
the character’s rank when leaving the departs." That is, add the interval between What does water travel cost for
service. All uneducated characters start at trips to the die roll in order to determine trips of over 250 miles? What is a
the lowest rank — rank rolled not with- how long it takes to get a flight. The first “water mile”?
standing. Characters are promoted once two sentences of the second paragraph On trips of 251-750 miles, the cost is $.10
every two years, so the character in the should read: “The number of trips availa- per water mile. On trips 751-1,500 miles,
example (who spent nine years in the ble in a single day can be calculated by the cost is $.08 per water mile. On trips
service) got four promotions and attained adding the time until departure to the time over 1,500 miles, the cost is $.05 per water
the rank of sergeant. Since the rank between trips, up to a total of 24 hours. If mile. A water mile is the same as a regular
attained was eight ranks below the rank the time between trips exceeds 12 hours, mile but measured over water routes, not
rolled, the character also received four there is only one trip available each day." over land or through the air. The straight-
decorations. Educated characters enter That is, see how many times you can add line distance between two points is almost
the service as officers (see the Companion, the time until departure to the die roll always shorter than the water distance, as
page 6) and do not roll for rank. without exceeding 24; this is the number boats have to navigate along coastlines,
around reefs, etc.

When using the Involuntary Hit


Response rules, when do you check
Tables 65 and 66 (Companion, page
45)?
Whenever a character is hit, just repeat
the steps on page 44 of the Companion
with these two tables.

When taking an espionage course,


what is the adjustment to the course
time when the agent’s Knowledge
score is greater than 16 but less
than 85?
There is no adjustment for a Knowledge
score of 17-84.

What are the AOK increases for the


Assassination Bureau’s Silent Kill-
ing course?
Medicine/Physiology, Military Science/
Weaponry, and Psychology all gain 1-10
points.

Isn’t a +10 range modifier a bit


much for a sawed-off shotgun at
short range? These weapons aren’t
that accurate. Shouldn’t there be a
modifier for point blank range?
A sawed-off shotgun’s RM at point-blank
range is +5. At short range, the modifier
is - 1 0 .

14 DECEMBER 1988
by Vince Garcia

The Savant
A Q&A character for the AD&D® game

Background and purpose may not be multiclassed (in effect, they the savant’s specialized knowledge and
The savant is either a cleric or magic- are). Minimum ability requirements are expertise.
user with a special dedication to scholarly listed as follows: dexterity 16, intelligence
pursuits. While not specifically a separate 15, and wisdom 14. Savants receive a 10% Explanation of skills
character class, the savant may be taken bonus to experience if all three scores Read languages: This skill allows the
as a special split-class available to magic- exceed 15. savant to grasp a basic understanding of a
user or clerical classes and subclasses. text written in an unfamiliar language. It
Clerical savants: Within the structure of Armor and arms should be noted, however, that successful-
a large religious order are a unique few of Savants are limited to the armor and ly rolling the skill does not confer a dis-
the priesthood whose duty is to assist the weaponry allowed to their primary class. cernment of the text equal to that of
church hierarchy in matters of decision- They do not receive extra weapon/non- linguistic fluency; rather, the savant com-
making through the knowledge possessed weapon proficiencies or penalties for the prehends the overall meaning of the pas-
in their fields of expertise. On other occa- added savant class. They also attack and sages — main verbs and nouns, for
sions, these savants may function as make saving throws as applicable to the instance. If the savant also possesses a
church representatives, journeying to primary class. specialty category in linguistics, he is then
distant affiliated churches to deliver hier- able to correctly decipher the manuscript
archical pronouncements, perform exor- Magical items allowed following a period of reference work (1-4
cisms, or stand at the forefront of conflicts Savants may use those magical items days, as a general rule). Note that this is
affecting others worshipping his deity. allowed to their primary class. They also true only if the initial read languages roll
A PC savant is likely to be been assigned may attempt the reading of all scroll types, was successful and if the savant has access
to strive against some sort of threat to the based on their talent to read languages. In to his (or someone else’s) library.
well-being of fellow worshipers, or for addition, they may read all books and It is also through this skill that the
some other DM-determined purpose (con- librams, receiving experience point bene- savant is able to decipher and read magi-
version potential, extra tithes, information fits as listed in Table 1 (in addition to those cal scrolls from classes other than his
on a lost clerical artifact, etc.). This savant normally granted the primary class, if primary one (akin to the thief’s skill). His
is thus most often introduced into a party applicable). Note that a savant, by virtue of base chance of success is modified down-
of adventurers through a cleric or paladin his class, avoids any detrimental effects ward by 5% for each level of the spell
already ingratiated with the group, who from the reading of these works normally inscribed on the scroll. If the roll is failed,
serves the same deity or temple. It is possi- applicable to a nonsavant. normal repercussions result.
ble that the entire fellowship may in fact Table 2 lists experience point totals, Legend lore: In no way is this skill a
be sponsored by the savant’s parent order. levels, and titles for the savant class. While substitute for detect magic or identify.
Magic-user savants: The magic-user characters gain no extra hit points from This skill is limited to recognizable objects
savant is not as restricted as his clerical the savant class, they do not suffer hit- with notable histories, or to legendary
counterpart. In his case also, the key func- point penalties. Experience points, how- people or places. It indicates that the
tion is to specialize in certain fields of ever, must be divided equally between the savant is aware of the general history of
knowledge ranging from a practical expe- classes. Savants of both sorts are limited to the object. For example, a savant makes
rience in fashioning potions or scrolls to a maximum experience level equal to that his roll when examining a magical sword
those of an encyclopedic nature. While he possible for the primary class. and realizes this sword belonged to Goth
may exist as part of a wizards’ guild, ful- Savants need not be trained by a higher- the Paladin, who disappeared 10 years
filling much the same function as a clerical level savant to advance in level. The funds earlier on a quest to recover the Mace of
savant, the magic-user savant may also and time used in level advancement, how- Cuthbert. According to legend (which isn’t
begin his career by serving an apprentice- ever, are assumed to be spent on the always accurate), the sword was a holy
ship under a guild sage or savant, and acquisition of reference tomes and on spell blade of great power, and had special
later separate to undertake his own magi- research. potency against dragons. In another exam-
cal studies while retaining an active inter- Savant skills and spells are listed in Table ple, the savant’s party has discovered an
est in broadening his knowledge of the 3. Additional spells not listed in any of the ancient temple in a swamp. Examining
world and its many arcane mysteries. AD&D® game books are given in Table 4 some of the inscriptions and paraphernalia
and explained in the text. All spells are found, the savant concludes that this was
Prerequisites provided in addition to the spells acquired once an important temple abandoned
Savants may be human, elven, or half- from the savant’s primary class. Savant when a ceremonial conjuration spell went
elven, and may be of any alignment. They skills are also listed, along with areas of awry, releasing a great evil.

16 DECEMBER 1988
savant within a church or wizards’ order.
It will be noted that sages are absent
Table 1 from the clerical structure. In the majority
Experience Gained from Magical Books of cases, they are found only operating for
and within a wizards’ guild, with clerical
Experience points gained: savants alone filling the roles of both
Proper Improper savant and scribe. An example of this type
Magical book alignment alignment of situation takes place in the FORGOTTEN
Book of exalted deeds 4,000-16,000 1,000-4,000 REALMS™ setting, wherein an organized
Book of vile darkness 3,000-12,000 2,000-5,000 group of savants operates out of the city
Libram of gainful conjuration 4,000-24,000 2,000-12,000 of Ravens Bluff, hiring themselves out for
Libram of ineffable damnation 5,000-20,000 2,000-8,000 those in need of their talents.
Libram of silver magic 6,000-36,000 4,000-16,000 The major fields of savant knowledge
and the specialty categories within them
can be quite varied. A listing and brief
description of these follows. This list may
be added to or have entries deleted by the
Table 2
DM at his discretion.
Savant Experience
Humankind
Experience Experience Level title: This subject includes general knowledge
points level Cleric Magic-user of human culture and behavior.
0-2,500 1 Novice Student Art and music: This topic comprises a
2,501-5,000 2 Delver Reader general knowledge of human artwork and
5,001-10,000 3 Seeker Searcher music. At the player’s discretion, this
10,001-25,000 4 Expositor Tutor specialty field may be narrowed to knowl-
25,001-50,000 5 Minister Instructor edge of one particular group’s art and
50,001-80,000 6 Inquisitor Researcher music (such as a certain nation, tribe, etc.).
80,001-115,000 7 Adviser Examiner The narrowed skill would also include a
115,001-155,000 8 Theologian Scholar rudimentary ability to perform with
155,001-205,000 9 Oracle Philosopher instruments common to the specific cul-
205,001-280,000 10 Savant Savant ture (though certainly not even approach-
280,001-380,000 11 Savant Savant ing the talent of a bard).
380,001-500,000 12 Savant Savant Biology: This includes a working knowl-
500,001-650,000 13 Master Savant Master Savant edge of the human body. The savant pos-
sesses the equivalent healing talents of
200,000 experience points per level above 13th someone with a nonweapon proficiency in
that skill — excluding reversing the effects
of poison. A roll against the savant’s
knowledge level in this field, of course, is
Explanation of special abilities choose either. Starting at 3rd level, and necessary to effect any healing on wound-
The following special abilities are listed every three levels thereafter, the savant ed characters.
by level in Table 3. These abilities are may increase his knowledge in this or Demography: This field provides a gen-
available to both types of savant and are another sage major by 10% (to 99%). eral knowledge of where assorted human
limited as described in each entry. D. Beginning at 6th level, and every six races may be found.
A. Beginning at 1st level, and every four levels thereafter, the savant may choose a History: This field provides a general
levels thereafter, the savant gains fluency new sage major with a base knowledge knowledge of human history.
in a language of his choice. Any human or level of 20%, or he may add 10% to his Languages: This skill is indicative of a
demihuman tongue is included in this knowledge of another major or specialty talent to reference and decipher written
(Egyptian, Dwarvish, etc.). If the savant category of his choice (to 99%). human languages. It is not a substitute for
seeks to learn a monster language, two language fluency.
language proficiency slots must be used. Savants, sages, and sage skills Law and customs: This skill represents a
B. At 1st level, the savant possesses a As mentioned earlier, one of the primary general familiarity with human legal sys-
specialty category within his required functions of the savant is to act as a refer- tems and customs. As an option, this skill
major: theology and myth for clerical ence specialist, offering the benefit of his could be narrowed to include detailed
savants, or legends and folklore for magic- knowledge to his superiors as it relates in knowledge of this sort of information for
user savants. The initial knowledge level matters of decision-making. This position one particular area or people.
of these specialty categories is fixed at differs somewhat from that of a sage, who Linguistics: This skill includes the talent
20%. Beginning at 2nd level, and every may frequently work with the savant, for to grasp the basics of the human spoken
other level thereafter, the savant may while the savant is a “walking encyclope- word. Once again, it does not substitute
increase his knowledge level in this or dia,” the sage often forsakes learning the for true linguistic fluency, but it does
another specialty category by 10% (to arcane processes of magic to perfect his allow the character to grasp a rudimenta-
99%, rather than 100%). At his option, the knowledge in a few select areas. The ry understanding of certain key words
savant may otherwise acquire another savant therefore occupies a middle ground and phrases after two to eight hours of
such category within one of his majors. between spell-caster and sage, offering up contact with a willing subject.
C. At 1st level, the savant begins cam- his acumen in relation to his particular Legends and folklore: A character with
paign play with a knowledge level of 30% spell-casting class. Thus, regardless of this skill has made a study of humankind’s
in a single sage major (see Dungeon Mas- level, the savant rarely occupies a position various myths and legends.
ters Guide, pages 31-33 for more details). of ultimate control over any collective Theology and myth: This skill indicates a
For either type of savant, this sage major body apart from the savants or possibly general study of humankind’s religions
must be humankind for humans, or demi- the sages. Diagrams 1 and 2 represent two and well-known myths surrounding major
humankind for elves; half-elves may possible heirarchical positions held by the deities. This skill further imparts a basic
18 DECEMBER 1988
understanding of various religious taboos. including those that cannot normally be
cast through either of his classes. To do so,
Humanoids and giantkind research must first be made as if the
This field includes a general knowledge savant were a character of the proper
of humanoid monsters (orcs, trolls, etc.) class (equal in level to the savant) attempt-
and true giants. For more information on ing to independently create the particular
these subjects, see the skill listed under spell. Note that the savant’s ability to later
“Humankind.” read these scrolls is tied to his read lan-
Biology: In addition to “Humankind” skill guages skill as outlined earlier. In no way
knowledge, this skill imparts a rangerlike does this successful research allow the
understanding of the vulnerable areas of savant to actually cast the spell — it only
giant-class humanoids, giving a damage allows him to write a scroll of it.
bonus of +1 per savant level when mak- Cryptography: This skill allows the
ing either physical or magical attacks (if a savant to decipher runes and symbols
roll against the skill is successful). such as those found upon a treasure or
Demography merchant’s map.
History Dweomercraft: With this skill, the savant
Languages may note the magical properties of an
Law and customs item. This discovery requires a period of
Legends and folklore study and analysis of approximately one to
four weeks. If the roll is failed, the study
Fauna time is still spent. In this instance, the
This topic includes a general knowledge savant may not attempt a second research
of animals and some monsters. These of the item.
categories are listed below. Knowledge of Medicine: This skill includes the abilities
these creatures includes details of relative of the biology skill but further allows the
strengths and abilities, weaknesses, habi- savant the knowledge of how to cure
tats, mating habits, gestation periods, and nonmagical diseases and poisons (DM’s
other related information similar to the discretion on whether the character may
general, nonmechanical (i.e., hit points, have access to the required materials).
armor classes, etc.) game data provided in Planes (Astral, Elemental, and Ethereal):
the “Ecology of. . .” articles. This field of study grants the savant a
Amphibians: This field includes amphibi-
ous animals and monsters.
Arachnids: This topic covers all varieties
of spiders.
Avians: This category covers flying ani-
mals and monsters, including naturally
airborne humanoids and demihumans.
Cephalopods and echinoderms: Cephalo-
pods includes squid, octopi, and so forth;
echinoderms includes starfish, sea
urchins, etc.
Crustaceans and mollusks: Crustaceans
includes crabs, lobsters, and so forth;
mollusks includes all varieties of shellfish.
Icthyoids: This category includes water-
borne humanoids such as sahuagin, mer-
men, and so forth.
Insects: This category includes all
insects, insectoids, and related creatures.
Mammals: This category includes all
mammalian animals and monsters, but not
humanoids or demihumans.
Marsupials: This topic includes kanga-
roos, wombats, and other pouched
creatures.
Reptiles: In addition to nonmonster and
monster reptiles, this category includes
reptilian humanoids, such as lizard men.

Supernatural and unusual


This field includes a general knowledge
of supernatural and occult phenomena.
Astrology and numerology: This field
allows the savant to perform the equiva-
lent of an augury spell. Note that the base
success figure is equal to the savant’s skill
(unlike the spell).
Calligraphy: With this skill, the savant is
granted the abilities of a scribe, including
the talent to fashion scrolls of any sort —
DRAGON 19
identify and create chemical materials
such as acids, metallic poisons, smoke-puff
grenades, incendiary fluids, etc.
Table 3
Geology and mineralogy: This skill
Savant Skills and Spells *
grants the savant the talent of identifying
and refining precious metals from crude
Spells gained
ores. Further, the savant may be consid-
Read Legend Special (level and number)
ered familiar with underground condi-
Level languages lore abilities * * 1 2 3 4 5 6 7
— — — — — — tions, and can note such things as gas
1 30% 20% A 1
— — — — — — pockets, unstable rock areas, etc.
2 35% 20% B 1
— — — — — — Meteorology and climatology: This skill
3 35% 25% C 2
— — — — — — allows the savant to determine weather
4 40% 25% B 2
1 — — — — — conditions with full accuracy for the next
5 40% 30% A 2
1 — — — — — 24 hours, with partial accuracy for the
6 45% 30% B, C, D 2
1 1 — — — — next 72 hours. A savant in possession of
7 45% 35% — 2 this skill who conjures forth an air elemen-
8 50% 35% B 2 2 1 — — — —
2 1 — — — — tal by use of a spell may roll against his
9 50% 40% A, C 3
knowledge level to bring the elemental
10 55% 40% B 3 2 1 1 — — —
into willing submission without the need
11 55% 45% — 3 2 2 1 — — —
for a periodic check for control loss.
12 60% 45% B, C, D 4 3 2 1 — — —
Oceanography: A savant with this skill
13 60% 50% A 4 3 2 1 1 — —
may be familiar with the sea, as well as
14 65% 50% B 4 3 2 2 1 — —
with the general handling of ships and
15 65% 55% C 4 3 2 2 1 — —
boats upon its surface (although not to the
16 70% 55% B 4 3 2 2 2 1 —
extent of a sailor). Also included in the
17 70% 60% A 4 3 3 2 2 2 —
skill is a working knowledge of shallow-
18 75% 60% B, C, D 4 3 3 3 2 2 1
water creatures and monsters. As with the
19 75% 65% 4 4 3 3 3 2 2
meteorology and climatology skill, the
20 80% 65% B 4 4 4 3 3 3 2
savant may check to bring a conjured
21 80% 70% A, C 4 4 4 4 3 3 3
water elemental under willing submission.
22 85% 70% B 4 4 4 4 4 3 3
Topography and cartography: This skill
23 85% 75% 4 4 4 4 4 4 3
allows the savant to read and create maps.
24 90% 75% B, C, D 4 4 4 4 4 4 4
Further, the savant may direct a party to a
25 90% 80% A 5 5 4 4 4 4 4
particular point if he possesses an accu-
26 95% 80% B 5 5 5 5 4 4 4
rate map of the area.
27 95% 85% C 5 5 5 5 5 4 4
28 99% 85% B, D 5 5 5 5 5 5 4
Flora
29 99% 90% A, 5 5 5 5 5 5 5
This field includes a general knowledge
of plants and plantlike creatures.
* For spells in addition to those of primary class.
Flowers: This skill grants a general
* * See “Explanation of special abilities” section for descriptions of these special
knowledge of flowers, both normal and
abilities.
fantastic.
Fungi: The savant with this skill may be
considered familiar with poisonous and
general knowledge of the conditions and and the transmutation of materials. In a nonpoisonous mushrooms and mushroom
inhabitants of the Outer planes. practical sense, the character may attempt creatures (myconids, shriekers, etc.).
Planes (Outer): This field of study grants to change materials from one form to Herbs: A character with this skill has a
the savant a general knowledge of the another in accordance with the following practical knowledge of various herbs and
conditions and inhabitants of the outer guidelines: vegetables. In addition, the character
planes. 1. Elements can be transmuted one possesses the equivalent of the healing
factor higher or lower on the Periodic nonweapon proficiency.
Demihumankind Table of Elements (see your handy dictio-
This field includes a general knowledge nary). Thus, platinum or mercury could be Note that only very general interroga-
of demihumans (elves, dwarves, etc.). For transmuted to gold, but neither could be tives may be posed to a sage major. More
more information on these subjects, see converted to copper. At the DM’s option, detailed queries must be referred to an
the skill listed under “Humankind.” the factors can be increased beyond one. applicable specialty field. As an example, a
Art and music 2. The amount of transmutable material savant with a major in demihumans might
Biology is equal to 1 lb./level. be aware of the fact that halflings live in
Demography 3. The cost is 1 gp/lb. ground burrows, but would not know the
History 4. The time necessary equals 1 day/lb. exact location of any without checking the
Languages Other transmutations may be possible special category of demography. As a
Law and customs based on the DM’s discretion. Also includ- general rule, then, if a query falls within
Legends and folklore ed is the ability to fashion all sorts of the realm of a specialty category, a roll
Theology and myth potions, including those normally denied must be made against that category for a
the primary class (healing for an illusion- precise answer.
Physical universe ist, polymorph self for a cleric, and so on). As has been mentioned, the special
This field of knowledge includes a gen- Astronomy: This skill includes a knowl- categories themselves tend to provide only
eral understanding of the physical laws of edge of the stars, allowing the savant to general information on all subjects falling
the universe (magnetism, gravity, thermo- both navigate and note the passage of time within them. As an allowed option, the
dynamics, etc.). if conditions allow a clear view of the sun categories may be narrowed to provide
Alchemy: This skill represents the char- or night sky. specific and detailed information on a
acter’s training in the secrets of alchemy Chemistry: The savant with this skill can certain group falling within the particular

20 DECEMBER 1988
category. Referring back to the example of
halflings, a savant making a successful
check against his demography skill notes Table 4
that halflings may be found in the north of General Savant Spell List
the province of Greenshire.
Assuming the skill has been narrowed to Level Magic-user Cleric Illusionist
halflings alone, the information noted 1 Comprehend languages Detect evil Detect illusion
would be correspondingly more detailed, Erase Penetrate disguise Detect invisibility
to the extent that the savant would know Identify Portent Read illusionist magic
that halflings dwell just outside the towns Read magic
of Webley and Greenville in the northern Write
reaches of the province of Greenshire. 2 ESP Augury Misdirection
In the case of a true sage, the knowledge Know alignment Detect charm
possessed would from the start be far Detect life
more detailed. The sage would be consid- Find traps
ered to have precise and exacting knowl- 3 Clairaudience Locate object Nondetection
edge on all creatures or groups falling Clairvoyance
within a known specialty category. Thus, Material
to keep the skills of the two groups in Secret page
balance, the savant’s level of knowledge is Tongues
generally less than that possessed by a 4 Wizard eye Divination
sage counterpart. 5 Contact other plane True seeing
6 Legend lore Find the path True sight
Savants and spells Stone tell
As relentless researchers of knowledge 7 Drawmij's instant summons Vision
and arcane mysteries, savants achieve an Duo-dimension
ability to successfully research and cast Symbol
spells from classes other than their pri- Mordenkainen’s disjunction
mary one. The majority of these spells are
informational in nature, and each time the
savant gains an additional spell from the
savant spell table, the DM may consult Protection from Energy Drain
with the player and ascribe one from the (Abjuration) Table 5
following lists. Other normal AD&D game Level: 1 Components: V,S,M Special Savant Spell List
spells corresponding to those spells that Range: Touch CT: 1 round
may be cast by a savant may be obtained Duration: 1 turn ST: Special Level Spell
through normal adventuring; these may AE: 1 creature 1 Detect untruth
be written into the character’s spell book Explanation/Description: This spell Protection from
and memorized at his leisure without the protects the recipient from the effects of energy drain
need to roll for learning the spell. Natu- undead energy drain, allowing a saving 2 Exorcism*
rally, the savant may research normal or throw vs. death magic to avoid losing Know intent
special savant spells on his own time with experience points through this means. The 3 Call spirit*
additional funding, in the same way a material component is a vial of holy water See hidden. doors
magic-user or cleric does. rubbed over the body. Hold undead*
All spells from the general list are identi- 4 Greater vision*
cal to the listed AD&D game spells with Exorcism (Abjuration) Phase shift**
respect to casting times, material compo- Level: 2 Components: V,S,M Psychic impressions
nents, spell functions, etc., with the excep- Range: Special CT: Special Turn undead **
tion of detect evil or its reverse, which Duration: Perm. ST: Special 5 Bestow hit points
successfully functions against even low- AE: 1 affected object or creature Life steal
level or level/hit dice creatures, and the Explanation/Description: A clerical 6 Recall spell
legend lore spell, which explains fully the savant casts this spell to rid one object or True name
details of a noteworthy object or place, area of an evil spirit’s inhabitation. The 7 Spell drain
including magical powers for items and a casting time is equal to one turn per hit
general history for people and places — in die of the spirit, during which the caster is * Clerical savants only.
clear language. shielded by protection from evil 10' radi- * * Magic-user savants only.
us. The material components of the spell
Special savant spells are a small silver bell, a book of prayers,
and a blessed candle which must remain
Detect Untruth (Divination, Reversible) lit throughout the ceremony. Each turn of
Level: 1 Components: M casting, the savant must roll 4d6 for a total
Range: 3” CT: 1 segment below his constitution, subtracting one its hit points. If subsequent exorcisms
Duration: 3 rounds ST: None from the roll for each three levels of his reduce the creature to zero hit points, it is
AE: 1 creature experience. Failure ends the spell, subject- permanently driven from the area. Those
Explanation/Description: When the ing the savant to possible attack from the subject to the spell include any singular
savant employs this spell, he is able to note enraged spirit. Another attempt may be undead possessing or haunting an individ-
an untruth spoken by a creature, includ- made 24 hours later. ual, object, hallway, room, etc. Note that
ing even a minor evasion of the truth. The At the spell’s completion, the target this does not include intelligent undead in
reverse of the spell allows the savant to lie creature must save vs. spells or be forced the area of a specific lair (vampires, liches,
or evade the truth without being discov- back to the realm of the dead. If the saving death knights, etc). Upon completion of
ered by any means. The material compo- throw is successful, the creature remains the spell, the savant snuffs out the candle
nent is the forked tongue of a snake. in the general area but loses one-fourth of and destroys it.
DRAGON 21
Know Intent (Divination) target saves, it glimpses a vision of the Range: Touch CT: 1 segment
Level: 2 Components: V, S savant. Duration: Special ST: Neg.
Range: 5” CT: 1 segment AE: 1 creature
Duration: 1 round ST: None Phase Shift (Alteration) Explanation/Description: This spell
AE: Special Level: 4 Components: V,S,M allows the savant to leech up to 1 hit point
Explanation/Description: When this Range: 0 CT: 1 segment per level from a living (i.e., not undead)
spell is cast, the savant becomes aware of ST: None AE: Savant only human or humanoid and bestow it upon
the intent of an encountered individual or Duration: Once to and from per 3 levels; himself or another within a time limit of
group. Information revealed is along the max. 1 turn three rounds. The leeched hit points can
lines of the following one-word descrip- Explanation/Description: This spell increase the recipient’s hit points beyond
tions: friendly, neutral, hostile, etc. allows the savant to instantaneously tele- his normal maximum, and last up to one
port to and return from the Ethereal plane hour. Any damage suffered is first sub-
when attacking (an action similar to that tracted from these additional hit points.
Call Spirit (Conjuration/Summoning)
employed by the phase spider). The mate-
Level: 3 Components: V,M
rial component is a bit of phase spider Recall Spell (Alteration)
Range: 1” CT: 2 turn
webbing. Level: 6 Components: V
Duration: 1 rnd./lvl. ST: None
Range: 0 CT: Special
AE: 1 dead human or demihuman
Psychic Impressions (Divination) Duration: Special ST: None
Explanation/Description: This spell
Level: 4 Components: M AE: Special
allows the savant to summon forth the Explanation/Description: This spell
Range: Touch CT: 1 round
spirit of a dead human or demihuman,
Duration: 1 round ST: None allows the savant to recast any previously
which is bound to answer all questions
AE: 1 object cast savant spell. (Material components
fully and truthfully. While the spell is in
Explanation/Description: If the savant must still be obtained if the spell requires
effect, anyone who speaks (other than the
handles an object while using this spell, he them.) The casting time is equal to that of
savant or the spirit) breaks the spell and
is allowed to glimpse important happen- the spell in question plus one segment.
causes the spirit to return from whence it
ings which befell its previous possessors.
came. The material components for this
Thus, a savant examining a sword next to True Name (Divination)
spell includes an iron censer filled with 50
a skeleton may receive a vision of the Level: 6 Components: V,S,M
gp of burning incense, as well as the skull
fighter in his former life, and possibly Range: 3” CT: 1 round
of the deceased, which shatters at the
what killed him. Duration: Perm. ST: Special
completion of the spell (successful or not)
AE: 1 creature or object
and cannot be mended in any way.
Turn & dead (Abjuration) Explanation/Description: This spell
Level: 4 Components: V,S,M allows the savant to discover the true
See Hidden Doors (Divination)
Range: 4” CT: 3 segments name of a creature if it fails a saving
Level: 3 Components: V,M
Duration: 1 rnd./lvl. ST: Neg. throw. It may also be used to discover the
Range: 4” CT: 1 round
AE: 1 undead creature/level command word of a device (no saving
Duration: 1 round ST: None
Explanation/Description: This spell throw allowed). The material component
AE: 1 wall less than 50’ long
allows a magic-user savant to approximate is a potion of ESP, which must be con-
Explanation/Description: This spell
a clerical turning by means of a spell. If an sumed by the caster.
allows the savant to note secret or con-
undead fails its saving throw, it departs
cealed doors within the area of effect. The
from the area as though it has actually Spell Drain (Alteration)
material component is a polished glass lens
been turned. This does not bring an Level: 7 Components: V,S
through which the caster peers.
undead into the service of an evil savant. Range: Touch CT: 1 segment
The material component is a cleric’s holy Duration: 1 hr./lvl.. ST: None
Hold Undead (Abjuration)
symbol. (DMs may disregard this spell if AE: 1 spell-casting creature
Level: 3 Components: V,S,M
they wish to maintain a separation Explanation/Description: Through the
Range: 1“ /level CT: 2 segments
between spell-casting classes.) use of this spell, the savant is able to drain
Duration: 1 rnd./lvl. ST: Neg.
and utilize the memory of a spell pos-
AE: Up to 4 undead creatures
Bestow Hit Points (Alteration) sessed by a spell-using creature. The
Explanation/Description: With this
Level: 5 Components: V,S savant, if aware of the spells known by the
spell, the clerical savant is able to hold
Range: Touch CT: 1 round target, may declare the spell which is
corporeal undead creatures — even those
Duration: Special ST: None drained; otherwise, the most recently
not normally affected by hold spells. If the
AE: 1 creature memorized of the target’s highest-level
creature is attacked while under the influ-
Explanation/Description: With this spells is drained. The savant may not
ence of the spell, the hold is broken (use
spell, the clerical savant may bestow up to regain the seventh-level spell slot until the
the Assassins’ Table for Assassination on
one of his hit points per level on an intelli- stolen spell is cast or the memory is lost.
page 75 of the DMG to determine if the
gent creature. This has the effect of Material components are also necessary if
creature is slain outright). The material
restoring lost damage or even increasing the spell normally requires them.
component is the cleric’s holy symbol.
the target’s hit points above his normal
maximum. The magically bestowed hit
Greater Vision (Divination) points last until they are removed by As a final note, all savant spells, includ-
Level: 4 Components: V damage or until the savant dispels the ing those of a clerical nature, are stored in
Range: 0 CT: 2 turn enchantment. For the spell’s duration, the a spell book. This spell book may be con-
Duration: 1 round ST: Neg. savant is without these hit points. In the sidered equal to that of a magic-user in
AE: Savant only event the target is slain, the savant perma- terms of weight and in terms of the num-
Explanation/Description: If the savant nently loses the hit points bestowed — ber of spells it may hold.
is presently striving against a threat to his even if the target is subsequently raised or
church, he may attempt the casting of this resurrected. Only one spell at a time may
spell once. If the target fails a saving be enacted upon a creature.
throw vs. spells, the savant glimpses a
momentary vision of his enemy — lich, Life Steal (Necromantic)
demon, necromancer, paladin, etc. If the Level: 5 Components: V
22 DECEMBER 1988
by Andrew C. Gronosky

S o Many Gods
So Little Time
Designing unique clerics and pantheons

Most players of the D&D® or AD&D® scope, and many players want their should get his hands on a good handbook
games have had to address the question of worlds to be as detailed and “realistic” as of mythology. From the myths, the person-
religion in the game, whether they liked to possible. For these gamers, the official alities of the gods may be extrapolated.
or not. Few DMs relish the thought of religious system has a number of faults. The Legends & Lore book is more con-
dealing with a complicated religious sys- cerned with the physical capabilities of the
tem, and players rarely want to bother Selecting a pantheon gods, and neglects to cite examples from
with living up to a gods demands, particu- To cultivate a workable, fairly complex, mythology. It is useful in comparing the
larly if they aren’t playing clerics or pala- and interesting religious system, the DM powers of the gods, and lists holy days,
dins. Consequently, most PCs either avoid should first select which gods are to be sacrifices, and the like, but it isn’t very
gods altogether by professing to atheism worshiped in the campaign area. The helpful in selecting a pantheon or getting
or fail to take the gods they worship seri- culture of the people should be worked familiar with the deities.
ously. This is too bad, because religion can out in advance, because the gods need to As an alternative to hunting through
greatly enrich the game by providing fit in with the society that worships them. libraries in search of gods that don’t fit the
depth of character for PCs and NPCs alike. Also, the DM should be sure that the play- campaign world, the DM can create his
As a rule, the religious system presented ers will be able to relate to the gods he own pantheon. He can then be sure of
in the AD&D game is oversimplified. All chooses. There may be some difficulty in effectively role-playing the gods, and can
clerics, whether they worship Bast or using real mythological gods (particularly inform the players of the deities’ powers
Odin, use the same spells, armor, and the Greek and Roman ones) because of and reputations. He can tell the players
weapons. The personalities, motives, and this. Most of our information about these exactly what he wants them to know
relationships of the gods are almost gods comes from plays written by Greek about the deities. Each player may be told
ignored in the official rule books. In fact, scholars, many of whom didn’t take their a great deal of information about his own
the only difference between clerics of gods too seriously. Furthermore, many of god and some details concerning others,
different gods is their alignments. No these plays are comedies, attributing while other deities could remain a mys-
provision is made for organized priest- human vices to the gods. Accordingly, we tery. This allows the DM to introduce
hoods, and if the gods are offended by the snicker when our characters are expected some mystery into the game, as players
actions of a mortal, punishment is invari- to pay homage to Aphrddite, and we see could be unsure of the motivations of
ably the same (religion takes such a small Zeus as a skinnier version of Archie Bun- other gods (even those of their compan-
role in many campaigns). ker. But religion should be a real force in a ions). Actual alignments will almost cer-
This weakness of the official rules isn’t campaign. As a result, if players have tainly remain unknown; even that of a
due to any fault of the game’s designers. trouble taking the Olympians seriously, player’s own god could remain a mystery!
When the AD&D game rules were writ- don’t use them.
ten, most people played games consisting When using another pantheon, like the Polytheism
of a group of stereotypical characters Finnish or Egyptian, one encounters In historical polytheistic societies, people
venturing into the depths of no-man's-land another problem. Since these gods were didn’t choose one god and worship him to
in search of ready cash. In this type of produced by real people, they reflect the the exclusion of all others. Instead, they
campaign, all the religious guidelines need- values of their respective societies. If the simply prayed to one god more often than
ed were a few practical rules about the PC DM doesn’t know a whole lot about medi- any of the others. In Ancient Rome, for
and NPC clerics. Since the early game eval Finland or ancient Egypt, he may be example, soldiers spent a lot of time pray
format emphasized action over role- uncomfortable role-playing the gods of ing to war gods, farmers to gods of fertili-
playing, gamers didn’t really need detailed these pantheons. Players, too, will have ty, and so on. People prayed to whatever
information about role-playing the wor- difficulty relating to a god whose name deities had influence over them at the
shiper of a certain god. In recent years, they can’t even pronounce. If a DM really time. Thus, within the AD&D game cam-
the AD&D game has taken on a broader wants to use a pantheon from history, he paign, a fisherman who prays to Poseidon
24 DECEMBER 1988
on a regular basis wouldn’t hesitate to ask question the actions or will of their own emblazoned on their surcoats. Mono-
Hermes for a hand while gambling. gods, as such behavior signifies a lack of theism, then, can’t be totally foreign to the
Even clerics should pray to gods other faith. Thus, even a lawful-good cleric AD&D game system.
than their patrons. It is for this reason whose god demands human sacrifices will There are several factors that make a
that evil gods are tolerated and worshiped; perform the ritual out of fear of his god if monotheistic religion desirable in the
although evil, they still have divine not love for him. campaign. First, monotheists don’t have to
powers. Just because someone worships Because people often pray to other gods deal with other deities in their own pan-
an evil god doesn’t mean he is necessarily within the same pantheon, there is seldom theon, so they are less likely to be tolerant
evil. People selected gods more by their any friction between the priesthoods of of other religions. Since there is only one
spheres of control than by their align- two deities of the same culture. The gods god, more people have alignments that
ments and attitudes. Clerics would not be themselves may be locked in a deadly differ from that of their deity. This is as
an exception to this. The alignment of a struggle, but their human followers will true of clerics as other persons. Accord-
cleric character is influenced primarily by display nothing more than distrust and ingly, there can be a lot more corruption
the god he worships, but there are just as aversion. If there is any hostility in the among clergymen. There will also be a
many personal factors as there are for world due to religion, it is more likely that number of semifaithful people who can’t
other character classes. The cleric’s align- the conflict will be between religions always be trusted to live up to the god’s
ment really depends on how he interprets rather than individual gods. ideals. With only one divine power, a
and follows his god’s will. As a historical single god can place any restrictions what-
example, the monks who conducted the Monotheism soever on the populace. The theory of
Spanish Inquisition aren’t commonly Another rarely discussed alternative to divine rule is a lot more convincing if
thought of as being nice guys. Neverthe- paganism is monotheism: the belief in one there aren’t any other gods to contest the
less, they were respected (albeit feared) god. Although it may seem odd at first, choice of a king. The list goes on.
members of the Christian church. monotheism fits in well with the game. In A monotheistic religion may or may not
Clerics whose alignments are different fact, the cleric character class seems to be approximate one from actual history.
from those of their gods may find them- loosely based on Christianity. They wield Judaism, Islam, and Christianity would all
selves forced to perform certain acts out hammers and maces, as did the real fight- be exciting aspects of any campaign world.
of alignment. Provided that this act is in ing priests, because they were forbidden Christianity fits in particularly well if it is
accordance with the desires of the deity, to shed blood. Many spells seem to be organized in such a way that it reflects the
they should not be penalized; indeed, based on the spiritual powers of biblical less-than-ideal moral environment of the
differently aligned clerics may incur the saints and similar figures. In fact, a close pre-Reformation Catholic Church But the
wrath of their own gods if they fail to look at some of the illustrations in the rule DM could easily come up with a plausible
fulfill their demands. Clerics will never books will reveal clerics with crosses monotheistic religion that fits into his

DRAGON 25
world perfectly. Examples may be taken the war is the result of a human decision, god. Thus, an island nation might have
from literature as well. Druidism, as such spells will only work on individuals four gods of the sea: one causes storms,
described briefly on page 21 of the Players with evil alignments. Most, if not all, con- another is in charge of fair winds and
Handbook, could also be developed into a flicts in the campaign should be of the currents, another is god of marine ani-
worthwhile game religion. latter description. War gods always grant mals, and the last personifies the mys-
effective evil-related spells to be used teries of the depths. Elemental gods may
Rival religions against the enemy, regardless of align- be somewhat abstract: there might be
After selecting or creating the first pan- ment. Such spells, however, are only effec- gods of the sun, trees, love, or whatever.
theon in his world, the DM may wish to tive against enemy soldiers and followers The DM may wish to experiment with
introduce one or more other religions. of enemy religions, and not against evil- different alignments and spheres of con-
Besides providing more variety for players’ aligned people. trol, producing evil sun gods or good gods
religions, religious conflicts are an excel- Religious conflicts result in more than of death, or placing a single god in charge
lent source of action for any game. With open warfare, however. Long-term of two conflicting spheres.
the introduction of rival religions, clerics hatreds are likely to be spawned, particu- Abstract gods are those that personify
whom the Players Handbook describe as larly if conquest is involved. The conquer- less tangible quantities: destruction, har-
warrior priests have someone to war ors will despise and subjugate the mony, or limitation. They are most likely
against. Paladins clash in bloody, glorious conquered, who will in turn hate their to be produced by more civilized, philo-
crusades. Martyrs, heretics, and saints oppressors and plot revolution. Social sophical societies. These gods can be a lot
inspire people to violence and uprising. division is also possible if two religions of fun; not many cultures in the real
Perhaps one of the religions in the game is coexist in the same geographical area. To world worship abstract gods, so such a
in some way oppressive, conquering unbe- cite another historical example, many pantheon is novel and intriguing. The
lievers or banning witchcraft. Player char- towns and villages in Germany during the closest historical examples to this concept
acters can easily be swept up in religious latter Middle Ages were either Catholic or are Hinduism and some Oriental religions.
conflicts. Imagine a campaign world like Protestant, and no members of one reli- Some abstract gods will be found in every
Arthurian England, where the druids still gion inhabited the town of another. Player elemental pantheon, but it is very rare for
practice their secret ways and the pagans characters unwittingly walking into a an entire religion to have no elemental
slowly yield to the growth of Christianity. town populated by members of a differ- gods.
Each of these religions is in conflict with ent, hostile religion may find themselves After determining the types of gods, the
the other, though not always open war- very unwelcome despite their gold coins. DM should come up with spheres of con-
fare. Multiple religions help players fit trol for each god and rank them according
more easily into a variety of roles, and Purpose and other considerations to their overall influence over people’s
heroic characters may become great cru- When creating his own pantheon, a DM lives. Those with the most influence are
saders, rallying the faithful to defend their should first have a good idea of what the likely to be the most powerful, unless the
beliefs, rather than participating in a shal- people who worship these gods are like. DM chooses to introduce an “overlord
low, boring struggle against the cosmic The gods of a culture will invariably god” with a somewhat less important
forces of evil. reflect the values of that culture. The sphere of control. Remember that the
When selecting a second religion, the values of a culture are, in turn, dictated at culture of a people dictates the spheres of
DM should exercise the same degree of least partially by its environment. their important gods. For example, a land-
caution. If a violent conflict is desired, the Before detailing individual gods, the DM locked nation in the mountains (like Switz-
second religion should be sufficiently should determine the underlying theme of erland) would be unlikely to have an
different from the first to merit this. The the religion. Does it believe in a cosmic important sea or water god, but one of
DM may wish for the second religion to be struggle of some kind, like good vs. evil or earth, mining, or perhaps weather would
purely evil (i.e., composed entirely of evil man vs. nature, or does it preach harmo- be important. With abstract gods, it
gods). It may be more rewarding for the ny, unity, and balance? Cultures coming becomes more difficult to determine the
second religion to be merely different from harsh environments are more likely primary gods. Whatever the culture values
from the first, so the players aren’t sure to have conflict as their religious theme. most (i.e., honor, luck, dedication, knowl-
who is right. Any religion will have less Religions with a theme of harmony are edge, etc.) will dictate the most important
respect for another pantheon than for likely to have an inordinate number of divinity.
even the most unpopular god in its own. neutral or lawful clerics, while those with It is important for the DM to determine
Some religions may be aggressive, believ- a theme of opposition will have few or the values of each of the gods as well as
ing that their divine duty is to conquer none. Harmonious themes are found those of the cultures that worship them.
and destroy all heathens. Others may see mostly in Eastern religions in the real The alignment of the god will depend
all foreign gods as evil spirits or devils. world, although some tribal religions also mainly on how the people see his sphere
Most, however, will simply profess that display this theme. of control. Due to the historical unpopu-
other religions are false, and place restric- After the underlying purpose of the larity of death, gods of death have been
tions on associating with such heathens. pantheon has been determined, the DM widely considered to be evil. Likewise,
Whenever religious warfare springs up, may determine the types of gods involved. fertility and nature have been widely
the DM must decide its cause. Was it the Some mythologies, like the Greek panthe- viewed as good, therefore most earth gods
direct will of one or more of the gods on, involve abstract elemental deities. are good. However, the culture may have
involved or a human action based on the Other pantheons have natural spirits or some unique insights regarding their
gods word? This is important — not from abstract concepts as divinities. Again, environment. Death may be seen as a
the players’ point of view but from the hostile environments are more likely to necessary part of the natural process, for
DM’s. To the players, a religious war is a produce elemental gods. Such pantheons example. Likewise, the people may be
religious war. It is important for the DM to needn’t be as simple as four gods in aware that the sun is the source of life,
know if one or more gods are directly dynamic opposition; there could be many but they may also be aware that they have
supporting the armies, however, for pur- gods in control of one element, and some no control over it, and that it is prone to
poses of spell-casting. If a god is support- elements that have no gods. This will be causing droughts and the like. Each god
ing his clerics in warfare, the enemy dictated by the culture. Anything that is will have a general alignment dictated in
troops will be considered evil for such important to a society will result in many this fashion, but specifics are drawn more
spells as detect evil, and reversed spells gods controlling it; otherwise, it will be the from mythology.
are more likely to be granted. If, however, responsibility of one particularly powerful The specific personalities of each deity

26 DECEMBER 1988
are as much a matter of dumb luck as sphere of control with many others, and good weapon (like the long sword) is per-
anything else, therefore the mannerisms clerics do not devote themselves to one mitted, it’s a good idea to reduce the range
of the gods should be determined by the spirit but rather to the whole religion. of available weapons from five to three or
DM according to his whim, keeping in Most people don’t even know the names of four. Avoid missile weapons at all costs,
context with the general concept of the all the spirits in such religious systems. unless it’s something small like a dart, or
god formed by the culture’s reaction unless the cleric worships a, god of arch-
toward him. It might be a good idea to Unique priesthoods ery. Be sure to select weapons that tie in
construct a code of behavior for the god, Once the religions are all detailed and with the god’s personality. For example,
something like the code of chivalry in placed throughout the campaign world, war gods may permit clerics to use deadly
Unearthed Arcana or the code of honor the DM may wish to differentiate between edged weapons, while a god of love or
for bushido in Oriental Adventures. This the priesthoods of different gods. Previous healing would not be terribly big on weap-
will not only show how the god would act, articles in DRAGON® Magazine have dis- ons at all.
but will also provide guidelines for clerics. cussed the possibilities of allowing alter- It’s all right to change the cleric’s permis-
It helps to write a few myths because they nate weapons and special abilities to sible weapons as long as the change is
solidify the god’s personality and display clerics of certain gods at middle and upper counterbalanced. For example, a DM
his relationships with other gods. Myths levels. DMs may take this a step further by might want to give the clerics of a war god
also add flavor to the game, particularly if altering the weapons, armor, and spells the spear, short bow, battle axe, and broad
one of the PCs is a bard. permitted to clerics according to their sword as weapons. This renders the cleric
deities. The reason for this is that small, much more dangerous in combat, especial-
Other options gradual changes do not reflect the great ly against armored opponents. This choice
There are some other options when differences between gods and religions. of weapons may be counterbalanced by
creating a religion that are often over- This is where the Legends & Lore book restricting the clerics of the god to chain
looked. One of these is the worship of comes in handy, if you’re using mythologi- mail armor or less, by making them
spirits or intangible divinities. Such reli- cal gods. Whatever weapons the god uses, adhere to a strict honor code (e.g., always
gions are practiced in the real world; you can bet he’ll let his clerics use them, fight to the death), or by reducing the size
examples are Japanese shintoism and too. The DM must be careful not to allow of their spell lists appreciably.
African animism. Ancestor worship also inordinately powerful weapons (like the Armor is another area that may be
falls into this category. The main differ- long bow or lance). Some weapons are changed. Gods that value movement may
ence between these religions and tradi- better than others. When selecting weap- forbid its use altogether, and most peace-
tional pantheons is that dozens or even ons for a god’s clerics, take speed factors, ful gods will restrict armor to the lighter
hundreds of lesser spirits compose the lengths, armor class adjustments, and types. War gods will naturally permit
metaphysical environment (as opposed to damage figures into account. Avoid permit- heavier armor types. Gods with good
a few powerful gods in most traditional ting weapons that are much better than a armor and weapon choices for their cler-
pantheons.) Each of these spirits shares its mace in any of these respects. If a really ics should restrict their spell lists, how-

DRAGON 27
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use of spells that are contrary to it. For
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every level of forbidden spells, a level of Doubleday Book & Music Clubs, Inc. (Science Fiction Book Club) . . . . . . . . . . . . . . . . . . . . 11
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formidable role-playing challenges which
never require them to draw swords. * United Kingdom/Europe

28 DECEMBER 1988
by Gregory Detwiler

Fantasy Clerics
and
Clerical Fallacies
Addressing the myth of clerical healing

There has been a lot of loose talk lately Oriental Adventures offers the only the time, but unless a peasant accidentally
about how peasants in a fantasy world bright spot when it comes to an emphasis belts a fellow reaper with his scythe at
would be much better off than their real- on healing: the shukenja. Although he gets harvest time, it won’t be needed much in
life counterparts, due to the availability of healing spells in the same slow manner as the everyday life of a farming community.
magic; chiefly clerical healing magic. regular clerics, he has more reason to use Peasants don’t get involved in battle much,
Except in the most magic-rich worlds, this them in nonadventure situations. Every and with their poor weaponry, lack of
will not be true for the common people, time a shukenja uses a curative spell on training, and low hit points (all peasants
especially those in rural districts. someone not associated with the party, he discussed here are NPCs by definition),
Given the great potential for receiving gets 100 experience points per level of the they would generally be killed if they did.
fatal injuries in the AD&D® game, it is spell he used. Although he does not get The real killers of peasants in peacetime
surprising that little emphasis has been more low-level curative spells, at least the are starvation, disease, and poison (due to
placed on the ability to heal. This healing shift in emphasis is refreshing. both tainted victuals and poisonous plants
ability is one of the hallmarks of being a Every cleric-type character in the game and animals). This requires higher-level
cleric, and druids partake in it to a lesser system, no matter what emphasis is placed spells, and hence higher-level clerics, to
extent. Even paladins and rangers get into on healing, is limited by his ability to gain remedy. The situation is aggravated by the
the act at very high levels. But healing curative spells. Here is where the healing fact that there are no true curative spells
spells are generally treated as just another power of clerics is most nullified in all but of the second level of power. With no
kind of magic. the most magic-rich worlds. Many of the antidotes or neutralize poison spells availa-
This lack of emphasis is illustrated in small villages out in the country are ble, slow poison is rather ineffective as it
The Best of DRAGON® Magazine Anthol- unlikely to have a cleric; in areas without only delays the inevitable.
ogy, Volume II. In the first section is a a temple, of course, no one could train to Thus, to peasant farmers, the first really
description of a new character class: the become one. Not only that, but the over- useful curative spell, cure disease, is a
healer. From the name, one would think whelming majority of clerics in any cam- third-level spell, requiring at least a 5th-
that this class concentrates on healing paign world will be low-level. In many level cleric to cast it. So we can see that
spells, perhaps to the exclusion of all else. worlds this means that keeping a cleric any village of people living the same gen-
This is wrong! Not only does the healer around would not be worth the bother to eral life-style as that of ancient or medi-
use some nonhealing spells such as haste peasant farmers; there’s just too little good eval Earth will not find it worth their
and slow, but the class has no healing he can do. This is due to a combination of while to maintain a cleric of less than 5th
spells at all at first level! All it has is a host magical limitations and the needs of peas- level. Actually, this is cutting things finer
of detect spells (detect magic, detect poi- ant farmers. than they should be, for there are times
son, etc.). The so-called healer cannot heal when the ability to cast one cure disease
anyone until he reaches third level, when Level limitations spell will not be enough.
he can use second-level spells of his class. The needs of a farming village are often As in the real world, plague can be a
A generalized cleric can do better than quite different from those of a party of devastating evil in a fantasy world. If
that at first level with cure light wounds, adventurers. Leaving out the specialized villages are spread rather far apart, their
plus some specialized spells such as curative spells bless and remove fear, a isolation could prove to be an asset, as this
remove fear and bless. The idea of a heal- 1st-level cleric has only one true healing could limit the spread of a contagious
ing class is good, but this particular one is spell: cure light wounds. This spell is fine disease. Let one disease get a foothold,
less than satisfactory. for adventurers who engage in combat all however, and a major disaster is at hand.

30 DECEMBER 1988
Depending on the disease (fantasy worlds, frequent than plagues in peasant villages, means going on adventures. In the case of
needless to say, are not limited to our but unpleasant incidents could still crop high-level clerics, anyone who dies while
known diseases), several people might be up if food is spoiled and if this fact is over- the cleric is gone will have to wait until his
infected before anyone actually shows any looked until it’s too late. In addition, there return to be brought back to life. And
symptoms. The more people have the is a family of fungi which infests grains. here we have an interesting dilemma.
disease, the more cure disease spells are The most famous is ergot, but there are Raise dead is the lower-level spell, and
required. Remember, too, that the spell is others as well. These fungi do not harm hence the most common. Its effectiveness,
not called immunity from disease. The people of themselves, but they secrete however, is negated if the number of days
germs infecting the victim are destroyed poisons (specifically, mycotoxins) which the person has been dead exceeds the
by this spell, but there is nothing to keep do. Since these fungi reproduce at a rapid cleric’s level. Therefore, even the highest-
one from catching it again. Quarantine rate, not noticing them in the village’s level cleric (who probably wouldn’t hang
helps, but if symptoms are slow to appear, stock of grain creates the potential for around a village) will only be able to use
it might not be instituted until it is too late. poisons spreading with the speed of a raise dead if the person has been dead
There is really no way the cleric can tell regular epidemic. With the victims being roughly a month or less. If he’s been dead
people are ill until the symptoms appear. poisoned instead of infected by disease for longer than that before the cleric
Not even the highest-level clerics can cast germs, cure disease is useless. These fungi returns from his quest, said cleric will
enough detect disease spells to cover the wreaked havoc on farmers from ancient have to go on more and longer quests in
population of an entire village at one go, times to the 1940s, and they will do the order to reach 16th level and gain the
and previously covered people might catch same in most fantasy worlds, especially in ability to cast resurrection. Another prob-
the disease from someone else while the areas where there are no clerics of 7th lem with raise dead is that the body must
cleric is praying for "refills." Needless to level or higher. be intact. If it’s not the dead of winter, and
say, the highest-level clerics all live in As far as ordinary curative spells are the village doesn’t have enough salt to
major cities or towns; they don’t hang concerned, there are no others that would preserve the body (they probably won’t),
around dinky little villages out in the really be useful. Heal requires a cleric of the dear departed will have to be buried —
boondocks on the off chance that a plague at least 11th level (assuming he has a wis- not only as an act of reverence, but also as
might start. Even if they did, the highest- dom of 17 or 18), and would generally be a an act of sanitation.
level cleric allowed in the AD&D game waste when a lower-level spell could do A village in a remote wooded area might
could only cast nine cure disease spells per just as well. Cure serious wounds and cure be able to get healing help from a druid,
day. Unless quarantine is used (and even if critical wounds would be healing overkill but this class is less useful than clerics for
it is, in some cases), the possibility of rein- for zero-level characters. If a person with the purpose of healing. The druid doesn’t
fection by uncured victims is everpresent. from 1-6 hit points reached the point of even get cure light wounds until 2nd level,
Neutralize poison is a fourth-level spell, needing those spells, he would be dead. when he can use clerical spells of the same
requiring at least a 7th-level cleric to cast Restoration is generally useless for the level. This puts the druid neatly between
it. Fortunately, mass poisonings are far less same reason; if the typical peasant mixed, the regular cleric and the healer class. The
it up with a wight or other energy-drainer, druid also cannot bring back the dead.
he would be killed outright and probably Reincarnation doesn’t help if the return of
turned into a monster himself. Zero-level a specific person is desired. A human
characters simply can’t reach the point widower who had a beautiful blonde wife
where they require the fancier healing might not appreciate getting a half-orc in
spells, and there would be no one nearby, her place. If a high-level cleric isn’t handy,
who could cast them anyway. Students of players won’t be able to bring back dead
the “healing magic advantage” school state friends unless they can get their hands on
that clerics could cast expensive healing a wish. A rod of resurrection might work,
spells on faithful followers even if they but the players will still need a cleric, as
can’t afford to pay. But they can’t cast the only a cleric can use the thing.
spells if they don’t know the spells, and In summary, the advantages of clerical
that’s all there is to it! If a character needs healing, though vital for adventuring
restoration of a drained energy level and parties, are mostly impractical for small
no cleric in the party can do it, the local villages for two reasons. First, there won’t
clerics probably can’t either. That charac- be enough clerics of high enough level (at
LOOKING FOR ter will just have to wait until the party least 5th) to go around. Second, the cleric
MORE GAMERS? gets back to the big city. will often be off adventuring in order to
You may think you’d have to tra- raise his level and thus increase the power
vel to another planet to find a Raising the dead and number of spells he can cast. As a
game convention. Finding friends With all the possibilities of death by result, he will often be absent when his
who are also gamers can be a violence, poison, disease, etc., someone is presence is most needed. Some campaign
inevitably going to die. Now we get to the worlds may have powerful clerics behind
problem, too. Put your scoutsuit biggies: raise dead and resurrection. These every bush, but in most worlds, specialists
away and turn to the Convention require clerics of 9th and 16th levels, are relatively scarce — especially special-
Calendar in this magazine. There respectively, and only clerics with a wis- ists in magic. This may seem cruel, but it is
may be a game convention closer dom of 18 can learn seventh-level spells. nevertheless a fact of life. Besides, the
to your home than you’d think — This is a good time to discuss another rarity of magic in a village has one advan-
and conventions are a great place problem for villages that rely on their tage for the purpose of the game: peasants
to find friends who share your in- cleric for curative spells. A cleric who wishing to escape the inevitability of dis-
terests. Whether you like board- stays at home, as opposed to adventuring, ease are a major source of NPC recruits
games, role-playing games, is not going to rise in levels, and thus is for a party of adventurers who are willing
miniature wargames, or just not going to be able to improve his ability to share their healing resources with their
to help his parish (the shukenja could be hirelings. After all, why else would zero-
browsing around, a game conven- an exception to this rule). As we have level nobodies go on adventures that are
tion can be all you’ve hoped for. seen, a cleric has to rise to at least 5th often lethal for even high-level, profession-
Plan to attend one soon. level to be of any practical use to a com- al adventurers?
munity in the healing department. This
32 DECEMBER 1988
by Robert Stockdale

As the When the Dungeon Masters Guide was


first published in 1979, its table entitled

Cleric Turns
“Matrix for Clerics Affecting Undead” was
comprehensive in its coverage of all
known undead creatures and showed how
they were affected by clerics of various
levels. However, in the seven years that
have passed since the DMG’s first printing,
the AD&D® game has advanced considera-
bly. The table, however, has not.
Redefining undead turning for the cleric Three major deficiencies exist in the
table. First, undead of similiar strength or
power are not turned in the same manner.
Levels did not appear in the AD&D game
until the publication of the FIEND FOLIO™
tome. With its publication, the existing
Table 1 table listing only the original Monster
Manual creatures is no longer realistic (see
Table 1). Why should a zombie be more
difficult to turn than a skeleton, both of
Old and New Ratings of Undead Turning which are Level I creatures? Why is a
ghast (Level IV) more difficult to turn than
a wight (Level VI)? When you compound
Old New this with the haphazard way in which the
Undead Level Level undead types have been added, utter
Skeleton I I chaos exists (as if these undead were not
Zombie I I chaotic enough). For instance, a Level II
Ghoul III III coffer corpse is as hard to turn as a Level
Shadow V V VI wraith, while a Level III juju zombie is
Wight VI VI only slightly less difficult to turn than a
Huecuva III III Level X magic-user vampire.
Ghast IV IV Second, characters are acquiring higher
Monster zombie III III levels in today’s games. The existing table
Wraith VI VI halts progression of the clerical undead-
Coffer corpse II II turning ability at 14th level. Len Lakofka’s
Penanggalan V V article in DRAGON® Magazine #80 unified
Mummy VII VII the DMG’s attack matrices and extended
Son of Kyuss IV IV them to clerics of 19th level. As turning
Paladin (L 1-2) — VII undead is an attack (and at upper levels, a
Spectre VII VII very deadly one), a cleric’s ability to turn
Apparition VI VI should also progress up to the same level
Juju zombie III III as that of standard fighting ability.
Paladin (L 3-4) — VII Finally, the existing table’s treatment of a
Vampire VIII VIII cleric’s ability to affect paladins is inconsis-
Vampire (cleric) IX IX tent with its treatment of creatures that
Vampire (magic-user) X X falls under the category “Special.” Classi-
Paladin (L 5-6) — IX fied under that category are “evil crea-
Ghost VIII VIII tures from the lower planes . . . from 1-2
Paladin (L 7-8) — X in number. (As a rule of thumb, any crea-
Lich X X ture with . . . 11 or more hit dice . . . will
Paladin (L 9-10) — Special be unaffected.)” Thus, it is inconsistent to
Special — Special allow paladins of higher than 11th level to
Paladin (L 11 + ) — — be affected by clerics, while creatures of
the Lower planes with 11 HD are unaffect-
ed. Also, the table allows an 8th-level cleric
(or a 10th-level paladin) to turn a 20th-
level paladin.
Knowing the shortcomings of the cur-
rent matrix, the obvious solution is to
devise a new matrix. This new matrix,
shown in Table 2, allows for progression

34 DECEMBER 1988
Table 2

Matrix for Clerics Affecting Undead*

Level of Level of cleric


undead 1-2 3 4-5 6 7-8 9 10-11 12 13-14 15 16-17 18 19+
I 9 4 T T D D D* D* D* D* D* D* D*
II 14 9 4 T T D D D* D* D* D* D* D*
III 19 14 9 4 T T D D D* D* D* D* D*
IV 20 19 14 9 4 T T D D D* D* D* D*
V — 20 19 14 9 4 T T D D D* D* D*
VI — — 20 19 14 9 4 T T D D D* D*
VII — — — 20 19 14 9 4 T T D D D*
VIII — — — — 20 19 14 9 4 T T D D
IX — — — — — 20 19 14 9 4 T T D
X — — — — —
— 20 19 14 9 4 T T
Special — — — — — — — 20 19 14 9 4 T

* Paladins turn undead (et al.) as a cleric two levels below their level.

Table 3
of clerical undead turning to continue up
through 19th level (identical in the level
groupings and upper limits to that in Len
When Creatures are Affected Lakofka’s article), along with 11 groups of
undead (one for each of Level I to X and
Special). Progression in the table is in 25%
Old New
increments in increasing from one clerical
Undead Level T# T D T# T D
— level grouping to the next, as well as in the
Apparition VI 5 14 4 12 15
difficulty in turning successively higher
Coffer corpse II 3 9 14 1 6 9
levels of undead. As was done on the
Ghast IV 2 8 14 1 9 12
7 — — 15
original matrix, a slight chance (1 in 20) is
Ghost VIII 7 18
III 1 5 7 1 7 10
given for each level group in turning a
Ghoul
III 1 9 7
higher-level creature. For example, a 1st-
Huecuva 7 1 10
Juju zombie III 5 — level cleric has a 1-in-20 chance of turning
14 1 7 10
8 — — — a Level IV undead (such as a ghast). Table
Lich X 10 18
Monster zombie III 2 8 14 1 7
1 also shows the new grouping of undead,
10
4 — including paladins as derived from Table 2.
Mumm y VII 14 6 13 16
Paladin (L 1-2) VII* 4 14 — 6 13 16
Table 3 contrasts the old and new matri-
Paladin (L 3-4) VIII * 5 14 — 7 15 18
ces. Arranged in alphabetical order, this
Paladin (L 5-6) IX* 6 — — 9 16 19
table shows three differences for both the
Paladin (L 7-8) X* 7 — — 10 18 — original DMG matrix and the new matrix:
Paladin (L 9-10) Special* 8 — — 12 19 — the level at which it is first possible to turn
8 — — — — — a creature given a roll of the dice (T#); the
Paladin (L 11+ ) —
V 3 9 14 3 10 13
level at which a turn is automatic; and the
Penanggalan
V 1 6 8 3 10 13
level at which the creature is automati-
Shadow
I 1 4 6 1 4 7
cally destroyed (D). Several things are
Skeleton
Son of Kyuss IV 4 14 — 1 9 12
apparent from this table. First, paladins of
Special Special* 8 — — 12 19 — greater than 11th level are no longer
4 14 — 6 13 16
affected by clerics, making their treatment
Spectre VII
VIII 6 — — 7 15 18
consistent with that of creatures of the
Vampire
Vampire (cleric) IX 6 — — 9 16 19
Lower planes. Second, with the exception
Vampire (magic-user) X 6 — — — of liches, vampires (magic-users), “Special”
10 18
VI 1 7 9 4 12 15
characters, and level 7-10 paladins, it is
Wight
VI 3
possible for high-level clerics to instantly
Wraith 9 14 4 12 15
I 1 4 6 1 4 7
destroy any type of undead.
Zombie

* Level with respect to clerical turning.


T# = Cleric is able to turn only given a roll of the dice.
T = Cleric is able to automatically turn.
D = Cleric is able to automatically destroy.

DRAGON 35
For some Dungeon Masters, the weapon
specialization rules introduced on page 18
Table 1
of Unearthed Arcana are troublesome.
Melee Weapon Specialization
The melee advantage conferred to fighters
and rangers who specialize in a weapon Experience "To hit” Damage No. of
can be quite powerful, as evinced by Specialization level bonus bonus attacks
Lenard Lakofka’s analysis in DRAGON® Single 1-3 +1 +1 4/3
issue #104, page 28. A 1st-level fighter Single 4-6 +1 +2 3/2
with single specialization in the long Double 7-9 +2 +3 2/1
sword has his offensive power dramatical- Triple 10-12 +3 +3 2/1
ly improved. A 4th-level fighter who gains 13+ +3 +3 5/2
double specialization with a weapon is a
serious threat to game balance in many
campaigns, dominating play over less
powerful characters. For these reasons, Table 2
Lenard Lakofka and others have suggested Bow Weapon Specialization
revising the existing rules to tone down
the efficacy of weapon specialization. Experience Point “To Hit”/Damage bonuses
This article presents one such revision Specialization level blank Short Medium Long
of the official system, with a more gradual Single 1-6 +2/+2 +1/+1 0/0 0/0
progression of weapon specialization Double 7-9 +3/+2 +2/+1 +1/0 0/0
modifiers for melee weapons provided. Triple 10+ +3/+3 +2/+2 +1/+1 +1/0
The idea of double and triple specializa-
tion with a weapon is extended to include
all weapons, both melee and missile.
The advantages of single specialization Table 3
in a melee weapon are altered for charac- Crossbow Weapon Specialization
ters of 1st through 3rd levels, as shown in
Table 1. The +2 hp damage bonus is Experience Point “To Hit”/Damage bonuses
reduced to + 1, and the attack routine is Specialization level blank Short Medium Long
changed to four attacks every three Single 1-6 +2/+2 +1/+1 +1/0 0/0
rounds, for an extra melee attack every Double 7-9 +3/+2 +2/+1 +1/0 +1/0
third round. The official advantages of Triple 10+ +3/+3 +2/+2 +1/+1 +1/0
single specialization are not gained until
4th level.
Double specialization in a melee weapon
is not possible until a fighter attains the Table 4
7th level. Double specialization grants only Other Hurled or Missile Weapon Specialization
a +2 on “to hit” and damage rolls.
Characters may receive double and Experience “To Hit”/Damage bonuses
triple specialization in missile weapons as Specialization level Short Medium Long
well — a change from the official rules. Single 1-6 +1/+2 +1/+2 +1/+2
Double specialization cannot be achieved Double 7-9 +2/+2 +2/+2 +2/+2
until 7th level, and triple specialization Triple 10+ +2/+3 +2/+3 +2/+3
must wait until 10th level, as with melee
weapons. Tables 2-4 give the bonuses for weapon of proficiency. Instead of being highly efficient hack-and-
bows, crossbows, and all other hurled or Some weapons, such as the spear, dag- slash machines with a strong damage
missile weapons. In each table, under the ger, and hand axe, can be considered both bonus and impressive attack routine,
range columns, two numbers are given for melee and missile weapons. Just because a fighter and ranger weapon specialists are
each level of specialization. The number fighter is specialized in wielding a hand more in balance, keeping them from
before the slash is the “to hit” bonus; the axe in melee does not mean he is also becoming the sole centers of attention in a
number after the slash is the damage highly skilled in throwing that axe. Melee low-level campaign.
bonus. The number of attacks for each and missile specialization in a single weap- By providing for double and triple spe-
missile weapon at a given experience level on must be considered separately. The DM cialization with missile weapons, the DM
is unchanged from the Weapon Specializa- might allow a PC to obtain both forms of encourages characters to be led away
tion Table for Fighters and Rangers in specialization in a weapon. For example, a from always choosing the trusty long
Unearthed Arcana, page 18, regardless of fighter who has melee specialization in the sword as the only weapon for specializa-
double or triple specialization. spear at 1st level might take missile spe- tion. A fighter who wishes to emulate
Rangers suffer an odd problem when cialization with his spear at 4th level by William Tell or Robin Hood can continue to
they specialize in bows. Because each expending a weapon proficiency slot. At improve in his mastery of the crossbow or
ranger must spend all three of his weapon 7th level, the fighter takes double speciali- long bow as he gains levels.
proficiency slots in order to specialize in a zation with the spear as a melee weapon, Weapon specialization need not be an
bow, he cannot be proficient in any melee and at 10th level, he takes double speciali- overly powerful ability of PC warriors that
weapon until he attains 4th level. Some zation as a missile weapon. The fighter forces the Dungeon Master to increase the
Dungeon Masters may feel this is an unfair may ultimately attain triple specialization number of monsters in every encounter to
penalty to be imposed upon a bow- with the spear in melee and as a hurled restore balance to the campaign. Speciali-
specialist ranger at the start of his adven- weapon at 16th level. zation can instead be a moderate advan-
turing career. The DM might consider By enforcing a more gradual progression tage that allows PCs to pursue their
allowing the ranger to use one of his non- of weapon specialization advantages for weapons of interest and to portray the
weapon proficiency slots as a fourth weap- melee weapons, the Dungeon Master heroic characters of interest to the play-
on proficiency slot with which the restores fighters and rangers to a fairer, ers, whether swordsmen or archers.
bow-specialist can acquire one melee more balanced position in the game.
DRAGON 39
©1988 by Hartley, Patricia, and Kirk Lesser

T housands of new software

The Beastie products are released each


year. Perhaps 40-50% of these
products are recreational, rang-
ing from adventure games to

Awards
microcomputer-translated ver-
sions of popular coin-operated
arcade games. With enhanced
computer systems offering
more colors, digitized sound,
three-dimensional effects, and
faster play, computer entertain-
The year’s best entertainment ment products continue to dom-
software products inate as the software purchase
of preference by most con-
sumers. It is not uncommon for
new technology, state-of-the-art
ideas, and no-holds-barred pro-
gramming to be used initially in
Might and Magic:
You see a door. . . . computer entertainment
products. Once software com-
panies have proven their ideas
successful in the gaming world,
the ideas are moved to the pro-
ductivity arena where they gra-
ce word processors, data bases,
and spread sheets.
We are proud to present our
first Beastie Awards to the soft-
ware programs rated as best by
The Macintosh screen reveals the party, the current location in 3D, and
offers information as to the party’s status. Clicking on VIEW presents the
DRAGON® Magazine readers
statistics for the selected character. and software columnists (that’s
us). The award range is from
August 1987 through August
1988. Next year’s awards will
Might and Magic:
The torchlit streets
span the July 1988 to July 1989
of Sorpigal. period. Only one vote is allowed
per reader. The Beastie Award
is presented to the software
game that receives the highest
number of votes. The game
must be offered in more than
one computer system format.
Award recognition of other pro-
grams is determined by the
software columnists.
As we amiably wander down the halls of a town, the mouse cursor icon
indicates the path of travel you’ve indicated you wish to take by moving
the Macintosh’s mouse in the desired direction...in this case, the mouse
is moved to the right as we want to go down that corridor...(FOOLS!)

40 DECEMBER 1988
The Beastie Award
Might and Magic (New World Computing/
MEDIAGENIC) Might and Magic: A
C64/128, Apple II, Apple Macintosh, and surprise encounter
IBM micros and compatibles with hostile
Might and Magic received more votes opponents.
than any other software package, it also
received more honorable mentions in
combination with other software pro-
grams on award ballots. Four times as
many votes were received for the Apple II
version as for the IBM version, with a
small number of votes cast by C64/128
users. Since the Macintosh version has just
been released, there could be additional
votes for the Macintosh format of this
game in next year’s awards.
Might and Magic has accomplished a feat
When an encounter occurs, a new window appears onscreen
few other software fantasy-adventure requesting the player to make a decision as to how to handle
games can equal: the game has ported its the usually hostile adversaries!
exciting environment to a variety of com-
puter systems. Playing one computer
version over another in no way diminishes
the various adventures nor the game’s produced a fantasy role-playing game that Honorable mention
playability. All game formats have been possesses entertaining 8-bit animation, The following products received high
expertly programmed to take advantage of truly intriguing puzzles, and advanced vote counts from our readers.
several computers’ specific abilities. Add combat and spell systems.
the awesome, geographic scope of the Balance of Power (Mindscape)
game and the number of hours players Maniac Mansion (Lucasfilm Games)
Apple IIGS
will become embroiled in its puzzles, Phantasie (Strategic Simulations, Inc.)
Dream Zone (Baudville)
battles, and quests, and you have an enor- This game is a graphic treat that takes Pirates! (MicroProse)
mous dollar value. As a multiformat, mul- Wizard’s Crown (Strategic Simulations,
full advantage of the Apple IIGS by using
tienvironment fantasy-adventure game, Inc.)
innovative puzzles.
Might and Magic is the readers’ selection
as the first winner of the Beastie Award.
Apple Macintosh Specific category awards
The Beastie runner-up Quarterstaff (Simulated Environment
Systems) Best Arcade/Strategy Games
The Bard’s Tale (Interplay Productions/ This is as true a role-playing environ- Blockbuster (Mindscape) C64/128
Electronic Arts) ment as any offering has been able to Dark Castle and Beyond Dark Castle
Apple II, C64/128, Commodore Amiga, and manage. Multiplayer characters manage (Silicon Beach Software) Apple
IBM micros and compatibles their affairs as though ordered by adven- Macintosh
Of note for The Bard’s Tale is that the turers sitting about a table listening to the Ebonstar (MicroIllusions) Commodore
voting was overwhelmingly Apple II-based, environment roll of the tongue of a game Amiga
with a low number of IBM micro-user master. Oids (FTL Games) Atari ST
votes tallied. Also of interest is that voting Shanghai (MEDIAGENIC) Apple IIGS
for The Bard’s Tale II was equally split Soko-Ban (Spectrum HoloByte) IBM micros
Commodore Amiga
between Apple II and C64/128 users. The and compatibles
The Bard’s Tale (Interplay Productions/
Bard’s Tale II is the sequel to the The Wings of Fury (Broderbund Software)
Electronic Arts)
Bard’s Tale; it ranks in third place for the Apple II
This is the first unique fantasy role-
popular vote!
playing game introduced for the Amiga
that was probably responsible for some
Specific system awards sales of. the computer itself! Graphics,
Best Driving/Racing Simulations
Ferrari Formula One (Electronic Arts)
The following system-specific products animation, and sound combine to offer
Commodore Amiga
have been awarded the Beastie for recog- one of the finest adventure environments
Test Drive (Accolade) all formats
nition of high entertainment value in their ever delivered.
individual computer categories.
Atari ST IBM micros and compatibles Best Flight Simulators
Dungeon Master (FTL Games) Star Command (Electronic Arts) Chuck Yeager’s Advanced Flight Trainer
If Dungeon Master can duplicate its This is one of the most addicting games to (Electronic Arts) Apple Macintosh, IBM
playability, graphics, sound, user-interface, yet appear for IBM micros and compatibles. micros and compatibles, Apple II, and
and solid adventuring for other computer Not only do you create a variety of interest- C64/128
systems, this could easily be the Beastie ing characters, but on-screen players are F/A-18 Interceptor (Electronic Arts)
Award winner next year. required to use their various talents to Commodore Amiga
enable successful quests in space. Star Com- F-15 Strike Eagle (MicroProse) Atari ST
Apple II mand is not only one of the first PC-based
Ultima V (Origin Systems) games to offer support for Enhanced Graph-
This game is a real eye-opener, especially ics Adapters (EGA), but also to bundle both Best Science Fiction Game
when you consider the company entered a 3½" and 5½" disk formats in the same Star Command (Strategic Simulations, Inc.)
10-year old technological environment and package at no extra cost! IBM micros and compatibles

DRAGON 41
Best Software Conversion
Maniac Mansion: A
Might and Magic (New World Computing/
comedy of terrors MEDIAGENIC) to Macintosh
from Lucasfilm Questron II (Strategic Simulations, Inc.) to
Games. IBM micros and compatibles

Best Sports Simulations


Earl Weaver’s Baseball (Electronic Arts)
Commodore Amiga and IBM micros and
compatibles
The Games (Epyx) C64/128
Winter Games (Epyx) Apple II
World Tour Golf (Electronic Arts) Apple
IIGS and C64/128

Best Military Strategy Games


Decisive Battles of the American Civil War,
Volume One (Strategic. Studies Group/
Electronic Arts) Apple II
PT-109 (Spectrum HoloByte) Apple
Macintosh
Strike Fleet (Lucasfilm Games) Apple IIGS
The Ancient Art of War at Sea
(Broderbund Software) IBM micros and
compatibles
The Universal Military Simulator
(Rainbird/MEDIAGENIC) Atari ST

Ferrari Formula One:


In the pits and on Most Unusual Game of the Year
the international Gone Fishin’ (Electronic Arts) Atari ST
racing circuit.

Games to Watch for 1989


Bard’s Tale III (Electronic Arts)
Wizardry IV: The Return of Werdna
Wasteland (Origin Systems/Broderbund
Software)

Now is a good a time to keep track of


your votes for next year’s awards. As you
play different games, write down their
good and bad points. Then, when the call
goes out for ballots, you’ll be ready to mail
in your important vote for the Beastie
Awards. We thank everyone who voted for
the first awards.

Strike Fleet:
Gunboat diplomacy
for the Apple IIGS.

42 DECEMBER 1988
by Len Carpenter difficulties in meeting all the ability-score
minimums if the multiclasseded combina-
tion has a number of abilities with high or
very high minimums. Ranger multiclassed

Roll On!
characters especially suffer from this
problem. A ranger multiclassed character
may often have to be satisfied with modi-
fying a low roll upward just to meet an
ability score minimum, because the ability
minimums or prime requisite of the other
class requires a high number of dice. As
examples, the druid/ranger has a high
charisma minimum to meet and the
ranger/magic-user has intelligence as a
class prime requisite. But regardless of
other ability-score needs, a ranger multi-
classed character still rolls 7d6 for
strength to give the character a decent
average strength score. Intelligence, wis-
dom, or constitution rolls may be reduced
Among the many rule additions present- As other possible examples, dwarven for a ranger multiclassed character com-
ed in Unearthed Arcana is a new method and gnomish characters of the thief class pared to the single-classed ranger, but this
for rolling up human player characters. might be limited to rolling no more than may sometimes give the single-classed
This new Method V on page 74 allows a four dice for comeliness, and half-orcs of ranger an advantage over these powerful
player to first choose a desired character any class should roll only three dice for multiclasseded combinations.
class and then roll from three to nine six- this attribute. The DM can easily make Overall, multiclassed characters are
sided dice to generate each of the seven other such changes in the table that are often lacking in one or more important
character abilities. This new character- deemed appropriate. ability scores because these characters
creation method could be expanded Now, on to multiclassed characters. have special prime requisites or abilities
beyond just the human characters of Table 1 below gives the dice rolls that may with high minimums that demand high
traditional AD&D® games. Method V of be made for all the “legal” multiclasseded numbers of dice. This often places a
Unearthed Arcana could also be used for combinations listed in the Unearthed single-classed character at a slight advan-
creating single-classed demi-human char- Arcana additions and corrections in tage over a comparable multiclassed char-
acters with little or no modifications to the DRAGON® Magazine #103 (page 49). The acter. Multiclassed fighters have fewer
table. The same system could even be choices made on how many dice are to be dice for strength and constitution than
applied to generate the many possible rolled for each ability of any character are single-classed fighters. Multiclassed clerics
multiclassed characters of the game, as based on the prime requisites, ability and magic-users may suffer dice reduc-
well as the new character classes minimums, general racial characteristics, tions in strength, dexterity, or constitution
described in Oriental Adventures. The two and estimates of the relative importance of compared to single-classed spell-casters. In
tables listed hereafter provide such an the ability scores for each multiclasseded addition, those characters with three
expansion of Method V to include these combination. Often, dice roll choices are a classes have fewer dice to roll in a range
multiclassed and Oriental characters. matter of personal opinion, especially of important abilities.
The table on page 74, although intended when trying to decide which prime requi- Table 2 gives the suggested dice rolls for
for human PCs, could easily work with site of a multiclassed character receives the new character classes of Oriental
single-classed demi-humans and half-orcs. the most dice. Other DMs may wish to Adventures. The dice rolls are arranged to
The dice rolls given in the table are modify or rearrange these figures based meet class minimums or are set in relative
already adequate for generating such on their own opinions. order of importance for the character
characters, although the DM could rear- Where fighter/spell-caster multiclassed class. Although some of the classes of
range a few dice rolls here and there to characters are concerned, priority is given Oriental Adventures have close counter-
suit the needs or general characteristics of to the intelligence, or wisdom score over parts in the traditional AD&D® game,
certain races. strength; having a high ability score in these Oriental characters may have their
For example, elven and half-elven cava- these prime requisites helps multi-class dice rolls ordered in a somewhat different
liers might instead roll nine dice for dex- magic-users or clerics in the long-term manner than the Occidental characters.
terity and only seven dice for constitution, advancement of their spell-casting classes. Bushi roll only three dice for comeliness
as these cavaliers would train to rely more Furthermore, by limiting fighter multi- compared to four dice for Occidental
on agility and defensive speed in battle classed characters to only seven or eight fighters, because bushi are often low-born
rather than on physical endurance. Elven dice for strength, the single-classed fight- characters lacking in etiquette and cul-
and half-elven fighters might roll 8d6 for ers maintain a slight edge over those ture, and because they usually have a
dexterity and 7d6 for constitution for multiclassed fighters in spite of their dishevelled appearance since their suits of
much the same reason, and to help pro- broader range of capabilities. armor are often scavenged rather than
vide these fighters with a better chance to Thief, assassin, and illusionist multi- thoughtfully put together. Bushi roll 8d6
attain the high dexterity scores needed to classed characters usually get nine dice for for dexterity and 7d6 for constitution
become skilled archers. dexterity, since a high dexterity score is since so much reliance is placed on defen-
Halfling fighters might roll only 7d6 for very important for the success of these sive speed and agility in Oriental combat.
strength and 9d6 for dexterity, since half- characters. A high dexterity also provides Samurai roll more dice for strength than
ling warriors would strive to be agile and a vital armor-class bonus that is beneficial intelligence, even though the intelligence
evasive in combat above all else. Also, to any character in the game. The one minimum is higher. Great strength is ulti-
halfling fighters usually favor the use of exception is the druid/thief, who rolls only mately more important than genius for a
missile weapons to defeat foes rather than 8d6 for dexterity, as 9d6 is reserved for samurai to become a mighty warrior.
engage in the sweat and muscle of melee the charisma score with a 15 minimum. Rolling 8d6 for intelligence also gives
combat. Some multiclassed characters may have samurai a slightly lower average intelli-

44 DECEMBER 1988
gence compared to wu jen sorcerers,
which is only reasonable. Table 1
Samurai roll three dice for charisma and Multiclassed Characters
four dice for comeliness, since samurai are
a cavalier subclass. The style, etiquette, Number of dice rolled for:
and courtly manner of the samurai enable Class Str Int Wis Dex Con Cha Com
them to make strong first impressions on Cleric/fighter 8 4 9 6 7 5 3
others, just as their chivalrous Western Cleric/ranger 7 6 9 5 8 4 3
counterparts. Cleric/magic-user 5 9 8 7 6 4 3
Sohei roll 9d6 for strength and only 8d6 Cleric/illusionist 4 8 7 9 6 5 3
for wisdom because sohei are more war- Cleric/thief 6 4 8 9 7 5 3
rior than priest. Rolling only 8d6 also gives Cleric/assassin 6 5 8 9 7 4 3
the sohei an average wisdom score less Druid/fighter 7 4 8 6 5 9 3
than that of the holy shukenja class. Druid/ranger 7 5 8 4 6 9 3
Wu jen sorcerers are, on the average, Druid/magic-user 4 8 7 6 5 9 3
slightly stronger than Western magic- Druid/thief 6 4 7 8 5 9 3
users, since their martial skills are notice- Fighter/magic-user 8 9 4 7 6 5 3
ably better than those of Occidental Fighter/illusionist 7 8 4 9 6 5 3
magic-users or illusionists. Because wu jen Fighter/thief 8 5 3 9 7 6 4
live lives of isolation, they are less likely Fighter/assassin 8 6 4 9 7 5 3
than magic-users to develop skills of deal- Ranger/magic-user 7 9 6 5 8 4 3
ing with other persons (as reflected in Magic-user/thief 6 8 4 9 7 5 3
their lower-than-average charisma scores). Magic-user/assassin 6 8 5 9 7 3 4
Ninja are a special class in the game, and Illusionist/thief 5 8 4 9 7 6 3
are therefore treated separately. A ninja Cleric/fighter/magic-user 7 9 8 6 5 4 3
character may be rolled up in one of two Cleric/fighter/thief 7 4 8 9 6 5 3
ways. The DM could require that the Cleric/magic-user/thief 5 8 7 9 6 4 3
player must first choose the class that will Fighter/magic-user/thief 7 8 4 9 6 5 3
be the ninja’s cover — bushi, sohei, wu jen,
or yakuza — and then roll up a character
that also meets the ninja’s ability mini-
mums. But even with this character gener-
ation system, the player may have to roll
up a number of characters before he Table 2
finally finds a set of ability rolls that also Oriental Adventures Characters
satisfies the ninja’s minimums.
If the DM so allows, a player may first Number of dice rolled for:
choose which ninja split-class he wants to Class Str Int Wis Dex Con Cha Com
play, then use the dice rolls of the particu- Bushi 9 4 5 8 7 6 3
lar split-class given at the bottom of Table Kensai 7 5 8 9 6 4 3
2. The dice rolls for these split-classes are Samurai 9 8 6 5 7 3 4
arranged to best suit the ability minimums Shukenja 7 5 9 6 7 5 3
of both the ninja and cover class. If a dice Sohei 9 4 8 6 7 5 3
roll is less than the character’s ability- Wu jen 5 9 7 8 6 4 3
score minimum, the roll is adjusted Yakuza 6 7 3 8 5 9 4
upward to meet the ability minimum just Ninja/bushi 9 7 4 8 5 6 3
as with any other character created using Ninja/sohei 9 8 5 7 4 6 3
Method V. Ninja/wu jen 5 9 4 8 6 7 3
Ninja/bushi are quite strong on the aver- Ninja/yakuza 6 7 3 8 5 9 4
age and have good intelligence, dexterity,
and charisma scores. Ninja/sohei, on the
average, also have good scores in these
abilities, but have wisdom scores that are any character who hasn’t met the racial quick way to roll up a desired character
usually less than that of the common minimums fairly, or might restrict the type. Instead of rolling the dice over and
sohei. Ninja/wu jen naturally have the character to being a human or a nonhu- over again until a suitable set of ability
highest average intelligence scores of all man of a different race. scores is finally found, the player chooses
the ninja split-classes. Ninja/yakuza are The DM might opt to rearrange a few of the character class first, rolls seven sets of
rolled up in the exact same way as ordi- the dice rolls of Table 2 to improve the dice, adjusts for minimums, and the char-
nary yakuza, because the ability mini- chances for a nonhuman character to acter is soon ready for play. This method
mums of both characters are identical. meet the racial minimums fairly. Spirit folk is especially useful where preparation
Oriental nonhumans pose a special prob- characters could roll a greater number of time is short, such as with quick pick-up
lem with this character generation meth- dice for charisma to help achieve the 14 games, impromptu module adventures, or
od, because they have some demanding minimum, at the expense of other abilities. when a new player joins the campaign.
racial minimums to meet as well as class Of course, the DM might simply decide
minimums. The DM may handle this prob- this system is unsuitable for creating Ori-
lem in any of several ways. The DM could ental nonhuman characters.
use the dice rolls in Table 2 to create non- The main reason for extending Method
human characters, and simply adjust the V to include as many character classes and
dice rolls upward to meet both racial and races as possible is simply to save time. In
class minimums. If the DM chooses to those campaigns where the DM grants the
adhere to the rules of Oriental players full freedom of choice of character
Adventures, he might instead not allow class and race, this system provides a
DRAGON 45
Flesh and
LESH AND BLOOD the battered wood-
en sign read, hanging dead in the late
afternoon heat; under the once-ornate
letters was a painted porkchop peeled

Blood
and faded with age. There was a noise
on one side of the curtained doorway,
a scuffle, and then the body of a lean
young woman flew headfirst out of the small butcher shop
to land face down in the dusty street.
“And stay gone!” said the burly man in the blood-
stained apron. “Next time I catch you snooping around
my place, I’ll make sausages out of your tripes!”
Jennet lay still for a moment, then rolled over and sat
up with a sigh. Buying Lord Onomai’s daughter back
from the man who’d bought her as an infant in the Isle
slave market was proving to be a difficult task: Butcher
Hapricot drove a hard bargain. No doubt the man smelled
a profit. Unfortunately, he was perfectly within his rights; by Mary Frances Zambreno
just because Onomai now had a use for the little girl he’d
sold five years previous didn’t mean that he could have
her back for what he had paid. The trick was to make
Hapricot want to sell, and at a fair price.
Well. Time to get the magic working.
The old witch was waiting for her in the smelly hut just
outside the city gates. She looked up from her brazier as
Jennet entered.
“So, grand-dam,” Jennet said. “Have you considered
what I want?”
“It’s not a good thing you ask me to do, Jennet from
Iberia,” the old woman said, her voice cracking with age.
“To make a child ill — it’s wrong.”
“I don’t want her ill,” Jennet said patiently. “I want
your spell to make her seem ill so that the butcher will lis-
ten to reason. Can you do it?”
The witch stirred the brazier. Her eyes were brown,
ringed with a darker color around the iris like all true
witches’ eyes.
“If the temple discovers what I have done —”
“They’ll burn you and hang me,” Jennet interrupted.
“And if I tell them I saw you selling love philtres to the
prostitutes in Three Moon Street, they’ll just burn you.
Do as I ask, and you’ll get paid instead of burned. Come
on, old woman!”
The witch closed her eyes and sighed heavily. At last she
said, “Do you have what I need?”
Jennet grimaced and felt around in her pockets for the
hairbrush she’d lifted that afternoon from the small living
quarters behind the butcher shop. It was tangled with
dark, curly hair, and Hapricot was bald.
“Will this do?”
“For a start. Sit down.”
Jennet sat, watching uneasily as the witch teased a sin-
gle strand of hair free and delicately dropped it into the
brazier. The sudden cloud of smoke — too much from a
single hair, surely — made her cough.
“Hmm, so.” The witch was thoughtful. “Now tell me.”
“Tell you what?” Jennet asked, trying not to breathe.
She didn’t really like magic; it was chancy.
“Tell me about the child.”
“I already did,” Jennet said, impatient now. “She’s
small and dark — you can tell that from the hair — and Illustrations by Jean Elizabeth Martin
DRAGON 47
she’s thin all over. She’s got a high thin voice, and I think Flame like lightning streaked across the brazier from
blue eyes — I didn’t really get close enough to be sure, the old woman’s fingertips; Jennet put up an arm to shield
but some light color.” herself. The air burned.
“What is her name?” “Blood,” the witch said then, softly. “It is a matter of
“Hapricot calls her Marga. I don’t think Onomai ever blood.”
bothered to name her.” Jennet gasped, “What are you doing?”
“Why does he want her back?” The witch’s eyes filled the space between, the hut, the
Jennet shrugged. “His wife’s dead and he’s childless. night itself. The eyes owned her — possessed her. She was
Even a girl is better than no blood heir.” drowning in them.
“Surely, he can marry again.” It is a matter of blood, Iberian, the witch’s mind beat
“And surely that wife can die too. I don’t think he against her. Yours, mine, the child’s. I will not do this thing.
wants to take any more chances.” Not like the chance her She could feel herself slipping away now, into some
own father had taken when he’d driven her out of her sun- warm, velvet darkness where she did not want to be. Feel
drenched Iberian home — some men were more daring herself slipping away from herself, into another’s will as she
than others about dying alone. “And Onomai’s rich. It had not been since she was seventeen and had apprenticed
will be a good enough life for the child.” herself to a wandering gladiator. Since she was sixteen and
“Well.” The old woman leaned over the brazier, made a had left her father’s house for the last time with tears
swift pass with one hand. “Marga, then. A pearl of great locked inside her heart.
price to be desired by two fathers in Isle where girls are Jennet. Leave Isle. Leave the little girl, and me, and the butcher,
worthless. What says the butcher’s wife?” and the lord. Jennet, child whose father did not love her, go and
“Nothing. She died two years after they bought the leave us in peace.
girl.” Her father hadn’t loved her. Yes, that was true, but why
The brazier suddenly glowed with heat. Jennet started should he? Why should she care? It was the way things
back. were. With a strangled cry, she lunged forward. A flailing
“What are you doing?” she asked suspiciously. hand caught the brazier by one leg and spilled its red-hot
“For plague, there must be fever.” contents all over the floor of the hut. The witch moaned,
Jennet swallowed, tried to look away, but couldn’t. The her concentration broken, and Jennet’s knife caught her
witch intoned something alien and strange: air in the little against the throat.
hut was thick with fumes, and foul. “Get out of my mind, witch!” she hissed. “Whatever
“Pay me,” the witch said. you find there is mine, and none of your concern. Now are
Scowling, Jennet reached into her purse. “Here. Take you going to do as I ask, or do I cut your throat? You took
your money.” my money, you do what I paid you for!”
The silver disappeared, and the old woman began to Trembling the witch nodded. Jennet pulled back but not
rock back and forth in the swirl of smoke. Her words were far; her eyes were streaming from smoke and concealed
louder now, harsh and heavy with meaning. fear, but they held steady on the old woman. The witch’s
“Ban,” she said. “Ban-haga feor. Forleton, forhelan. eyes were on her knife.
Ban.” “I didn’t lie,” she whispered. “I sought to send you
The hair on Jennet’s neck prickled as the smoke co- away, forgetful and unsatisfied, but I didn’t lie. There
alesced, solidified, took form: a child’s white face gazed at must be blood if I am to do this thing for you.”
her from the air, a child sleeping with mouth half-open. So. Why did magic always have to hurt? Jennet turned
Why had she been thinking about her father just now? the point of the knife and flicked it against her own palm.
Maybe it was Hapricot and Onomai, both gambling as A drop of blood welled darkly in the uncertain light. She
her father had gambled that he might have a daughter turned her hand palm-down over the pile of smoldering
who would be of some use to him. They didn’t sell girl coals half-spilled from the brazier’s mouth and shook the
babies in Iberia, but they might just as well: her father drop loose. Fire hissed.
had given her to the servants to raise after her mother’s And went out, in a crash like thunder.
death, and disowned her the moment he realized what an A half-hour later, Jennet staggered back through the
unmarriageable liability she had become by publicly refus- empty city streets. Her head was throbbing, her mouth
ing the betrothal he had arranged for her. Funny now, to tasted like old washrags, and she’d barely made it back
remember how scared and helpless she’d felt that day. inside the walls before the gates closed for the night, but
“Blod,” said the witch, achingly chill. “Blod, ban, an- she had what she needed. The smelly little bag around her
deor brun. Gimma!” neck contained ashes from the brazier, her own blood, and
The witch gasped and gave a great cry. Jennet half-rose what was left of Marga’s hair — it should be enough.
at the eldritch sound, her mouth dry and her eyes frozen Time to finish the job, and fast. She’d had hangovers that
to the child’s sleeping, smoky form. Eyes opened above had felt better than this.
the figure in the smoke, the witch’s eyes glowing with She paused on the street corner, looked up at the full
unnatural fire. Brown eyes ringed with black, staring moon.
through her as her father’s had that day, as if she weren’t I feared you, mercenary, the witch had said. I fear you. We
there. Into her, past her, beyond — get so few women trained to fight in Isle. I was afraid of what you
The witch flung back her head and keened to the hut: would do if I told you no.
“Gimma!” Well. The butcher ought to be somewhat harried by

48 DECEMBER 1988
now; best go see. Jennet watched him for a moment, puzzled: she had seen
He was harried, or at least he was awake late. There men terrified into hysteria by plague before, but the
was light streaming through the shuttered windows at the butcher had the reputation of a hard-headed businessman.
front of the shop and around the back, too. Jennet was He ought to have been suspicious, at least, but he hadn’t
standing directly in front of the door and contemplating even counted the money. Brow wrinkled, she turned to the
knocking when it opened. child.
Hapricot had dressed hurriedly. The little thing did seem to be suffering. It couldn’t
“You!” he said in surprise. “What are you doing really be plague, could it? Perhaps she should use the
here?” amulet she carried to break the spell. She touched the
“I’m on my way out of the city at first light,” she said small face with one hand; Marga turned in response, her
smoothly. “I thought I’d give you one last chance to eyes opening in the candlelight. Jennet pulled the amulet
reconsider taking advantage of Lord Onomai’s sentimen- off over her head and bent to tie it around the child’s
tality. What he offers is more than a fair price for his neck. Eyes stared up at her — blue eyes, with smoky
daughter —” rings. Witch’s eyes.
The butcher went red. “I’ve no time to talk to you She gaped. The child was cool! The swelling was fad-
now. Marga is feverish. I’ve got to fetch the healer —” ing, and the marks — but the spell couldn’t be broken
“A fever in summer? Is there swelling?” yet! What — how —
“Yes — no!” He looked frightened. “It’s just a little Filled with sudden fury, Jennet straightened.
fever. Children often —” A witch. The child was a witch, and no spell would hold
“There’s plague in the stews,” she said grimly, and that her long. That was why Onomai wanted her back, not
part was true enough. It was where she had gotten the because his wife was dead and a girl was better than no
idea. “You go to a healer and you’ll lose business, shop, heir, but because young witches were worth real money.
daughter, and all.” He must have discovered something when his wife died —
He stared at her blindly. “It’s just a little fever.” perhaps she’d had witchblood in her veins and never told
“There’s no cure for plague!” she told him sharply. him until then. Whatever, his daughter was now a valu-
“You know that.” able commodity indeed.
“I can’t — Marga —” “Papa?” said a small voice from the bed. The little
“She’s only a child,” Jennet said. She eyed the man witch sat up and rubbed her eyes. “Papa, is it morning
curiously. “Too little to be of real use to you. Why did you yet? Why are the candles lit?”
buy an infant anyway?” The child’s voice confused Jennet. She was so small to
“My woman — our babe died, and the milk was pain- be a witch, and a witch growing up in Isle? As out of place
ing her. The midwife said she couldn’t have another, and I as — as a girl who refused to marry in Iberia. What
— never mind. The little ones grow into good workers.” would become of the poor brat? Onomai would sell her
He turned back inside, and Jennet followed. overseas, unless — in Isle, magic lived in the shadows and
The child was laid down on a cot in one corner. She was the slums.
flushed and twisting restlessly; the butcher gently pulled
one of her arms free and lifted the small shift.
“Come, child, don’t fuss so. Let me look —”
The red marks were there, and the swelling. Jennet
smiled sardonically as the man pulled away in sudden
fear.
Hapricot turned a pale face to her.
“She won’t live,” Jennet said.
“What can I do?” he asked helplessly.
Jennet pretended to consider; she gnawed her lip;
frowning.
“I’m from Iberia. I’ve seen plague before, and lived: I
suppose I could take her to Lord Onomai. His price is good
no matter what condition the child is in, and he’s rich
enough not to mind temple displeasure if he hires a sorcer-
er to heal her, I think.”
That was Hapricot’s cue to take heart, start bargaining,
but the man just stood there. Well, it was a shock and a
terror. Persuasively, she held out Onomai’s purse,
wrapped the butcher’s hand around it. He took it from
her absently and set it down on a small table, and that
took care of that. Once he’d accepted money for the child,
she wasn’t legally his anymore. Only —
“Wait here,” he said. “Stay with Marga.”
Wait? What for? He moved slowly past her. By the time
he reached the front room, he had broken into a run.

DRAGON 49
“Your papa’s gone, Marga,” Jennet said. “You’re going apprenticeship? Then — then Marga — is — is —”
to have a new papa now.” The old woman nodded but said nothing. Hapricot
The child’s eyes went wide. “Did papa go away like stared for a moment, then took a deep breath and turned
mama?” back to Jennet.
“No, I —” “Thank you,” he said humbly. “For many things. If
There was a noise at the door. Jennet went for her you hadn’t come, I wouldn’t have known about — about
knife, but it wasn’t the Watch, it was only the butcher Marga needing special teaching until the temple marked
come back again with — her and took her. I know you serve Lord Onomai, but I’ll
With the witch from just outside the city gates. Jennet pay whatever you want —”
stared in shock as the man ushered the old hag into the “Don’t be silly, man, Onomai already has,” she told
room as formally as if she were a priestess-healer from the him briskly, and tucked the purse into her own tunic.
temple heights. Onomai had deceived her, after all; that made him fair
“This way, good mother,” he was saying. “My daugh- game. “And you’ll need all the money you have to leave
ter’s in here. If your magics can heal as they say — I’ve Isle. A witch can’t live well here; ask the old woman.
money put by, I’ll pay whatever it takes.” You’ll have to go to Cilia or Bregal or someplace else
Jennet met the old woman’s ringed eyes: eyes like where magic is welcome. I suppose they need butchers in
Marga’s. those places too, and your guild would help.”
“He came for me,” the witch said, lifting her head. “I He smiled tentatively. “It would. Won’t — won’t Lord
thought he might. I would have told you what I saw in the Onomai try again?”
smoke, in my mind’s eye, but I feared you wouldn’t “I doubt it,” she said. “He can’t defy both the temple
believe. He is willing to risk temple displeasure, to bribe and the law, if he wishes to stay rich, and he has no legal
the guards at the gate — willing to risk exposure to rights in this case. Which he well knows, or he wouldn’t
plague, and all to save his daughter’s life. He loves her.” have hired me in the first place. Now don’t you and the
He loves her. The words rang in Jennet’s ears. He loves old woman have some business to discuss?”
her. But that was ridiculous. She was a brat, not even his The butcher shook himself free; he bowed slightly and
own but a girl-child he’d bought in the slave market. How turned to the witch.
could he love her? “Yes, and Marga must go back to sleep too. Why, it’s
“Papa!” shrieked the little girl. “You came back!” almost moonset! Good mother, if you’ll come with me —”
“Marga, you’re better! But —” He walked by Jennet as if she weren’t there. The witch
The purse she had put into the butcher’s hand lay on regarded her enigmatically for a moment.
the table where he’d set it. That was her job done, by law; “It wasn’t you,” she said. “All men are different.”
he wouldn’t be able to deny under the question that Jennet pushed bleak memories of her father into the
money had passed between them. All she had to do was back of her mind: her father hadn’t loved her, and she had
point to the purse, take the child to Onomai, and collect to live with that. She always had.
her fee for services rendered. Jennet thought of the man’s “It was me,” she said. “And it was him, and it was the
confused look, his abstracted air when she’d wrapped his way things were. And it doesn’t matter, really.”
fingers around the gold. None of that would matter if she The old woman shook her head and smiled.
left now, with the child. Least of all the love. She felt the “You’re young,” she said. “You’ll learn — life is more
witch’s eyes on her, not demanding and engulfing, but complicated than that. There is never any single reason,
simply waiting. or simple right.”
Three adults and a child, in a crowded, candle-lit room. Then she turned to follow her new employer.
Smoked meats and sausages hung from the dark rafters Jennet stared after her for a moment, then snorted.
alongside skins of stale blood used for seasoning. Jennet Young, was she? Perhaps, and perhaps there was more to
thought of Onomai’s rich house, of the soft-voiced, velvet-- learn than what she had this night, but she already knew
footed servants she’d grown up with, the great brass enough to get out of town while the getting was good. She
lamps that had lit her way into exile. She looked at the had enough money to travel fast for a while, and she’d
butcher. His eyes were beginning to go white with under- need to, once Onomai realized she’d cheated him. The
standing and new alarm; he looked from the witch to Jen- law would protect Hapricot, but not a foreign mercenary
net and hugged his daughter until she squirmed. His female. Ah, well. She’d never cared much for Isle, any-
daughter. way. It was almost as hot as Iberia.
“Papa, you’re hurting me! Papa, what’s wrong? Why is Considerately, she braced the door closed as she left the
everybody here?” shop. No sense encouraging early customers: Hapricot
Jennet reached for the purse on the table; she weighed had enough to do. Overhead the butcher shop sign swayed
it in her hand. Odd, she had had to come all the way to slightly in the moonlit breeze: FLESH AND BLOOD, it
Isle to find that some fathers could love even daughters — read.
to understand what that looked like, what it meant, and
how it hurt.
“Nothing’s wrong, Marga,” she said in a hard voice.
“Your father just wanted to talk to this woman about your
apprenticeship.”
The butcher gulped, looked at the witch. “Her — her
DRAGON 51
by James M. Ward ring binder. There will be about 130 mon-
sters in the pack, and each will have its
own full-page spread. There will also be
eight full-color divider sheets with the
binder. I’m sure all the new and old infor-

The mation will appeal to AD&D game players


everywhere.

Game Wizards
TSR will also present a new MARVEL
SUPER HEROES™ boxed game set this
month. The company has gotten a good bit
of mail on the need for a product that
better explains the skills of game master-
ing. This product is going to do just that.
Set in New York, the boxed set provides
useful rules and adventures for both new
and experienced referees.
Also appearing this month is an interest-
ing product called Cities of Mystery. It’s a
folio item set in the FORGOTTEN REALMS
setting, but it is an item with an intriguing
twist: There is a set of cut-out town build-
April ings included. Now all you have to do is
Sometimes this column (and I know you Darkness and Light, the first novel in the make a few simple cuts and folds, and you
all are going to find this hard to believe) is DRAGONLANCE prequel trilogy, comes out can use the maps and buildings to better
a chore to write. The editor of this maga- this month. The book covers the lives of visualize your adventures. The best play-
zine is very generous with this space, and Sturm and Kitiara in the five years before ers of the game know that miniatures
we in the Creative Services Department of they went on their adventures in the enhance role-playing, and when your
TSR appreciate his allowing us to place DRAGONLANCE Chronicles trilogy. miniatures are moving along the streets
material here for your inspection. Never- Another great product that I’ve been play- and buildings of this folio set, your gaming
theless: it can be a bit taxing on one’s ing for a few years is Tom Wham’s Great should benefit greatly.
abilities to come up with something that Khan Game. It’s a fast and fun political
you will like to read and the writer wants game that TSR has set in the FORGOTTEN July
to write. Fortunately for me, this is not REALMS setting. The GREYHAWK™ City boxed set has
one of those times. TSR is going to put out been a long time in coming, and now that
some great products next year, and I want May it’s finally happening, I can’t wait to get the
to tell you about a few of them. May is packed, and it’s impossible to pick first rough drafts to review. Now the
the best two items, so I’ll review several of oldest role-playing city can be shown in
them for you. First is the FORGOTTEN vivid detail for everyone to enjoy. The
January REALMS calendar, which will be its usual product includes maps of the city and
Topping my list is the RED STORM visual delight. underground areas, a poster, some unusu-
RISING™ board game. It’s Tom Clancy’s The AD&D 2nd Edition Dungeon Mas- al single-sheet adventures, and two large
story about modern-day warfare in West ter’s Guide is going to be a must-have for booklets detailing the city and all of its
Germany, and it’s fun for both the full-time all AD&D game players. You can count on most interesting characters.
war gamer and the simple-game enthusi- AD&D 2nd Edition products in general to Also scheduled for release this month is
ast. Another good product appearing this be graphically more appealing, to be clear- the DUNGEONS & DRAGONS® game boxed
month is the DRAGONLANCE® module er and easier to read, and to cover many set Dawn of the Emperors. The boxed set
DLE-1 In Search of Dragons. It‘s the first in of the errors in the AD&D game that all of deals with Thyatis and Alphatia, two of
a trilogy about the dragons on Krynn. I’ve you have to sent to TSR. the largest kingdoms in the D&D® game
read it and liked it a lot. One of my personal favorites is the world. It seems that these cities are at war
revision of the DUNGEON!® board game. with each other, and the PCs are thrown
February It’s going to come out bigger and better into the middle of the struggle. This is one
The FORGOTTEN REALMS™ accessory, than ever, and will have much more mate- product that all D&D game players will
Hall of Heroes is going to make a big rial in it than any DUNGEON! game has have to buy.
impact on the role-playing market. Old- ever had. In addition, the first book of the
timers who remember the product Rogues new BUCK ROGERS™ trilogy should be out August
Gallery will see some of that style in this this month. If you like science fiction, you The AD&D 2nd Edition Monstrous Com-
product, which deals with the good, bad, are sure to approve of this novel. pendium #2 comes out this month; it, too,
and ugly characters of the FORGOTTEN Also released this month is the new has about 130 monsters. Although this
REALMS setting. TOP SECRET/S.I.™ game High-Rise game. It’s a real-estate game accessory won’t come in a binder, it will be
lovers should look for Web of Deceit this where you build your own style of city. five-hole drilled for your convenience (and
month. It’s the first of a trilogy of TOP I’ve play-tested it several times now and for inclusion in the Monstrous Compendi-
SECRET/S.I. modules that takes characters can’t get enough. I think it will be a big hit um binder). Like the first compendium, it
all over the world to fight Web plots. with everyone. has eight full-color divider sheets, and the
monsters will each get a full page of text.
March June The DRAGONLANCE trail map comes
The big news is the release of the This is another jam-packed month with out in August. Trail maps are an interest-
AD&D® 2nd Edition Player’s Handbook. It more than its fair share of great products. ing idea that TSR Acquisitions Editor
hits the stands this month, and everyone The AD&D 2nd Edition Monstrous Com- Bruce Heard came up with. What is a trail
should be pleased with the result. Another pendium #1 is a top-notch product, but it’s map? It’s an inexpensive, full-color map of
hit should be the Doug Niles book, a bit difficult to explain. It’s a revision of some well-traveled sections of a campaign
Darkwell, which closes the Moonshae the Monster Manuals, but it’s not a book. world (in this case Krynn). Players and
trilogy. This product comes in a full-color, three- DMs alike can carry this map around and

52 DECEMBER 1988
use it during play just like a character It’s just like the four other highly popular told mysteries of thieves. Numerous thiev-
would use a map he has purchased for MU books: full-color, five-hole drilled, and ing concepts are covered, including special
adventuring. There will be trail maps for packed with new and old MARVEL SUPER thief equipment, new character sub-
all of the AD&D and D&D game campaign HEROES game characters. classes, and magical items designed for the
worlds. If the idea works out as well as I powerful members of the thieves guild to
think it will, there will eventually be trail November give them an edge against other character
maps for all of TSR’s role-playing products. I think the best product this month is classes in battle and spell casting.
the AD&D® 2nd Edition BATTLESYSTEM™
September accessory softbound book. It has full-color Well, those are some of the highlights of
The big news this month (and for a long pictures of miniatures and miniature the year. I think everyone will agree there
time to come) is the arrival of the AD&D battles, it details more than the boxed set are items here to please every role-player.
2nd Edition game boxed set, Spelljammer, ever did, and it’s rewritten by Doug Niles Naturally, there are lots more that I
which takes your fantasy warriors, wiz- in an easy-to-understand style that hits all haven’t listed but hope you will pick up
ards, and clerics out into the magical the best features of miniatures gaming. when you find them at the better hobby
reaches of outer space. That’s right; Spell- Also appearing this month is the AD&D and book stores in your area.
jammer is outer-space fantasy fun. game Complete Fighter Manual. It’s a
The Art of the DUNGEONS & product that has been begging to be writ-
DRAGONS* Fantasy Game, Book II hits the ten for a long time. Although the AD&D We Moved!
stands this month. It’s filled with full-color 2nd Edition game rules completely cover
art taken from the AD&D game, game- how to role-play a fighter character in the Well, actually, our mailing address
book covers, and lots of other previously AD&D game world, this book goes into
has changed slightly. the new
unpublished artwork. glorious detail on this character that the
AD&D 2nd Edition game rules didn’t have address is now: DRAGON® Maga-
October space to handle. zine, P.O. Box 111, Lake Geneva
The DRAGONLANCE boxed set will WI 53147, U.S.A. See the differ-
please all Krynn fans. This material deals December ence? Our street address for UPS
with the previously undescribed regions of The final book in the DRAGONLANCE® shipments is still: DRAGON Maga-
the world of Krynn, regions where new prequel trilogy is called Brothers Majere. zine, TSR Inc., 201 Sheridan
dragons and peoples live. If you’ve ever This novel details what happened to Cara- springs Road, Lake Geneva, WI
wondered what happens when you sail off man and Raistlin in the five years prior to 53147, U.S.A.
the map on present-day Krynn, you’ll have the DRAGONLANCE Chronicles trilogy.
your question answered when playing this Also to be released this month is the DRAGON is a trademark of TSR, Inc.
product. MARVEL SUPER HEROES game AD&D game Complete Thief Manual. It’s a ©1988 TSR, Inc. All Rights Reserved.
accessory MU-5 also comes out this month. book detailing much of the never-before-

DRAGON 53
All-purpose tool
by Edwin C. Mason First of all, a dagger is not an adequate
tool. It was designed specifically for fight-
ing, and that is the only thing it does well.
It cannot efficiently split wood or shave it
for kindling, scrape skins, or cut bait. A

An much better choice for this is the standard

Assortment
knife. Modern hunters have used a
reduced bowie-pattern blade for much of
this century, and this is a style often used
for many sorts of “survival knives” availa-
ble today. A reduced bowie and a variety

of Knives
of similar knives can be easily lumped
together under the heading knife, and
standard AD&D® game statistics can be
used to define them.
There are many accessories placed on
modern all-purpose knives, but these
reflect this century and are inappropriate
for the AD&D game setting. The only
exception that the DM might allow is a
saw blade on the back of a knife; saw-
A few new twists on an old weapon backed knives date from the 18th century.
The only change that this feature makes is
the addition of a small sum (perhaps 2 gp)
to the price; in addition, it allows the knife
to be as effective as a small axe in clearing
brush or gathering wood.
The common dagger is a wonderful weapon: it weighs a Concealable weapons
pound; is 15” long; has a speed factor of two; does 1-4 hit The main problem with the standard
points against small- and medium-sized creatures, and 1-3 dagger is that it is a formidable weapon. It
against larger threats; has reasonable adjustments against is 15” long, 10" of which is blade. The
blade is 2½-3” broad at the haft, and the
most armor classes; and can be flung to a range of 30’ crossguard is easily 6” across. Such a
indoors and 30 yards outdoors. Rarely is there a fighter, weapon is extremely difficult to hide,
thief, or magic-user who does not carry a dagger or a especially in boots and sleeves, which
knife. Clerics often carry one or the other as a general seem to be the two most commonly
tool. Daggers and knives can be found in backpacks or attempted locations.
A kidney dagger has a substantially
boots, on belts, strapped to ankles, forearms, chests, and reduced blade and a much more compact
thighs (and concealed up a character’s nose, if the player hilt (especially the kidney-shaped
can talk the DM into it). crossguard). The blade is very sharp and is
It seems strange, then, that while there are six swords in intended to cut through clothes, not
the Players Handbook, two more in the Unearthed Arcana, armor. This kind of dagger was often
and three more in the Oriental Adventures, there is only carried by ladies; it is a good choice as a
spare knife for any serious adventurer.
the dagger in the first book and the knife in the second. The push knife is shaped like a capital T.
The parang (machete) in the third book is logically treated The crosspiece is grasped so that the blade
as a sword, although it is usually defined as a knife. extends between the second and third
fingers. The character then punches with

Table 1
Knife Statistics

Weight Cost Damage Space Speed


Knife gp gp S-M L Length required factor
Cinquedea 20 6 gp 1-6 1-4 15" 1' 3
Kidney dagger 5 3 gp 1-3 1-2 7" 1' 2
Push knife 5 4 gp 2-3 1-2 6" — 2
Buckle knife 3 8 gp 1-3 1-2 2" — 1
Throwing knife 6 10 gp 1-2 1 10" 1' 2
Throwing knife (thrown) 6 10 gp 1-4 1-3 10" 1' z
Saw-backed knife * 4 gp — — — — — —
Folding knife* — — — —
2 gp — —

* See “knife” in Unearthed Arcana.

54 DECEMBER 1988
the hand holding the knife. Due to the Cinquedea
unusual position of the blade, blows with The cinquedea is an enormous dagger,
the push knife can be struck with consid- no longer than the most common variety
erable force. but almost twice as broad. The name
There is a magical item detailed in derives from the tradition that the blade is
Unearthed Arcana called the buckle knife. five fingers broad at the haft. This weapon
It is a small knife hidden in a belt buckle, is recommended for magic-users. It cannot
and treated as a knife for damage. Small compete with the short sword or weapons
push knives have been hidden in this way; of that type for a berth in a fighter’s arse-
the sheath lies horizontally along the nal, but it can give a low-level magic-user a
inside edge of the belt. Fortunately there is better chance to survive being cornered in
a provision allowing the knife to be drawn a dark alley by a couple of thieves after his
without the belt coming undone. spells have run out. Although a magic-user

Table 2
Knife Firing Rates and Ranges isn’t supposed to fight, sometimes it’s
unavoidable. A quarterstaff helps in these
Fire Ranges cases, but it takes more space to use and is
Knife rate S M L much slower. Also, a quarterstaff is a hard
Cinquedea 1 1 2 3 weapon to overlook, whereas the cin-
Kidney dagger 2 1 2 3 quedea can be carried far less conspicu-
Throwing knife 3 2 4 6 ously.
Saw-backed knife 2 1 2 3

Table 3
Adjustments vs. Armor Class

Adjustment vs. AC
Knife 0 1 2 3 4 5 6 7 8 9 10
Cinquedea -4 - 4 -3 -2 -1 -1 0 0 +1 +1 +3
Kidney dagger -6 - 5 -4 -3 -2 -1 0 0 +2 +1 +3
Push knife -4 - 4 -3 -2 -1 0 0 +1 +2 +2 +4
Buckle knife -5 - 5 -4 -3 -2 -1 0 0 +1 +1 +3
Throwing knife (hand) -7 - 7 -6 -6 -5 -5 -4 -4 -3 -3 -2
Throwing knife (thrown) -7 - 6 -5 -3 -2 -1 +1 +1 +3 +1 +3

Special purpose knives


The throwing knife is a most unusual
knife. The blade is 7 or 8” long, with a 2½
or 3” hilt. It has neither guard nor pom-
mel and, although 2” at its widest, it is less
than one-eighth of an inch thick. It flies
faster than other knives, doing damage out
of proportion to its size, but it is a pathetic
weapon for melee, as it does little damage.
Its compact size makes the throwing knife
an excellent hidden weapon.
Another interesting item is the folding
knife (also known as the clasp knife or
jackknife). It is a fairly large transition
from a normal knife, but not really hard to
produce once you know about it. It is also
rather inexpensive. The form didn’t exist
in l4th-century Europe, but there is no
technological reason it couldn’t have. The
DM may allow an additional blade in the
jackknife, either a second knife blade or a
saw. To keep within the medieval setting,
the DM should allow no more than two
blades on any folding knife.

DRAGON 55
by Ed Greenwood

The
Dragon's Bestiary
More rare beasts from the FORGOTTEN REALMS™ setting

Last month, we presented some though they have no effect on the bodies
strange and frightening creatures unique of living maedar. For some unknown rea-
to Elminister’s home lands — the son, maedar spirits cannot leave crystals
FORGOTTEN REALMS™ fantasy setting. after entering. At length, they go insane
More of these creatures have found their due to imprisonment, powerlessness, and
ways out of our files — and are presented frustration.
here by the creator of the Realms himself. If the rock in which this spirit is con-
fined is subsequently shattered, the spirit
is freed and passes from the Prime Materi-
GLYPTAR al plane, unnoticed and powerless to affect
others. If a stone containing a maedar
FREQUENCY: Very rare spirit is freed from the rock by cataclysm
NO. APPEARING: 1-3 (1d6 -3, mm. of 1) or mining (and is not shattered), the
ARMOR CLASS: 5 maedar spirit can animate its crystal and
MOVE: 9” by levitation (MC: A) anything inorganic attached to it, up to
HIT DICE: 1-4 hp (to shatter stone) 1,700 gp weight. (Note that skilled gem-
% IN LAIR: Nil cutting, facet-cutting, and polishing rarely
TREASURE TYPE: See below (possible cause a stone to shatter.) Thus, if the gem
magical weapon, or salvageable gem- is fashioned into the eye of a statue, the
stone fragments after death) statue is animated as a stone golem.
NO. OF ATTACKS: 1 Similarly, if a glyptar is set into the pom-
DAMAGE/ATTACK: 1 hit point (hurl self at mel of a sword, the sword can be ani-
creature) or by animated weapon mated to strike as though wielded by the
SPECIAL ATTACKS: Nil living maedar. In this latter case, weapon
SPECIAL DEFENSES: See below damage is figured at + 2 (as living maedar
MAGIC RESISTANCE: Standard strength averages 18 with no percentile)
INTELLIGENCE: Very and hits are calculated as though the
ALIGNMENT: Lawful evil sword were wielded by a 6th-level fighter,
SIZE: S with + 1 to hit, again due to the saving-
PSIONIC ABILITY: Nil throw bonus. Note also that a glyptar’s
stone to flesh power (see hereafter) allows
Glyptars are rare living gems that pos- it to carefully sink a bladed weapon into
sess strange powers (or so most men stone (as in the legend of the sword in the
believe). A few sages and demihumans stone).
know the truth. Glyptars are rock crystals Glyptars retain the powers of a living
animated by the spirits of male medusas maedar. Thus, the glyptar and any inor-
known as maedar (see “The Ecology of the ganic attachment may pass through stone
Maedar in DRAGON® Magazine, #106). at will at a normal movement rate (a phase
When a maedar dies by choice (usually door spell cannot harm a glyptar) and
because of the death of his mate) or with perform a stone to flesh attack by touch
forewarning (such as in old age, with its once every three turns. Glyptars remain
onset of weakness and disease), he merges immune to paralyzation and petrification
with stone and remains within, giving of all sorts. A glyptar in a crystal cannot
himself back to the rock. Some maedar be trapped within a second crystal while
spirits of great evil do not pass from the passing through rock.
Prime Material plane but drift within the Glyptars cannot be mentally contacted,
solid rock, noncorporeal and powerless, influenced by mind-affecting spells (includ-
until they enter certain stones — natural ing charm, hold, sleep, command, etc.) or
crystals, such as those formed by feldspar, psionics, or controlled in any way. They
quartz amethyst, and many other gem- cooperate only as it pleases them and
stones. Crystals trap maedar spirits, cannot communicate by telepathy. Gly-

56 DECEMBER 1988
ptars can, however, cause an attached
sword or bodkin to scratch out messages;
they can also cause a connected statue to
write. These messages will be scrawled
out in common, medusa, lawful-evil, or
any other language (usually 1-2 in number)
understood by the maeder.
Glyptars can be destroyed only by shat-
tering them (and as they seldom care
whether or not this happens, will act
fearlessly and recklessly as a result). From
one to three glyptars may be found togeth-
er in veins of rock. Glyptars freed from
the surrounding rock, however, tend to be
solitary. Glyptars can perceive up to 9” on
the Astral and Ethereal planes, and have
9” infravision in all directions. A glyptar-
animated weapon or an item wielded by a
being in a manner the glyptar disapproves
of will turn against the wielder.

MAGEBANE

FREQUENCY: Rare
NO. APPEARING: 1
ARMOR CLASS: 5 (see below)
MOVE: 13”
HIT DICE: 2 + (see below)
% IN LAIR: Nil
TREASURE TYPE: Nil
NO. OF ATTACKS: 1
DAMAGE/ATTACK: 11-14 (10 + 1d4)
SPECIAL ATTACKS: Tail (see below)
SPECIAL DEFENSES: See below
MAGIC RESISTANCE: 75% (see below)
INTELLIGENCE: Animal to low energy is drained, the spell effect occurs cannot recognize a spell being cast nor
ALIGNMENT: Neutral but with lessened force, having one or read the intentions of a spell-caster.
SIZE: S (up to 3’ long, wingspan to 5’) more of the modifications listed hereafter. A magebane may switch its chosen spell-
PSIONIC ABILITY: Nil The modifications to the spell are deter- caster if it encounters a powerful alterna-
mined by rolling 1d8 with the following tive to its present one; otherwise, the only
A magebane is a mysterious creature results: 1-3 = modification 1; 4-6 = modi- way to get rid of one is by slaying it. A
found in ruins, tombs, subterranean plac- fications 1 and 2; 7 = modifications 1, 2, magebane will seldom move from one
es, and wilderness caves in the Prime and 3; and 8 = all four modifications. party member to another. It seems to shun
Material plane. It is also found in Pande- These modifications are listed below: the presence of former chosen ones.
monium and perhaps other planes as well. A magebane never attacks its chosen
Magebanes are solitary creatures who are 1. Spell has minimum duration. one, taking instead an interest in the
attracted by the use of magic nearby (their 2. Spell does minimum damage. safety of the spell-caster. In some cases,
means of sensing magic is presently 3. Targets of spell gain + 2 on their the magebane may actually swoop down
unknown). Magebanes follow any spell- saving throws. (invisibly) to rake with its claws at anyone
caster who thus attracts their attention, 4. Spell affects a lesser area or volume launching a physical attack upon its cho-
seeming to prefer magic-users over other of matter. sen one. This includes missile-fire attacks,
types of dweomer-crafters. A magebane but not spells (the effects of which the
shadows its chosen mage, flitting about At the DM’s option, spells of the highest magebane seems unable to anticipate) or
nearby behind the chosen one. levels (7th, 8th, and 9th) may be largely psionics. In the latter case, a magebane
The magebane is invisible (unless true immune to the feeding of a particular cannot detect psionics, and in turn cannot
seeing or other means are employed to magebane and thus, if not entirely be psionically contacted or attacked.
reveal invisible creatures) to all beings drained, will work at full efficacy. A magebane will, however, defend itself
except its chosen spell-caster. Thus, those Magebanes are silent and do not seek to against attacks from its chosen spell-caster
who attack it suffer a -4 penalty to hit unnecessarily reveal themselves to their or other creatures by means of its claws.
until the magebane is made visible. chosen spell-caster (as they, are most easily It may also attack with the sting of its tail,
Furthermore, the magebane feeds upon seen and slain by that spell-caster). As a which delivers a jolt of magical energy
spells cast by the chosen one. The effects result, their presence may be unknown to similar to that delivered by a magic missile
of this feeding depend on the magical the spell-caster or the latter’s party for (2-5 hp damage, no saving throw; a suc-
source. Whenever the chosen spell-caster some time. A magebane is 100% resistant cessful “to hit” roll required for tail to
casts any spell (or cantrip); there is a 60% to any spells directed at it by its chosen, strike and the sting to occur).
chance that the magebane robs the spell of spell-caster and 75% resistant to the spells Like a rod of absorption, a magebane
all (1-2 on 1d6) or part (3-6 on 1d6) of its of others. Note that harmless spells affect- uses its magical energy for growth and
magical energy. When a magebane drains ing an area, or spells enabling the spell- sustenance, gaining roughly 1 permanent
all of a spell’s energy, the spell is lost and caster to more easily attack the magebane hp for every six spells fully drained and
does not take effect (as per a rod of physically, take effect unless randomly powering its activities as a consequence.
absorption). When only part of a spells eaten by the magebane. The magebane The magebane stores the rest of the magic

DRAGON 57
drawn from its chosen one to dispense via ALIGNMENT: Neutral zers absorb blood in like manner, and
its tail, which therefore has a limited num- SIZE: S (2-4’ long) always seek to immobilize prey so they
ber of stings — usually a dozen or so and PSIONIC ABILITY: Nil can feed at leisure. If pressed, quezzers
one dying burst. If slain, a magebane can spit a glob of tissue-dissolving acid.
explodes in a burst of magical force, doing The quezzer, or “lightning beast,” is a This may be performed once per round in
2d6 hp physical damage to all within rare beast that hunts in swarms, preying place of a slashing attack, at 2” range with
1” and causing all spell-casters within 4” on birds and creatures of up to mammoth a “to hit” roll required, and does 1-3 hp
to save vs. spells at -2 or be blasted into a size. A quezzer swarm has no lair but damage. Quezzers can spit acid a dozen
state of feeblemindedness (as by the fifth- wanders constantly in search of prey, times a day. If a quezzer’s acid remains on
level magic-user spell). Precise details of resting atop rocky pinnacles or lying flat the flesh of a creature, it continues to
how a magebane absorbs and converts on open ground. A quezzer generates a dissolve tissue for the three following
magical energy remain a mystery. strong natural levitation field, which rounds, doing 1-2 hp damage per round. A
Magebanes are small, black, amorphous accounts for its ability to fly. A quezzer mobile creature can readily wipe or shake
creatures who have two cold blue eyes (9” attack consists of a slash from its razor- this acid off.
infravision, seemingly keen normal vision), sharp body spines (1d4 + 1 hp damage) and Quezzers are slate-gray in color, and
bat wings, and 10 or more long, black a push (equivalent to the first-level magic- look like a shorter version of a walking
claws on their undersides. A magebane’s user spell). This latter action comes from stick (insect). They are two to four feet in
body tapers into a needlelike tail. Mage- the force of momentary contact with its length and have yellow-green eyes that
banes have no visible mouths, and their field. Because of these fields, webs cannot provide 16” infravision, 20” vision, and
means of reproduction and other biologi- touch a quezzer. 16” ultravision. They can pass through
cal activities are unknown. Mages report A quezzer moves with lightning speed, water (such as waterfalls, heavy rain, and
that magebanes are affected by poison. launching four slashing attacks per round. shallow pools) without harm, but avoid
(A slow spell causes a quezzer to slow to deep water, as it dilutes their acid to inef-
two attacks per round, drops it to a 15” fectiveness and slows them to one attack
move, and reduces its armor class to 4.) In per round, 7” movement rate, and AC 8.
QUEZZER this flurry of attacks, the quezzer flits all Quezzers hate stirges and always attack
over the place, never crashing into its them on sight.
FREQUENCY: Rare fellows or surroundings (due to its field). Quezzer brains are an essential ingredi-
NO. APPEARING: 1-12 Likewise, it never becomes dizzy or disori- ent in haste potions, and one of several
ARMOR CLASS: 2 ented by complex aerobatics executed at alternative ingredients for the ink used in
MOVE: /30” (MC: A)//7" awesome speeds. A quezzer can back up writing out that spell.
HIT DICE: 1 + 6 in midair, but usually prefers to loop about
% IN LAIR: Nil rather than slowing down. Quezzers will
TREASURE TYPE: Nil attack large prey (such as bears, elk, and SCYTHETAIL
NO. OF ATTACKS: 4 rothe) by slashing them into immobility, or
DAMAGE/ATTACK: 2-5/2-5/2-5/2-5 + push goading and herding them into fatal falls. FREQUENCY: Uncommon
SPECIAL ATTACKS: Spits acid Once the prey is killed, the quezzer NO. APPEARING: 1-6 (1d10-4, min. of 1)
SPECIAL DEFENSES: Nil fastens onto it with its suckerlike mouth, ARMOR CLASS: 5 (tail: AC 3)
MAGIC RESISTANCE: See below exuding tissue-dissolving acid and thereby MOVE: 13#
INTELLIGENCE: Low taking in nutrients from the prey. Quez- HIT DICE: 2 + 2
% IN LAIR: 40%
TREASURE TYPE: J, K, L, M, N, Q possible
NO. OF ATTACKS: 2
DAMAGE/ATTACK: See below
SPECIAL ATTACKS: Spell use, claws
SPECIAL DEFENSES: Protective barbs
MAGIC RESISTANCE: Standard
INTELLIGENCE: Low
ALIGNMENT: Neutral
SIZE: M (body to 4’, tail to 7')
PSIONIC ABILITY: Nil

A lizardlike predator that inhabits rocky


areas and cold wastes, the scythetail is
actually a mammal. The scythetail eats
berries and rock lichens if it has to but
prefers freshly killed meat. Scythetails
hunt alone for the most part but band
together temporarily to attack formidable
prey (such as caravans or herds of live-
stock). Cunning and daring, they like to hit
and run, attacking repeatedly without
allowing a return attack. Scythetails will
follow armed prey tirelessly (for days, if
necessary), awaiting an opportunity to
strike with advantage.
A scythetail gains its name from its
principal weapon: a bony, scythelike tail
that the creature wields as well as a man
wields a scythe. With it, the scythetail can
slash for 2d4 hp damage or stab for
1d4 + 1 hp with the barbed end of its shaft

58 DECEMBER 1988
or with the point of the scythe blade.
Scythetails attack with a slash 75% of the
time and with a stab 25% of the time. A
scythetail can also bite with its turtlelike
jaws for 1d4 + 1 hp damage. If it lands atop
or clambers atop a victim, the scythetail
can also rake with its four claws (for 1d4
hp damage each).
Nevertheless, the scythetail rarely
approaches prey so closely, preferring
instead to dart about, slashing with its tail,
until its prey is killed or rendered helpless.
The tail has an armor class of 3 and takes
9 hp damage before it is broken or sev-
ered. A scythetail can regenerate a lost tail
slowly, at the rate of 1 hp per day of rest,
until the 9 hp are restored (this occurs in
addition to any normal healing).
A scythetail has limited magical powers.
Once per round, it can cause fleeing or
escaping prey to trip (as the second-level
druid spell) by utilizing something it has
touched previously (for example, a vine or
branch). This ability is used sparingly —
thrice per day.
A scythetail’s gray, horny hide protects it
well. In addition, its body is adorned with
a row of razor-sharp barbs which can
gash unwary opponents for 1d4 hp dam-
age. The scythetail’s bones are rich in iron
(it always cracks the bones of its prey to
eat the bone marrow), and are thus hard
and durable. A scythetail’s tail will serve a
human as a scythe weapon, although it
cannot keep an edge sharp enough to cut
grass or crops satisfactorily.
The knotted muscle at the base of the
tail is a prized delicacy, and scythetail
rump roasts are welcome on any royal
table. The belly of a scythetail often con-
tains coins and gems gained from civilized
prey, for a scythetail will eat anything that
fits in its maw. Scythetails are resistant to
poison (+2 on all saving throws) and quick
to learn the habits of prey. Scythetails
DAMAGE/ATTACK: 1-4/1-4 process requiring two turns.
wander afar in search of food, staying The venom of the xantravar paralyzes
SPECIAL ATTACKS: Poison, blood drain
briefly in caverns, rock ledges, or large
SPECIAL DEFENSES: Nil prey of any size that fail to save vs. paraly-
trees. Scythetails seldom drag prey back to
MAGIC RESISTANCE: See below zation (a successful save negates the
a lair, unless the lair is used for raising
INTELLIGENCE: Low effects). A blow from the stinger does 1d4
their young.
ALIGNMENT Neutral hp damage. Even so, the merest scratch
In spite of this care, few scythetail
SIZE: L (two 6-7’ bulbs with variable injects venom into the flesh of a victim. If
young ever make it past the early stages a creature saves against the venom of a
linking field)
(25% chance). Those scythetails that are
PSIONIC ABILITY: Nil particular xantravar, however, the crea-
raised from birth are cared for only by the
ture is forever immune to the venom of
mother; the father disappears shortly after
The xantravar, or stinging horror, is a that particular xantravar. Small or man-
mating. Scythetail young have 1 HD, do size creatures save at -3 to avoid the
silent, deadly predator that inhabits
half damage on all attacks, and have poor
swamps, salt marshes, and remote sea- effects of this virulent venom and are
control of their trip ability (all potential
coasts with tidal caverns. In these loca- affected for 1-3 turns. Larger creatures
victims save vs. spell at +3 to avoid
tions, the xantravar drifts about, preying save at -1 and are paralyzed for one turn
effects). minus one to two rounds (if affected). A
upon any living thing it can reach.
A xantravar’s body consists of two rub- xantravar is immune to its own toxins.
bery teardrop-shaped balloons — great, The other stinger, identical in appear-
XANTRAVAR tough bulbs ending in strong, corded ance to the first, also strikes for 1d4 hp
muscles that can drive home the two damage. In this case, though, each blow
FREQUENCY: Rare hollow bone stingers at the base of either sucks blood, sap, or nutrient fluid from
NO. APPEARING: 1-4 bulb. The bulbous bodies range from prey by strong suction, draining 1d6 + 3
ARMOR CLASS: 6 wine-red to gray in color and are mottled. hp per round. Such nutrients are used
MOVE: /16" (MC: A)//14” They are roughly the same size and with a xantravar’s energy to sustain and
HIT DICE: 3 + 3 appear identical in form. One ends in a invigorate it.
% IN LAIR: Nil poisonous stinger which is usable once per Above the stingers on either bulb of a
TREASURE TYPE: Nil round up to four times per turn. There- xantravar’s body are multiple eyes: eight
NO. OF ATTACKS: 2 after, the venom must be replenished — a set in a ring around each body stalk.

DRAGON 59
These eyes have 9” infravision and normal
sight that matches a humans. Infravision
is used most often in hunting, for a xan-
travar prefers to hunt at night or in the
concealment of heavy fog.
Above its eyes, a xantravar has a circle
of indentations encircling each body-stalk.
These are iris valves that emit ventral jets
of gas from the creature’s interior. These
jets are used for steering the xantravar.
The gas created is hydrogen and is thus
highly flammable. Any contact between
such a steering jet and an open flame
causes a 1” gout of flame to shoot out-
ward from the xantravar in the direction
of the jet. This jet deals 1-3 hp damage to
any creature in its path, and the xantravar
itself suffers 1-2 hp heat damage before it
closes off the jet.
Above these jets, in the large head of
each bulb, are two flotation chambers of
hydrogen gas. The xantravar expels gas
from these chambers to sink closer to the
ground; conversely, they take in air to rise.
(This is facilitated by the skin of the xan-
travar, which is high elastic.) This latter
process is accomplished by the curious
glowing energy field that joins the two
bulbs of a xantravar’s body. This field is of
variable length. The two bulbs can be side-
by-side and about 2’ apart (the normal
position); when the creature is hunting or
exploring, they can be up to 20’ apart and
vertically separated by up to 12’.

60 DECEMBER 1988
The energy field is constant and natural. A xantravar can be destroyed by any
It is not affected by dispel magic, will attack (such as a flaming arrow) that punc-
disrupt beams, rays, and other fields of tures a flotation chamber and introduces
force that contact it, and seems to be an open flame into it. For this to be suc-
indestructible (save by slaying the crea- cessful, the attack must occur in the same
ture). The field smells of ozone as it sepa- round or in the following round (a xan-
rates hydrogen from surrounding air or travar will have sealed off the leak by the
water, and is augmented by spells involv- third round). This typically causes a vio-
ing heat, magical energy (such as magic lent, 3-HD fireball of 20’ radius, which kills
missile), and electrical energy (such as the xantravar and causes damage to any
lightning bolt). Treat any hit-point damage one within the 20’ radius. Heat or flame
from these as hit-point energy gained by attacks (even a fireball) without a rupture
the field and by the xantravar. This extra or penetration of a xantravar’s gas cham-
energy is used by a xantravar to heal ber will not cause such an explosion.
damage to the rest of its body at a regen- Xantravars are mysterious predators
eration rate of 1 hp per round if it has believed to hunt alone, but that coexist
such an excess to draw on. peacefully with others of their kind in
The bulbs of a xantravar’s body, how- deep caverns or swamps during the day,
ever, are harmed by heat, electrical, and when they avoid large, active creatures
magical energy attacks. Otherwise, the and feed instead on plants or disabled A game convention is the perfect
creature has “standard” magic resistance. prey. Xantravars seldom mate. When they place to make new friends who
Note that a single attack could harm a do, they join hollow stingers to produce a enjoy the same hobbies you do —
xantravar’s body bulbs and strengthen its thin-walled, floating balloon egg that drifts whether you like boardgames,
field simultaneously. Note also that in any alone and untended on the breeze for
role-playing games, miniature
serious combat, a xantravar separates its weeks, absorbing hydrogen and nutrients
body bulbs by up to 10' for self-protection. from the moisture in the air. At length, the wargames, or just shopping
It is not known precisely where the brain balloon bursts to reveal a miniature xan- around. If you’ve never attended
of a xantravar is. It has a network of travar (1 + 1 HD, bulbs 2’ in length, attacks a game convention before, please
nerves throughout each bulb, linked by at half damage) that fends for itself and check out the Convention Calen-
the field, and may have no vulnerable grows rapidly to adult size. dar feature in this issue for the
center of this network. Physical attacks game convention nearest you.
that disrupt a xantravar’s energy field Take some of your own gaming
scatter and spill energy from it. As a friends along, too — and make it
result, they do normal damage. an experience to remember.

DRAGON 61
64 DECEMBER 1988
©1988 by Robert Bigelow

Through
the
Looking
Glass Tom Meier’s Limited Edition Sorcerer and Wizard: Mages of
different mettle.
Getting started
Miniature forests Winter is a time when the gaming
urge is at its strongest. The snow, ice,
and fortresses and harsh, miserable weather cause us
to stay in our warm homes and wage
hot battles or campaigns. It also frees
up time we would normally spend

W elcome to yet more advice and reviews in


outside, thus removing the last excuse
for not launching a new facet of gam-
ing interest: miniatures painting.
"Through the Looking Glass." The reviews in this column
Painted armies and well-planned
come from miniatures submitted by companies and exercises don’t just happen; they take
individuals. In many cases, these samples (especially those planning and require the effective use
of some basic tools and aids. This
of smaller companies) come with little information other months column deals with the materi-
than the company name, price, and stock number. These als used, space required, and knowl-
reviews, depend upon the honesty of a company submitting edge needed to get you started.
The first thing you should do is estab-
miniatures regarding the uniqueness of their product, the lish some goals for yourself. These
legality of the product’s license, and the company’s right to goals should include the type of unit
you want to work with (an orc army, a
distribute the product for public sale. dragon colony, an adventure party,
During the course of the GEN CON®/ORIGINS™ 88 Game British Napoleonics, etc.) and a realistic
Fair, I heard several accusations about the figures I was schedule of when you wish to complete
the project. The type of figures you
about to review. These comments ranged from charges of choose will determine the amount of
blatant piracy to charges that products were made on time, money, and work area needed. If
you’ve never painted miniatures
expired licences. In at least one case, the piracy charge was before, you’ll want to pick up some
true, and in four out of five of the remaining instances, the figures for practice painting. It’s a good
manufacturers had lost their licenses to produce the idea to practice on the same type of
miniature you intend to use as your
figures. In two of these latter cases, the license had been first project.
revoked after the figures had been submitted. The reason for setting project goals is
to avoid burying yourself in unpainted
Nevertheless, there was no attempt to contact me. miniatures you may never need. Having
Let me take this opportunity to state my position on this fallen prey to this problem in the past, I
topic once again. I will not knowingly publish false can attest to the relative ease of buying
without a goal; I can also attest to how
information in this column. Because of recent events, large discouraging it is to look at an ever-
amounts of research may be required to verify facts growing pile of miniatures that need
painting. In addition, planning and
regarding submissions to this column. As a result, I would doing one group at a time reduces the
rather skip a months review or have a short column than cost of miniatures painting. By planning
publish incorrect information. I apologize for problems ahead, you only need to pick up a few
colors at a time instead of buying sev-
that may have occurred thus far, and hope they will not eral different, expensive colors to paint
occur again. Now, on with this months column. a wide variety of figures.

66 DECEMBER 1988
Tom Meier’s Limited Edition Male and Female Barbarian: Tom Meier’s Limited Edition Antipaladin and Paladin: Forces
Living by the sword. of good and evil.
Money is an important consideration Cleanliness: The work area should be quality. As requested in your letters, I
for effectively painting miniatures. free of dust, hair, lint, and moisture. By have adjusted my rating system to be
Often, you may find that you can’t paying attention to these details, you more in line with the other DRAGON®
work any further without a certain can avoid many of the little imperfec- Magazine review columns. The star
color and don’t have enough money to tions which stick to wet paint, or leave ratings are listed in Table 1.
get it. Remember that you’ll need tools, unsightly bumps or blurs.
so price and purchase those before Spaciousness: The work area should
buying the miniatures and paint. have sufficient room in which to work, Table 1
Research what you are going to paint set up paints, arrange tools, and still Miniatures Review Ratings
— if it’s a special unit or character, find have room for spreading out and
out everything about it before you assembling miniatures. Cramped areas Rating Explanation
start. Make sure you’re familiar with lead to spills, marred paint jobs, and * Poor; get this figure only if you
any bizarre colors that may be needed broken figures. need it.
(or know how to make them if you Ventilation: Last and most important, ** Below average; the concept is
can’t buy them), and be aware of any the work area should have lots of venti- good, but there are problems
insignia or additions that might change lation and should be far from stoves or with this product.
the way you paint the figure. Planning open flames. Many of the adhesives *** Average; the concept is good
ahead will keep you from ruining a used in constructing miniatures have and the problems are few.
figure or having to redo it. toxic fumes that can damage your lungs **** Above average; the concept is
After you’ve finished the research and sinuses if they are allowed to build good. In all, this is a recom-
and are ready to start painting, estab- up. Similarly, these fumes might mended product.
lish a work area. This is the most explode if exposed to flame. Oil-based ***** Excellent; this product is guar-
important step outside of painting your and petroleum-based paints (and even anteed to shine in your collec-
miniatures. Often, the work area con- some of the water-based paints) fall into tion.
tributes greatly to the quality of the this dangerous category. Be safe rather
paint job. The things you need to look than sorry: Have a window close by
for in a work area are listed as follows: and open it slightly when painting. If
Lighting: You need a clear area free the fumes get strong, stop working and
of shadows and colored light. Shadows take a breather. If possible, keep a Goldring Miniatures, Inc.
prevent you from seeing details, identi- chemical-flame fire extinguisher nearby 11605 Goldring Road
fying paint hues, and effectively shad- in case of emergency. Unit H
ing the miniature. Colored lights cause That’s all for this month. Take this Arcadia CA 91006
the same problems, by starting you off opportunity to work on what I’ve cov-
with the wrong color, thus requiring ered so far. Next month we’ll cover the TRAVELLER: 2300 Miniatures
adjustments in shades and hues to tools needed to begin constructing and Stock No. 102302, French Legion ****
make up for the color cast by the light. painting your miniatures. Goldring Miniatures is a small company
Accessibility: The area you pick with big ideas. The company bills itself as
should be easy to get to, but difficult or Miniatures reviews a successor to Dark Horse Miniatures and
impossible for other people or pets to This months miniatures-review uses the Dark Horse emblem in its packag-
get to while you’re painting. There is column is not limited to metal figures; ing. Many readers will remember Dark
nothing worse than a paw print or scenery and buildings are included in Horse as the company that produced
fingerprint on a figure that you’ve just this installment as well. All of these favorites like Palladium’s TEENAGE
painted. Likewise, it is virtually impos- miniatures will receive coverage from MUTANT NINJA TURTLES™ and ROBO-
sible to get black paint off white fur. now on to help improve your battle- TECH™ game figures.
Avoid high-use areas such as dining field games and to give strong combat The package submitted for review con-
rooms or kitchen tables. As a rule, objectives, battle obstructions, and tains four figures representing members
dinnertime falls exactly at the time cover. This months column introduces of the French Legion. The figures are a
when you can’t stop painting. the new rating structure for figure mix of action poses, with three males and
one female. These figures are positioned
DRAGON 67
devils, there seems to be a severe shortage
of high-powered good guys.
DMs who run campaigns in the northern
reaches or players whose clerics worship
Thor now have the opportunity to “flesh
out” their deities by using these figures to
represent them. The Children of Valhalla
series presents all the major Norse gods
and goddesses, along with most of their
allies, opponents, and followers.
The figure line submitted for review
contains all the major Norse gods and
goddesses. These figures are packed two
to a blister, with one god and one goddess
to the pack. The miscellaneous remaining
unmatched gods are packed with other
unmatched gods, most of which have no
obvious connection to one another except
in their cultural origins.
TAG industries’ Children of Valhalla Series: The gods themselves. My first opinion upon seeing the figures
was that the wrong figures had somehow
gotten into the packs. Upon studying and
measuring the figures, the height scaled
as follows: one male marching, one male of an urgent need for scenery at the GEN out to between seven and eight feet. While
advancing with weapon ready, one male CON/ORIGINS® 88 Game Fair. the height was about right, none of the
with weapon at port arms, and one female Woodland Scenics’ materials are easy to figures looked quite right, and Thor’s
in a casual stance. use. The tree kits come with three to five hammer was all wrong.
Equipment varies from figure to figure, lead trunks with highly detailed bark. The Actually, the only things wrong with the
as does weaponry. The female wears a flak kits also contain foliage materials for simu- figures were my observations. Many of us
vest and web belt, and carries what looks lating leaves and vines. While there is grew up reading the Marvel Comics repre-
like a laser weapon. One male wears a quite a bit of flash on several of the sentation of Thor and the other Norse
helmet with optical enhancement devices trunks, these casts can be easily trimmed gods. Luckily, the sculptor of this line got
and heavy-duty body armor from the and cleaned with a knife and file. The past those comic-book representations.
waist up. The other males wear garrison foliage and ground foam are easy to The figures correspond closely with the
caps (as does the female); one of these spread by hand. White glue may be used Norse gods of mythology. As a result,
male figures carries a field pack as well. as an adhesive. Thor’s hammer is depicted as more of a
All figures are crisply detailed from the Trees should be primed and painted to cross than as a stone-headed war hammer.
top of the garrison hat or helmet to the represent the bark color desired. After the The pointed, winged helmets, the cloth
magnetic soles on their boots. Gun straps paint dries, gently bend the trunk to the over chain armor, and the wooden, band-
appear almost as separate castings, with form you want. (The word “gently” is ed shields with which the figures are
the belts finely detailed and pronounced. stressed here, as overbending of the soft accoutered truly inspire visions of the
The mold marks (areas where the molds metal leads to breakage.) After you’ve bent Vikings who honored these gods.
join to form the figure) are evident only on the tree, apply the leaves as described in The detail in these miniatures is the only
the bases and on one hat. There is no flash the package instructions. Bases for these drawback. Many of the clothes are thicker
(mold overflow) on any of the figures, figures can be made out of standard mate- than they need to be, and although the
meaning that little preparation is needed rials; in this case, we made the base out of detail is good enough to make them inter-
to ready these figures for painting. a shaped ceiling tile, which was used to esting, it is not good enough to make them
I would be interested in seeing more of form a small hill. collectable.
this line to determine whether this quality These products is highly recommended These miniatures are strongly recom-
is maintained throughout. I not only highly for anyone who wants quality trees for mended for anyone playing the AD&D®
recommend these figures for GDW’s gaming scenarios or miniatures dioramas. game, the RUNEQUEST® Vikings game, or
TRAVELLER: 2300™ game, but suggest They can be purchased through local any other game in which the characters
their use with Timeline’s MORROW PRO- hobby shops or by contacting Woodland are apt to run into Norse gods. Prices for
JECT™ and FGU’s AFTERMATH™ games. Scenics directly. Prices vary from $1.79 to these miniatures are $2.50 per pack.
These are tentatively priced at $5.00 each. $18.00, depending on the product.
Greenfield Garrisons
Woodland Scenics TAG Industries 2914 Inman
P.O. Box 98 316 Main Street Ferndale MI 48220
Linn Creek MO 65052 Castalia OH 44824
(419) 684-5238 Medieval Castle
Forest Scenery Special Limited Edition Set *****
Stock No. TK 28, Hardwood Forest *** Children Of Valhalla Series Stock No. 2436, Medieval Castle ****
Stock Nos. TK 12, 14, and 17 **** Stock No. 5502, Norse Gods: When we think of medieval times, our
Woodland Scenics has long been known Thor and Sif *** first vision is that of a knight and his
to those in the hobby of model railroading Stock No. 5503, Norse Gods: retainer, with a huge castle in the back-
and is now becoming known to gamers as Frey and Freya *** ground. Even in fantasy games, when we
well. This company makes a wide variety Mythological figures have long been visit cities we often see the king cloistered
of products, most of which are aids to ignored or reluctantly produced by minia- within his castle. Castles are integral parts
making great scenery. These products tures companies. Several companies have of gaming, but you rarely see them used in
range from tree kits to turf used in simu- issued one or two gods, goddesses, or miniatures scenarios.
lating ground covering. The products attendants, and then gone on to other Enter the Greenfield Garrison Medieval
submitted for review came about because fields. While there is no end of demons or Castle. This castle premiered at the GEN

68 DECEMBER 1988
desire. The doors for the interior, gates
and gate-frame sections, ladders, and
tower trapdoors are all made of plastic.
Because of this, they need to be removed
from their molding sprues and trimmed
before assembly. Once trimmed, they
assemble easily. It is at this point, however,
that the first glitches in the kit appear.
Most notably, there simply aren’t enough
doors for the niches and entryways built
into the walls. As a result, those areas that
do not have doors look funny when com-
pared with the door areas.
It is at this point that the fortress fails as
a serious gaming article. The walls are
molded in an off-gray color which loosely
passes as stone, and the walls are
engraved to present the appearance of
assembled stone. The problem with this is
that virtually every stone has an injection
mark that looks like a round plate with
five bolt heads. This is fine for WAR-
HAMMER 40K, but bolts do not exist in
CON/ORIGINS 88 Game Fair and was one group. You will see more of this submis- medieval periods (at least not in this form).
of the most often-discussed miniatures sion in the battle section of upcoming This alone would not normally be that
shown. The castle measures 20” X 21” at review columns. The price for this gem is great of a problem; in most cases, these
its base, and consists of a massive gate $99.95, although it may go up to $135.00 marks could be sanded off or covered up.
structure and large courtyard big enough when the molds are replaced in February Unfortunately, these marks cannot be
to house troops and royalty. Four large of 1989. For further information, contact removed easily.
towers are added to make this a true Greenfield Garrisons. We encountered a major problem when
castle; these include three walled sections we removed the marks — a problem
and four thinner, taller towers grafted Games Workshop, U.K. which only became apparent when we set
onto each large tower. The detail is excel- Chewton Street about assembling one of the errant tow-
lent; random block detail is molded into Eastwood, Nottingham ers. This product is made of compressed
the outer and inner walls, and random United Kingdom, NG 16 3HY styrofoam and is sealed with a hard outer
flat-stone detail is built into the walkways, coating to contain the small pieces. If you
turret tops, and the top of the great hall. Games Workshop, U.S. pierce the hard outer covering, the area
There are no outbuildings included with 1220 Key Highway beneath crumbles into small round balls
the kit, but there is ample room for them Baltimore MD 21230 the size of pinheads. This is great if you’re
in the large courtyard. into battle damage, but not so great if you
The castle is made of a lightweight Fortress Miniature want to keep the fortress for years of use.
epoxy foam that accepts any type of paint. Stock No. 86810, Mighty Fortress ** We found that a good repair method was
Assembly is quick, although it does entail Products that have great potential for to fill the damaged area with white glue,
some problems (the only thing I could find use in both historical and fantasy gaming allow it to harden, then paint over the
wrong with this product). Part of the are often introduced into the marketplace. repair. For all practical purposes, the
problem with this structure comes from These releases usually have something to white glue restores the outer shell.
the material used to make the castle. do with either scenery or buildings, and If you purchase this fortress, we also
Although extremely strong, this material are often the centerpieces of large-scale recommend (in addition to keeping white
comes out slightly different every time a battles. One of the most heralded struc- glue handy) that you immediately apply at
piece is cast. (This is due to the flexibility tures of this type is Games Workshop’s least two coats of water-based paint and
of the molds and the great pressure used Mighty Fortress. This castle/fortress two coats of water-based sealer. This rein-
in forming pieces.) As a result, the parts received rave reviews in both White forces the outer seal and should prolong
need to be trimmed and worked to fit Dwarf and DRAGON Magazine advertise- the life of the fortress. Do not use oil-
correctly, and may require some light ments. Many people looked forward to based paints, or nonwater-based adhesives
forming to fit these pieces tightly together. using it with GW’s WARHAMMER™ and or paints: they eat both the outer coating
The castle is scaled for 15mm figures, WARHAMMER 40K™ game products, and and the styrofoam beneath.
such as the Alliance Miniatures™ figures well as with 25mm medieval figures. The last major problem with this unit is
featured in “Through the Looking Glass” in The packaging of this product is intend- availability. Being a store owner myself, I
DRAGON Magazine #136. There is more ed as practical protection against damage. was frustrated by the fact that my order
than enough room to maneuver minia- The box the fortress comes in is designed for this product was cancelled due to
tures, allowing the placement of hundreds to be a carrying case for moving the for- unavailability, and that many orders at the
of figures to defend the castle against tress when it is not in use. The contents fit distributor level were unfilled. I contacted
attackers. The castle could also be used snugly inside, allowing some room for Games Workshop about the problem and
with 25mm figures, although their larger movement in case you bump the box. This was given the following reply, which was
sizes cause the castle to look more like a helps to prevent damage to the contents. verified by other sources:
large fortified outpost. This product is comprised of six wall “The manufacturer that we contacted in
This castle is highly recommended to sections and four square towers made of England to make this piece was unable to
anyone who games either with historical four pieces each. The dimensions at the produce either the quality or the quantity
or fantasy figures. The gaming crew at base are 28” X 18”, and 7” high at the that we needed to fill our orders for this
our hobby shop was greatly impressed by towers. The six sections of wall, two of product. With under a 50% fill rate on
this miniature; consequently, it will proba- which have built-in gates, allow you to those orders, we will probably have to
bly be the main castle of choice in our place the gate locations wherever you discontinue this item for the present and

70 DECEMBER 1988
AC, Sorcerer (with fire demon staff) * * * * *
This figure (as well as the following one)
gives off a uniformly evil aura. While I
restudied the miniatures at my shop and
wrote this review, many of our gaming
club members got their first look at the
figures. There wasn’t a single person who
looked at the figures and failed to say this
piece and the following one were evil.
The sorcerer is dressed in a vaguely
Oriental fashion, with pointed boots and a
staff that twists its way up into a demon’s
head. The mongol hat and Fu Manchu
mustache contribute to the aura, but the
most important feature of this figure is the
face: It seems to glare at you from every
angle, and you can almost hear an incanta-
tion ready to burst from its lips.

AF, Antipaladin (in demon armor) *****


Greenfield Garrisons' Limited Edition Medieval Castle: A formidable
Like the preceding figure, this figure
fortress in miniature. exudes an attitude of unrestricted evil.
reissue an improved product when we known at this time if any are destined for Clothed in demon armor, this antipaladin
find a qualified manufacturer. We hope to overseas markets. While it is difficult to just seems to be waiting patiently for you
reissue the item in 1989.” review these miniatures in any way other to attack him. His massive runesword is
When they reissue the item, I hope they than figure by figure, some comments held tightly between two hands, and the
add several of unbroken wall sections. By may be made about the group as a whole. skull pommel begs for red eyes. The snarl-
doing so, gamers will be able to place a Other curious points include the fact that ing demon’s head almost taunts you to do
couple of 25mm buildings inside the wall all the figures were cast separately, with- something so it can later mock your feeble
parameters and still have room for placing out their bases, then joined later, thus efforts. In spite of this great detail, you
troops. With little room inside and no making them sharp and crisp at the shoe never see the antipaladin’s face; it hides
buildings, this product is less of a mighty lines — a point where many other minia- behind a furred collar and skull clasp,
fortress and more of a strong outpost. At tures fail miserably. visor tightly closed, exuding evil to those
$49.95, it is also a mighty investment. Another common point is the hexagonal who challenge the antipaladin.
In its present form, I cannot recommend bases. As a rule, I don’t like hexagonal
this item unless you have the time to put bases, and I’m not really sure I like these. AD, Wizard (with soul staff) *****
the necessary work into bettering it. The But painting these miniatures as display Next in line is the wizard with the soul
idea is good, however, and I look forward models or highlight pieces in a collection staff, his face set in steady concentration,
to the castle’s reissue. If you have ques- would work with these bases, which allow arm extended outward, and two fingers
tions or comments regarding this product, for ground cover to be placed in a con- stiffly pointed as he casts a spell. His high-
you can reach Games Workshop at either vincing manner. Aside from these similari- ly ornamented robe rustles in a undetect-
the U.K. or U.S. offices listed at the open- ties, these miniatures are distinctly able breeze, wrapping around his staff,
ing of this review. different in art and craft. A figure-by- which rises to form many faces. His belt
figure review follows. and pouch are firmly drawn, and his cape
Thunderbolt Mountain Miniatures
billows in the wind.
P.O. Box 37024 ****
AA, Female Barbarian
Roselawn
This figure is perhaps the one weak
Cincinnati OH 45222-0024 AE, Paladin (in firebird armor) *****
point in an otherwise superb collection.
The figure is well done and has good Finally, the paladin in firebird armor
Tom Meier, Limited-Edition seems to be relaxing after a tough battle.
***** muscle and facial detail, especially in the
Miniatures He stands tensely, his great sword resting
small tiara in the figure’s hair. This figure
Stock Nos. AA-AF, Various Characters with its tip against the ground, his mailed
is armed with a sword and shield
I had to save the best of the figure left hand clenched tightly in a fist, his
(although I’m not sure the shield would
reviews for last. At the GEN CON/ORIGINS body straight and erect. At various points,
raise her armor class significantly with
Game Fair, one of the senior people from his chain-mail jerkin pokes through the
what she’s wearing). This figure is defin-
Ral Partha presented me with six small breaks in his plate mail armor. Last but
itely underdressed for cold weather, even
boxes marked AA-AF, and smiled as he not least is the crest on his helmet: a large
though the costume is tastefully done. I
asked me to review them. He admitted firebird. As you look closer, the illusion
think that it is probably this lack of bulk
that they weren’t Ral Partha products, but goes to work. Is the firebird insignia really
which makes this figure look out of place
thought that everyone should have a look a crest, or is it truly a firebird whose
with the others.
at them. At the time, I was busy running purpose is to protect the paladin and help
the miniatures area and said that I would him kindle a burning passion for truth?
look at them later. When I finally got AB, Male Barbarian *****
around to doing so, I wished I’d done so This highly muscled figure appears to be
earlier; it would have been nice to have coiling back to deliver a blow with the These figures stand out far and above
picked up a second set. huge two-handed sword he carries. The the others. The best recommendation I
The set placed for review is part of an severely displeased look on his face, the can possibly give is in stating that I intend
ever-growing group of miniatures pro- hollowed cheeks, and flowing hair exag- to pick up at least one more set. I honestly
duced by award-winning sculptor Tom gerate the illusion of movement. There is believe these figures will become collec-
Meier. These six figures are sold by the set little apparel to get in the way of this tors’ items. Presently, this set lists for
only, and each set is numbered. There are figure. Overall, this is one of the better $18.00, and can be ordered through Thun-
only 999 sets in the U.S., and it is not miniatures in the set. derbolt Mountain Miniatures.

72 DECEMBER 1988
The GEN CON/ORIGINS 88 Game Fair WARHAMMER or WARHAMMER 40K,
BATTLESYSTEM, or Ral Partha’s CHAOS
The GEN CON/ORIGINS Game Fair was a WARS™ games, comprised about 25% of
rousing success this year in the miniatures the games and miniatures events in our
and strategic board-games areas. Many of hall. Fog was simulated in one game, and
you who participated in the novice and two other games were played blind (nei-
tutorial games got to see a variety of ther side knew where the other was until
games being run. For those of you who they were encountered). At least two units
didn’t get to go, we’ll give some quick of dwarves died in ambush in one game,
highlights of this, my favorite area of the but they took quite a few orcs with them
convention. in the process.
The majority of the miniatures events BATTLETECH games were big winners
took place in West Hall in the Milwaukee in the growth area. This year brought in
MECCA convention center. We had over 80 more and better-painted 'mech units and
tables or gaming areas in this hall, and far fewer illustrated cardboard counters,
with the exception of Sunday and Thurs- With the increasingly large number of
day, it housed nonstop action from begin- ‘mechs available from Ral Partha, the
ning to end. games are also becoming more varied, as
Some of the major showcase events ground and air vehicles hit the field.
included the return of the Empire of the Two BATTLETECH games come to mind
Petal Throne game, which consisted of immediately. In one of them, the ‘mechs
several minibattles and the siege of a wall were fighting over a crashed ship. The
over 23’ in length. Thousands of 25mm terrain was different, but what caught my
figures were positioned for combat on a eye was the “kitbashed” crashed space-
table that spanned an area 8’ wide. You ship. Kitbashing involves combining parts
could almost hear the clash of arms. from several kits to make one new minia-
The Civil War was represented in sev- ture. This method of making miniatures
eral miniatures simulations during this that are not available for purchase is when
convention. In addition, John Hill, the used in historical gaming or model rail-
creator of Game Designers Workshop’s roading. I would love to hear what went
Johnny Reb, ran both novice games and a into making the spaceship.
Johnny Reb tournament. Scenery included The other BATTLETECH game consisted
15mm stone faces, roads, and fields pains- of a three-part scenario in which ‘mechs
takingly done by hand. These were greatly that were damaged in the preceding sce-
appreciated by all who played. nario fought in that condition. Those
West Germany held its ground and previously destroyed were gone forever.
threw the Soviets back in The Fall of West This must have provided some of the
Germany II. Once again, this game drew players with their first lessons in strategy,
both novices and experienced players as it as many went full tilt into the first game
seesawed back and forth. It was the con- and consequently had no ‘mechs left for
vention’s single longest game, starting the second. Although this sounds like an LOOKING FOR A
when the doors opened on Thursday and unreasonable set of rules, these players
ending when they closed again late Sun- did play in the third part of the scenario, GAME CONVENTION?
day afternoon. and were playing much better by that If your gaming group is too small
Once again, Custer died, the Zulus time. All in all, the quality of miniatures or if you’ve just moved into the
roared, the Indians scalped, and the Brit- gaming and scenery was up this year. neighborhood, finding friends
ish fought to a standstill as the Historical
who are also gamers can be a
Miniatures Gaming Society put on a huge I have really enjoyed the mail that has
selection of historical games representing come in so far, and have gotten some ideas
problem. However, your local
several centuries. In two different cases, for future columns from your letters. hobbies and games shop may
history teachers took notes to use in the Please continue to write. I’m trying to have a bulletin board where
classroom. (Readers may indirectly benefit respond to letters as time becomes availa- gamers can advertise their groups
from the convention after all, even if they ble. If you want to make comments or and meeting times. The hobby
couldn’t make it.) suggestions, please send your letters to: store may also know of local game
This year also heralded the largest num- conventions where you can meet
ber of computer-assisted games I’ve ever Robert Bigelow dozens of other gamers with the
seen. Many of you have computers at c/o Friends Hobby Shop same interests. The Convention
home, and some of you use them for form 1411 Washington Street Calendar in this issue may also be
generation, character building, and world Waukegan IL 60085
planning. The judges this year used com- (312) 336-0790
of help. Don’t sit at home and
puters for hit generations, record-keeping, wish you knew more gamers. Go
and the elimination of many of time- I look forward to hearing from you. out and find them today.
consuming gaming obstacles. We saw Until next time, enjoy.
computers used in TFG’s STAR FLEET
BATTLES, WWII naval, modern naval,
FASA’s BATTLETECH®, and TSR’s BATTLE-
SYSTEM™ games. This year was also the
first year in which a large area was desig-
nated specifically for computer gaming.
Over 80 computers loaded with all sorts of
games were provided.
Fantasy miniatures, whether GW’s

DRAGON 73
©1988 by Hartley, Patricia, and Kirk Lesser the Earths atmosphere in space! Unfortu-
nately, during our rather rapid descent,
our wings left the plane and we crashed,

The
much to the displeasure of the General.
As for F/A-18 Interceptor, this flight
simulator is without a doubt one of the

Role of
easiest to learn and most graphically pleas-
ing of any such offering presently on the
market. When you consider that Electron
ic Arts also publishes Chuck Yeager’s Flight

Computers
Training simulation program, the only
good flight simulators that Electronic Arts
does not possess are JET by SubLOGIC
and the Microsoft Flight Simulator by
Microsoft Corporation.
F/A-18 Interceptor truly imparts to the
player the feel of flying an advanced jet
fighter. The setting for this simulation is
Cleaning up after the CES product flood the San Francisco Bay area. Within this
setting, you select the Bay area runway
from which you wish to take off (including
the aircraft carrier U.S.S. Enterprise in
San Francisco Bay). Training courses are
There is an international trade exhibi- category. The products announced by given to familiarize the pilot with specific
tion held twice annually called the Con- publishers at January’s CES are now mak- maneuvers in preparation for combat
sumer Electronics Show (CES). Held in ing their way to retailers’ shelves. missions. A holographic, heads-up display
January and late spring of each year, the This means that there is a sudden surge offers a complete guide during flight, and
show spotlights products from a variety of of new products to review. In this months advanced weaponry systems assure at
electronics companies, ranging from “Role of Computers” column, we’ll try to least a fighting chance against incoming
stereos and video equipment to music offer some insight regarding the freshest MIGs. One of the most difficult operations
digitizers. Also making appearances at the crop of computer offerings, plus some is learning how to take-off and land on the
CES are computer-software publishers, comments on packages we’ve postponed U.S.S. Enterprise, but this is a critical
mostly in the entertainment-software reviewing due to the press of business. talent. Without a successful landing on the
carrier, you won’t be allowed to move on
to combat missions.
The only reason this flight simulator did
Electronic Arts not get a five-star rating is due to the fact
1820 Gateway Drive Chuck Yeager’s Advanced Flight Simulator that some users could become frustrated
San Mateo CA 94404 was a magnificent program worthy of over their inability to land on the carrier,
(415) 571-7171 purchase. The Macintosh version only thus eliminating the excitement of taking
substantiates our feelings regarding the part in combat missions. As the simulation
F/A-18 Interceptor **** value of this offering. The Mac II version includes a variety of examinations for
Commodore Amiga version $49.95 of this program operates in full color. This other types of flight (such as barrel rolls),
flight simulator actually teaches you how perhaps passage of these difficult maneu-
Chuck Yeager’s Advanced to fly, thanks to a full, program-based vers could enable the combat-mission
Flight Trainer **** tutorial designed by General Yeager. Add scenarios. Otherwise, we recommend that
Apple Macintosh version $49.95 in a variety of antique, current, and futur- Amiga users purchase this simulator, or
What a quandary: two superb flight istic experimental planes, and you have a get both Chuck Yeager’s Advanced Flight
simulators from the same company. In one truly exciting program. We managed to fly Trainer and F/A-18. In either case, you
of our earlier columns we indicated that the SR-71 to 210,000 feet and were beyond won’t be disappointed!

DataSoft
19808 Nordhoff Place
Chatsworth CA 91311
F/A-18 Interceptor: A (818) 886-5922
Sidewinder — when
you want to send Global Commander ****
the very best Commodore 64/128 version $29.95
Here’s a twist on the usual “win that
combat” scenario. Set in the future, the
goal of this game is for the player to
become the successful Global Commander
by preventing conflict between the 16
member countries of the U.N.N. Some of
these countries are full-fledged bullies,
while others are just plain wimps. Each
nation possesses technological capabilities,
natural resources, and missile technology,
all at varying levels. If you’re not balancing
one nation’s missile stockpile against
another’s, you’re reprimanding a U.N.N.
74 DECEMBER 1988
member from a starving nation for the New World Computing keys on the keyboard, but when it came
assassination of the ambassador from a P.O. Box 2068 time to choose a course of action by select-
nation with a surplus of food. Van Nuys CA 91404 ing a dialogue box, we could not move the
You also have laser-defense satellites that (818) 480-7667 cursor into that box. This resulted in
can be positioned to knock down missile having to reboot the computer, losing all of
attacks from one U.N.N. nation to another Might and Magic the gains made since our last game-save.
(but only if you guess correctly and place Macintosh II version ****½
We are also unhappy with this product’s
them in an appropriate geostationary Macintosh Plus version ***½ software copy protection. Granted, enter-
orbit). There are also three “Big Bird” Okay, Macintosh gamers; now there is tainment software copying has to be halt-
Reconnaissance Satellites that can detect no excuse for self-pity. Might and Magic is ed, but this should not be at the expense
military activity, but again, these satellites now available for use on the Apple Macin- of the product’s fun and efficiency. New
must be precisely positioned to work to tosh. The Macintosh version is as fine a World has selected the master-disk method
your advantage. gaming environment as are the Apple II, of copy protection for those who copy the
Warnings come to you in the form of C64/128, and IBM micros and compatibles game to their hard disk or to another set
memos, as one nation requests or versions. One often forgets that the Macin- of micro disks. This means that when you
demands something from another nation. tosh has a black-and-white display (with boot the game, you must insert the origi-
You can also scan the different radio fre- some shades of gray), due to the fine reso- nal program master into the disk drive in
quencies for coded messages; these serve lution of the system itself. Instead of vague order for the game to verify the program.
not only as indicators of potential hot- coloration depicting trees or mountains, We suppose this is as good a method as
spots but are also data sources marking the Mac version graphically defines each any, but what happens if you lose the
compatible countries. Compatible nations separate geographical locale. Furthermore, master program disk or forget where you
won’t require your full attention, so those the onscreen three-dimensional effects in stored it?
in severe straits are able to receive the full dungeons and cities are amazing! Despite these minor drawbacks, New
benefit of your wisdom. With the Macintosh version of this game, World Computing has managed to effect a
Global Command requires constant one also receives a simple user interface perfect translation of their fantasy role-
review of national relationships and track- for game control. By positioning the playing world to the Macintosh computer,
ing international relationships; this is done mouse cursor and clicking the mouse and they are to be heartily congratulated
with the aid of national icon pieces and a button, a variety of information is dis- for this fine endeavor. Operation on a
global map. Your ability to negate major played: character statistics, spell-casting Macintosh II and Macintosh SE occurred
hot-spots before they explode determines commands, and attack modes. All of the without a flaw. The price for both ver-
your final success. Even the theme music, environments presented in the game’s sions of this game is $59.95.
usually a deterrent to some strategy earlier formats are included in the Macin-
games, is quite enjoyable. For C64/128 tosh version. The hints that apply to other
users, Global Command offers a challeng- system formats also apply to this version. SEGA of America, Inc.
ing game that doesn’t require hours of Why the difference in game ratings? We 573 Forbes Boulevard
study to master yet incorporates a variety initially played this game on our Macin- South San Francisco CA 94080
of different elements to ensure a different tosh II, with which we have only started (800) USA-SEGA toll free
approach each time the game is played. working. (Incidentally, if you’re looking for
a spectacular computer system, the Macin- Penguin Land ***
tosh II has just about every conceivable SEGA Master System version $49.90
Mindscape, Inc. technological nicety.) The game ran with- Penguin Land is one of the first strategic
3444 Dundee Road out a single glitch, although the larger games for a home video-game system. It
Northbrook IL 60062 screen of the Macintosh II isn’t utilized by contains an added bonus — a special RAM
(312) 480-7667 the game itself. When we ran it on the chip that allows the player to create 15 of
Macintosh Plus, however, we discovered a his own mazes to save and come back to
Road Runner *** fatal glitch which occurred after a victori- later. Your character is a penguin; his goal
Commodore 64/128 version $34.95 ous battle. We found that the on-screen is to successfully navigate through 50
The famous Warner Brothers cartoon cursor would not move; the arrow icon mazes and bring his eggs safely to the end
duo, the Road Runner and Wile E. Coyote, simply froze in place. We could still of each game level.
are now starring in an action-arcade game maneuver through the use of the cursor Play begins with a detailed, animated
for your C64/128 computer and the Atari
ST In this game, you direct the Road Run-
ner, who has to complete various levels of
activity while avoiding Wile E. Coyote and
Chuck Yeager's
his various weapons. Some of the weapons
seen on Saturday morning cartoon reruns Advanced Flight
are present, and the devious devices Trainer: fly the
always seem to have a will of their own Macfriendly skies
(i.e., they work against Wile E. Coyote).
The object of of this game is for the
Road Runner to complete a level before
his energy runs out; if he fails, the poor
bird runs out of gas and cannot run from
his persistent pursuer. At the successful
close of each level, the Road Runner
obtains points for eating birdseed or
drinking lemonade, or by destroying Wile
E. Coyote. This is a good game with great
graphics. The chases, however, tend to get
boring after the game has been played
several times.

DRAGON 75
News and new products
Serve & volley:
going to court with
the pros. Accolade
550 South Winchester Boulevard
Suite 200
San Jose CA 95125
(408) 985-1700

Accolade was one busy publishing com-


pany at the CES, where they introduced
several new software entertainments. One
such product is a scrolling, arcade-style
action game entitled Jet Boys, which is
presently available for the C64/128. The
player takes the role of a jet-packed com-
mando whose mission is to enter an
enemy-controlled reactor room and deacti-
vate the reactor. Enroute to this final
destination, the player must survive
numerous waves of deadly galactic-
terrorist attacks. This game is $14.95.
scene: your penguin rolls his egg along and learn the history of the craft, as some Accolade has also introduced four new
thus begins his mission. You must avoid patrol boats can be piloted only during sports-simulation games: Fast Break (bas-
feisty opponents and other obstacles, such as specific stages of World War II. The feel of ketball), Serve & Volley (tennis), Rack ‘Em
condors, bears, crushers, and dead ends. At actual command is realistically ported (billiards), and T.K.O. (boxing). Designed
the same time, you must avoid dropping through to the Macintosh mouse. A real for one or two players, these simulations
your egg from heights that exceed its plus is the fact that the program is not will soon be available for the C64/128
shatter-resistance range. Your penguin can copy protected, meaning you can copy ($29.95), Apple IIGS ($44.95), and IBM
gnaw away at ice to get at tunnels below the necessary files to your hard-disk drive. micros and compatibles ($39.951. Bubble
surface of the ice, or to part the way To familiarize new players with the Ghost, a multilevel arcade game from
between him and danger. You must beware, operation of the boat, the game starts in Accolade, has just been released for IBM
however, of ice that cannot be crushed and the practice-tactics mode. In this mode, micros and compatibles, the Apple IIGS,
of tunnels through which the egg can travel, players learn how to fire torpedoes, how the Commodore Amiga and C64/128, and
but the penguin cannot. There are tubes to read radar on 32-, 8-, and 2-mile diame- the Atari ST. The object of this game is to
located throughout the maze that allow ter displays, when to use the engine muf- blow a bubble through 35 different rooms
access to the penguin or the egg; there are fler for a quieter approach, how to in a castle filled with obstacles and haz-
also sparsely located blocks that the player operate smoke screens, and how to find ards without breaking it. There are obsta-
can use to squash the hungry bear. If a maze other weaponry (such as .50 caliber cles to negotiate, and the ghost must
is completed, the player is rewarded with machine guns, rockets, and 20mm and succeed at his task before he runs out of
some quick animation, a bit of self- 40mm cannons). When you find yourself air. Pricing for this product ranges from
gratification, and entry to the next level. A opposing a sizable enemy force (say, two $29.95 for the S-bit systems to $34.95 for
nice touch is that of choosing a level on destroyers, a cruiser, a submarine, and the 16-bit computers.
which you would like to start your mission; other enemy craft), the patrol boat’s navi-
only the first 30 levels are available, though. gability, radical turn mobility, and effective
The rest are mysteries. weaponry can make the craft an Addison-Wesley
Penguin Land is a nice relief from the extremely efficient tool in the hands of the Jacob Way
arcade games released by video-game right captain. Reading MA 01867
marketers. Still, it may only satisfy the Additional features include four difficul- (617) 944-3700
hunger of strategic players. Many arcade ty levels, radio messages to your base for
enthusiasts will not find as much pleasure additional air or ship support, automatic If trying to escape the dreaded Nazgul is
in this game as they would find in other pilot, and assigned patrols. Not only can your bent, then The Shadow of Mordor,
entertainment cartridges, such as those you initiate individual patrols, but you can the third Middle-earth software adventure
wherein killing less-than-lovable creatures participate in entire campaigns. Be suc- released by Addison-Wesley, is for you.
is the object of the game. SEGA has made cessful in your theater of operations, and Like The Fellowship of the Ring, this new
an effort that puts the video-arcade mar- you will eventually become a member of text-adventure program is based on J.R.R.
ket one step closer to the computers. For the Top Skipper’s Roster. For our entry Tolkien’s highly popular and much-loved
this effort, we applaud them. into that august listing, over 30 hours of fantasy trilogy, The Lord of the Rings. This
patrol work was required. With keyboard game is adapted from “Book IV” of The
equivalents to the mouse commands, you’ll Two Towers. In The Shadow of Mordor,
find a combination of mouse and key players must tame the stealthy Smeagol,
Spectrum HoloByte presses are best suited to specific activities outwit the Black Riders, and defeat the
2061 Challenger Drive (such as combat). Soon, you’ll become monstrous spider Shelob. The hardy hob-
Alameda CA 94501 quite proficient at deciding how to bit explorers must-descend treacherous
(415) 522-3584 approach various enemy task forces in an cliffs, navigate deadly swamps, catch their
effective patrol run. own food, solve the mysteries of winding
PT-109 **** PT-109 was created by Digital Illusions, underground tunnels, and sneak through
Apple Macintosh version $49.95 also known for its GATO (submarine) and the evil city of the Nazgul. Their mission is
This torpedo-boat simulation has become ORBITER (space shuttle) simulation games. to keep the Ring from the greedy clutches
one of our favorite combat simulations. In They have continued their high-quality of the Dark Lord Sauron. This adventure
fact, there is rarely a day that passes with- programming, and are to be congratulated is available for the Apple II and IBM
out one of us running a patrol. Players for another fine offering. micros ($39.95), and the C64/128 ($29.95).

76 DECEMBER 1988
Broderbund Software
17 Paul Drive Rack 'Em: Applied
San Rafael CA 94903-2101 physics and
(415) 492-3200 geometry, right on
cue.
Broderbund has recently released five
new entertainment offerings. First, for
Atari ST afficionados, there’s Typhoon
Thompson in Search for the Sea Child, an
arcade-adventure authored by Dan Gorlin,
whose Choplifter! game is already a soft-
ware classic. Typhoon Thompson is a
deluxe version of Airheart, a game previ-
ously released for the Apple II computer
family. The story line is reminiscent of an
adventure movie: Typhoon Thompson
must rescue the infant survivor of a space-
cruiser crash on a remote planet. The
game is priced at $34.95.
Also upcoming from Broderbund is the
officially licensed software version of Star for North Africa, a simulation game com- predetermined distance, roll the dice, or
Wars, which is based on the popular coin- prised of eight crucial World War II battles go to the video where the pro golfer mak-
operated video game from the Atari set in North Africa. Included with the ing the shot may be none other than last
Games Corporation. The player assumes game is Warplan, a scenario-creation pro- year’s U.S. Open champion. Quadrant
the role of Luke Skywalker as he pilots his gram, and Warpaint, a complete graphics segmenting, a new VCR innovation, splits
X-Wing fighter in an attack on the editor. This World War II simulation is the TV screen into four parts, thus ena-
Empire’s Death Star. The game will be available for Apple II and C64/128 com- bling each player to watch the specific
released for the C64/128 ($39.95), and the puters ($39.95). play relating to his position on the course.
Atari ST and Commodore Amiga ($29.95). The game includes the video cassette, golf-
If you enjoy skiing, check out Broder- club cards, and game board.
bund’s Downhill Challenge, an interactive Play Action VCR Football has the player
ski-racing simulation that features realistic Epyx, Inc.
assume the role of coach. This game uses a
three-dimensional animation. You can try 600 Galveston Drive
videotape featuring highlights of more
your skill at downhill, slalom, and giant Redwood City CA 94063
than 200 NFL plays. When the calls dictate
slalom skiing, or at ski jumping. You’ll also (415) 366-0606
a big play, the videotape is turned on. All
find separate runs for beginner, intermedi- play outcomes are based on statistical
ate, and advanced skiers. This game is There are so many new releases from
probabilities derived from the combination
currently available for IBM micros and Epyx that we do not have room to list all
of offensive and defensive plays selected.
compatibles; the Apple IIGS, the Commo- of them in this month’s column. First, the
VCR California Games places the player
dore Amiga, and the Atari ST ($29.95); and company is expanding beyond software
in a race from San Francisco to San Diego.
for the C64/128 ($24.95). entertainments with the creation of a new
In order to earn enough money to finish
Broderbund also has a new program for division known as its Consumer Electron-
the race, the player must enter a variety
the Macintosh, called Shufflepuck Cafe. ics Division. This new division will be
of competitions: BMX biking, bodyboard-
This simulated air-hockey game takes responsible for new audio and VCR-based
ing, skateboarding, sailboarding, and roller
place in a seedy bar reminiscent of the games. In the former category, there is
skating — more than 200 events in all.
Star Wars cantina. It pits the player Head-On Baseball and Head-On Football —
against nine different opponents. This games that combine the strategy of calling
game is priced at $39.95. your own plays with play-by-play
Nintendo players will be glad to hear announcements on audio-cassette tape.
In Head-On Baseball, each player selects ICOM Simulations
that Broderbund is releasing four new 648 Wheeling Road
Nintendo Entertainment System programs. his team from the game’s 30 batter and
pitcher cards. Once the teams are selected Wheeling IL 60090
These include: Legacy of the Wizard, a (312) 520-4440
game in which you must defeat an evil and the batting order is determined, each
dragon; The Battlefields of Napoleon, the player sizes up the opposing pitcher and
first true war simulation for Nintendo; hits away. When a spectacular play occurs, Having recently terminated its distribu-
The Guardian Legend, in which you battle players go to the audio tape to hear the tion agreement with Mindscape, ICOM
your way into an alien world to destroy outcome of their strategy. Simulations will now handle its own
evil lifeforms; and Deadly Towers, in In Head-On Football, players act as product distribution and will be responsi-
which young Prince Myer (your character) coaches, and select from 20 offensive and ble for its own marketing and sales. As a
must destroy the King of the Devils’ seven 12 defensive formations. When either the matter of fact, their director of product
magical bell towers. offense or defense makes a big play, play- development called us recently to inform
ers turn on the tape to hear the us that we had left out a number of pro-
announcer call one of more than 200 play- gram formats in our review of Shadow-
Electronic Arts by-play highlights. These audio games will gate a few issues ago. To correct that
1820 Gateway Drive cost from $19.95 to $29.95. oversight, we offer the following complete
San Mateo CA 94404 The VCR games include VCR Golf, Play, listing of all of ICOM Simulations’ latest
(415) 571-7171 Action VCR Football, and VCR California game offerings and their available formats:
Games. VCR Golf offers eight of the Deja Vu: Apple Macintosh, Commodore
Electronic Arts now has an affiliated world’s most challenging golf courses. Amiga, C64/128, Atari ST, and IBM micros
license agreement with the Strategic Stud- Players move the ball from the tee to the and compatibles;
ies Group. Already, this agreement has green by making their own shot selections. Uninvited: Apple Macintosh, Commo-
resulted in the debut of Rommel Battles Players can choose a club card with a dore Amiga, Atari ST, Apple IIGS, and IBM

DRAGON 77
micros and compatibles; caust. Characters must learn to. survive game’s rule book in order to solve the last
Shadowgate: Apple Macintosh, Commo- the disaster and rebuild civilization using Snare Of Death. Finally, when you have all
dore Amiga, Atari ST, Apple IIGS, and IBM their wits, ambition, resourcefulness, and seven segments of the wand, go to the
micros and compatibles; ethics. Available for IBM micros and com- Temple of Narn.
Deja Vu: Lost In Las Vegas: Apple Macin- patibles, this game is priced at $39.95. Ben Pierce
tosh, Commodore Amiga, Atari ST, Apple Mindscape has also signed a distribution Washingtonville, N.Y.
IIGS, and IBM micros and micros. deal with SEGA to distribute Out Run,
Deja Vu: Lost in Las Vegas is the compa- Space Harrier, After Burner, and Thun- In my travels through this game, I found
ny’s latest game and, as of this date, has derblades. Mindscape will soon be publish- something of interest that may help every
not yet been released. ing a backlist of popular Strategic one: a way to recharge magical items.
Simulation software titles, such as: Cartels First, use the magical item until it is down
Lucasfilm Games and Cutthroats, Combat Leader Galactic to one last charge. Next, make your way to
P.O. Box 2009 Gladiators, and Queen of Hearts. Most of Garth’s Equipment Shoppe. Sell him the
San Rafael CA 94912 these programs will be available in C64/ item, then purchase it right back from
(415) 662-1966 128, Atari 8-bit, and Apple II formats. him. Surprise: You now have a fully
recharged magical item. This comes in
This division of Lucasfilm Ltd. handles MicroIllusions handy, especially with the Flame Horn.
its software entertainment products. 17408 Chatsworth Street Paul Belanger
Recently, this division has released Zak Granada Hills CA 91344 Easthampton, Mass.
McCracken and the Alien Mindbenders, a (818) 360-3715
comedy/thriller for IBM micros and com- Might and Magic (New World
patibles ($44.95), and Apple II and C64/128 Leading off the MicroIllusion news is the Computing/MEDIAGENIC)
computer systems ($34.95). The lead char- licensing of Hanna-Barbera’s world-famous In the Warrior’s Stronghold, “Glass that
acter is a journalist named Zak McKrack- cartoon characters. This means you’ll soon glitters, rubies that glow, when I twinkle I
en, creator of sensational (but not always be seeing the Flintstones, the Jetsons, cast a rainbow” can get you a crystal key.
accurate) stories for the tabloid newspa- Scooby-Doo, and Johnny Quest on your Plus, in order to enter White Wolf, find
per, the National Inquisitor. He discovers computer monitor. At the end of this year, the Merchant’s Pass. To rejuvenate your-
that worldwide stupidity is really an extra- these games will be released for the Apple self, find the hourglass in section D-l. To
terrestrial plot to reduce everyone’s IQ to Macintosh, the Commodore Amiga, the
avoid unnecessary damage, always cast a
single digits. With his three pals, Zak C64/128, and IBM micros and compatibles Psychic Protection and Levitate spell in the
begins a search to unplug the stupidity in arcade- or adventure-style formats. Dungeon of Dusk. Trading with the Hermit
machine. This game is suitable for both in D-4 gets you two Pirate Treasure maps.
novice and experienced players. Microsoft Corporation Christopher Brunner and Eric Keen
Lucasfilm Games also plans to directly 16011 NE 36th Way Westlake, Ohio
market a new Advanced Battle Disk for Box 97017
the C64/128 and Apple II versions of their Redmond WA 98073-9717 A word of warning to all Might and
PHM Pegasus battle-hydrofoil simulation (206) 882-8080 Magic players: get your characters some
game. This new disk contains 10 new Scrolls of Fire for the Council of Strength.
battle scenarios (nine for the Apple ver- This company rarely shows up in our Also, take your time on the quest. By the
sion) that pit the lightning-fast NATO column. Microsoft is most famous for time I got to the stronghold (located at B-3,
hydrofoils against terrorists and Eastern- creating system software such as MS-DOS 14-2), half of my party was at the 8th level.
bloc armadas. The price is $19.95. and Windows for IBM computers and Mark Heffernan
compatibles, and rarely has offerings in Birmingham, Miss.
Mindscape, Inc. the software entertainment field. Never-
3444 Dundee Road theless, they do distribute one of the bet-
Northbrook IL 60062 ter flight simulators for IBM micros and Ultima V (Origin Systems)
(312) 480-7667 compatibles. The company has now To destroy the Shadowlords, you must
released the first update of their Microsoft first know their names. These can be
Mindscape was also quite busy at the Flight Simulator in several years. This learned by going to one of the three cas-
CES promoting their new science-fiction game was developed by the SubLOGIC tles that represent the Principle that each
games, Captain Blood, Colony, and Visions Corporation of Champaign, Ill. Version 3.0 Shadowlord opposes. Once there, ask the
of Aftermath: The Boomtown. Captain supports EGA and VGA resolution, adds a King (or the person who runs the castle)
Blood uses both fractal- and vector-graphic Gates Lear Jet and a crop duster to the about the Shadowlords. The person will
techniques, as the player searches the types of planes that can be flown, and usually tell you where to go and whom to
stars to destroy the pesky clones of the utilizes a new 3D feature that provides ask for additional information.
lead character. This game will be available multiple windows with views from various Once you have the name of a Shadow-
for the Commodore Amiga and Atari ST perspectives. Also added is a new learning lord, you must then get the Shard of the
($49.951, the Commodore 64/128 ($34.951, mode featuring basic- and advanced-flight Gem of Mondain from which that Shadow
and IBM micros and compatibles ($39.95). training, aerobatics, and navigation lord draws its power; it is located in the
Colony is presently available for the instruction. The game works with a Her- Underworld. Once you have the name and
Macintosh. In this game, the player cules Graphics Adapter, and costs $49.95. the shard, you can return to the castle
assumes the role of regional space marshal that the Shadowlord opposes. Go to the
in a space-frontier colony that has been Flame of Love (for the Shadowlord of
overrun by aliens. Using interactive play Clue corner Hatred, for example) and yell the Shadow-
techniques and 3D animation, this game lords name. The Shadowlord will appear
has the players begin by investigating the Bards Tale II (Interplay Productions/ two spaces away from you. Throw the
disappearance of the colony. An IBM micro Electronic Arts) shard into the flame (by using it), and
version of this game will be released The dreamspell can be found on Level attack the Shadowlord. You should cast
before year’s end. One of the Destiny Stone in a small alcove several Vas Flam (Large Fireball) spells at
Visions of Aftermath: The Boomtown is a inside a huge spinner room (the coordi- the Shadowlord, or repeatedly attack it.
post-nuclear war simulation that allows nates are N9, E18). You will need the You might have to use some Heal spells on
players to recreate a world after the holo- arrows mentioned in the back of the your characters, since the Shadowlord will

78 DECEMBER 1988
select one character and focus all of its puzzles and traps until you reach the
attacks on that individual. If you destroy a bottom level. This is where Lord British is
Shadowlord, it is gone forever, and you held prisoner! Continued from page 3
can then go after the next one. Jayson Hogan
in their campaigns using such new materi-
When all of the Shadowlords are Seattle, Wash.
al. A world in which the animal life is
destroyed, you can resume your search
largely prehistoric would be an interesting
for the lost Lord British. Do this by first That’s all for this month. Next issue,
setting, and you could preserve nearly all
locating and obtaining the Crown, Scepter, we’ll cover a few more products from the
of the trappings of a medieval culture as
and Amulet of Lord British. Next, enter CES that were overlooked in this month’s
well. Replacing rhinos with arsinotheres
the dungeon named Shame. Go to the column. Until next month, game on!
and elephants with deinotheres, using the
bottom level of the dungeon and enter the
Most product names mentioned in this column are article “Into the Age of Mammals” in issue
Underworld. Search the area (using many
trademarks owned or licensed by the companies that #137, gives the world a special flavor that
Blink spells and climbing mountains) until
produce those products. Use of the name of any makes it stand out from others that might
you find a large area of lava. Walk through product without mention of trademark status should have been like it. Many DMs allow their
the lava until you find a large area of not be construed as a challenge to such status.
NPC orcs to gain levels, PC demi-humans
darkness. Yell the world “Veramocor,” and
to have unlimited level advancement, and
you should be able to enter the Dungeon
so on — with more drastic results than
of Doom. Once in that dungeon, you will
having funny-looking elephants.
have to work your way down through the
More radical changes can be made in a
campaign world with unique material and
still allow for entertaining play. The world
of Krynn from the DRAGONLANCE® saga
Computer-Games Conversions Chart is further removed from the medieval
mold of the typical campaign, with the
Accolade (408) 985-1700 heavy presence of draconians, dragons,
APOLLO 18: Mission to the Moon to IBM micros and compatibles (with EGA kender, gnome technologists, minotaurs,
support) and unique magic-using classes and spells.
At the extreme, one has Kara-Tur, the
Activision (415) 329-0500 Oriental land in which only the mechanics
The Last Ninja to IBM micros and compatibles, Apple IIGS and Apple II of the AD&D game have been preserved,
giving wholly new monsters, magical
Broderbund Software (425)492-3200 items, and character classes on top of an
The Ancient Art of War at Sea to Apple Macintosh and Apple II entirely non-Western culture. Both Krynn
and Kara-Tur have strong followings, too.
Data East USA (408) 436-0900 Being different is not being unpopular.
Speed Buggy to Atari ST We still want to know what you think of
DRAGON Magazine’s articles, and we don’t
DataSoft/Electronic Arts (415) 571-7171 believe that everyone who hates an article
Bismarck: The North Sea Chase to Atari 8-bit lacks imagination. We enjoy presenting
Tomahawk to Apple IIGS unique material for role-playing because
imagination is what fantasy is all about.
Electronic Arts (415) 571-7171 Unique material challenges one to think in
Chuck Yeager’s Advanced Flight Simulator to Apple Macintosh new ways and to get a broader view on
Skyfox II to IBM micros and compatibles life, even if we are just talking about
Wasteland to C64/128 games. Sit down with a pencil and paper
World Tour Golf to Commodore Amiga sometime and jot down a few notes on
how to use a game item you first thought
Interstel/Electronic Arts (415) 571-7171 was useless, whether you found it here or
Empire to the Commodore Amiga in a game manual. Be creative and see
what happens. Your players may never
MicroProse (301) 771-1151 forgive you.
PIRATES! to Apple IIGS

Origin Systems (603) 644-3360


Moebius to Apple Macintosh

Paragon/Electronic Arts (415) 571-7171


Master Ninja: Shadow Warrior of Death to C64/128

Spectrum HoloByte (415) 522-3584


Soko-Ban to Apple II

Strategic Studies Group/Electronic Arts (415) 571-7171 * Tower of Midnight Dreams, the D&D™ Car-
Reach For The Stars to IBM micros and compatibles* toon Show Book that revealed that Uni the
Unicorn was female. No, seriously. The quote’s
The Avalon Hill Game Company (301) 254-9200 on page 48.
Under Fire! to IBM micros and compatibles Wooden Ships & Iron Men to IBM
micros and compatibles

* This package contains 3½” and 5¼” format, and supports CGA, EGA, MCGA, VGA
and Hercules graphics modes.

DRAGON 79
After years of concentrating on adven-
©1988 by Jim Bambra tures and ignoring the benefits of a coher-
ent campaign setting for the D&D® and

Role-playing
AD&D® games, TSR, Inc. is now turning
out campaign settings at a phenomenal
rate. While the D&D game Gazetteers
rapidly detail the Known World of the
D&D Expert Set, all is not quiet on the
AD&D game front. Three FORGOTTEN

Reviews
REALMS campaign accessories have
appeared, each dedicated to an area of the
setting touched upon only briefly in the
boxed set. The three authors involved
have each used a different style of presen-
tation to paint a colorful picture of the
areas in question. How well they succeed
at creating a vibrant setting is the focus of
attention in this months column.
The FORGOTTEN REALMS setting was
originally conceived by Ed Greenwood as
his house campaign. When TSR was look-
ing for a world in which to set the majori-
ty of future AD&D game products, Ed
Greenwood’s name, long associated with
TSR through his many articles printed in
DRAGON® Magazine, came up. Here was a
man who had designed a world and, more
importantly, gamed in it regularly. Ed was
only too happy to have his work pub-
lished, and so the FORGOTTEN REALMS
campaign setting arrived at TSR. There, it
was put through the creative and manu-
facturing processes to finally emerge as a
boxed campaign set.
In the DRAGON #129 “Role-playing
Reviews” column, Ken Rolston put the
FORGOTTEN REALMS setting under the
microscope and mentioned the imminent
arrival of the first campaign supplements.
Those of you looking for more information
on the FORGOTTEN REALMS boxed set
and the history of campaign worlds in
general should first check out Ken’s
review and then return here for this
months look at the FORGOTTEN REALMS
campaign supplements.
With the FORGOTTEN REALMS setting
already established as a large campaign
world, what’s the point of bringing out
additional supplements? Well, let’s face it:
The FORGOTTEN REALMS setting is huge
— much larger than the North American
continent (and that’s an awful lot of land).
When you consider that the description of
a single city could easily fill a book of 64
pages or more, there’s plenty of room for
expansion in developing parts of the
FORGOTTEN REALMS. Plus, if you want
to cover a wide range of cultures, terrain
types, and climates, you can always add
more tracts of land to the edges of the
original maps.
What you end up with is an infinitely
expandable campaign world in which
development can take place either in the
form of more detailed descriptions of
established areas, or in the form of adding
new lands. The first three supplements
deal with areas already covered in the
Remembering the boxed set. The lands of Kara-Tur, which
should already be familiar to players of
FORGOTTEN REALMS™ setting Oriental Adventures, will be the first of the
82 DECEMBER 1988
new lands to be added to the FORGOTTEN of detailed settings. The D&D game Gazet- more impact. As it stands, it contains some
REALMS campaign setting. teers focus much more closely on subject good opportunities for adventure, and
matter, detailing dress, appearance, cus- diligent DMs can create their own map.
Assessing the settings toms, and politics in such a way that they Still, I cannot help feeling that a campaign
The three supplements under review are ready to use with a minimum of effort supplement should come with all the rele-
this month are FR1 Waterdeep and the on the behalf of the DM. vant maps. However, DRAGON Magazine
North, FR2 Moonshae, and FR3 Empires of The FORGOTTEN REALMS setting sup- #128 published a map of the immediate
the Sands. A quick read through the Cyclo- plements require DM input to bring them vicinity of Waterdeep. The annotated map
pedia of the Realms in the FORGOTTEN to life. The basic background of an area or depicts the areas around the city and the
REALMS boxed set provides the basic country is given in the FORGOTTEN accompanying text describes these places.
information on these three areas, but REALMS Cyclopedia in the FORGOTTEN While this goes someway to righting the
leaves many questions unanswered. It REALMS boxed set; it supplies sufficient situation, large portions of the terrain
therefore falls to the supplements to bring information to orient players. It is the described in FR1 still remain unmapped.
these lands to life while, at the same time, purpose of a supplement to provide DMs Waterdeep: While the section on the
leaving DMs room to add their own imagi- with extra information which may be North is weak, the sections describing the
native touches — those special bits which converted into background and, more City of Waterdeep are very strong. You are
transform a campaign supplement into a importantly, into ideas for adventure first treated to a brief geographical over-
series of thrilling gaming sessions. sessions. view of the city, followed by its history.
Ultimately, a good campaign supplement Waterdeep was founded by local tribes
should act as a springboard for the FR1 Waterdeep and the North who benefited from trading timber and
imagination. It should inspire DMs either An AD&D game supplement furs with southern merchants. The deep
to base their campaigns in the area under 64-page book harbor of the settlement made it an ideal
discussion or to use it as parts of their TSR, Inc. $7.95 place for large ships to dock; in time, it
own larger campaigns. How well a supple- Design: Ed Greenwood gave the city its name. But, it wasn’t all
ment does so is a measure of its utility. Editing: Karen S. Martin peaceful trading down at the harbor.
The most carefully developed and written Cover: Keith Parkinson These were violent times, and the fledg-
campaign supplement is worthless if it Interior art: Chris Miller ling settlement was overun by a savage
does not inspire the DM. This means that Heraldic escutcheons: David E. Martin human tribe. Learning from their prede-
the information must be presented in such Cartography: Frey Graphics and David cessors, the newcomers set about building
a fashion that it is readily accessible, easy Sutherland defenses and fortifying their new homes.
to reference during play, and vibrant in This was indeed fortunate, as tribes of
scope. That’s not to say that each setting The City of Waterdeep is situated on the humanoids were on the move and were
must contain earth-shattering campaign Sword Coast, and with a population of soon advancing on Waterdeep. For protec-
themes in which the world is in imminent over 100,000, it weighs in as the most tion, more human tribes converged on the
danger of being destroyed. These types of important city in the north of the settlement, swelling its size and number of
spicy themes are more suited to campaign FORGOTTEN REALMS setting. As Water- defenders. After savage battles against
adventures, where the whole activity of deep is an integral part of Ed Greenwood’s troll forces, Waterdeep emerged as a free
the PCs can be geared toward preventing house campaign, it was only natural that city ruled by War Lords.
the impending catastrophe. this detailed city should form the first of The rule of the War Lords was not des-
Campaign supplements should lay down the FORGOTTEN REALMS campaign tined to last forever. Ahairon, a mighty
the basis of life in the lands in question, supplements. mage who had fought in the troll wars,
showing how people and demihumans live Presentation: The pack consists of a overthrew the last of the War Lords and
and interact with each other, and how 64-page book, a large color map of the city, established a government based on wis-
they deal with any indigenous monster and a six-panel cover (which includes a dom instead of armed might. The new
populations. The system of government map of the city’s sewers, selected building rulers of the city were Ahairon and a
and trade should be covered along with floorplans, a schematic map of the City group of Lords who were secretly selected
major population sites. But the supplement Wards of Waterdeep, and a smaller color to govern. These Lords were always
should be more than just a recounting of map of the city). The physical quality of masked so no one would know their iden-
the economic and political status of the this product is high, and color is used to tities, a situation which allowed them to
area. It should include descriptions of the good effect to show contour levels and sea rule without fear of coercion or reprisal.
various power groups which aid the estab- depths. The 64-page booklet is primarily The Lords governed Waterdeep for 200
lished government and those that work concerned with describing the city and years until Aghairon, an ardent imbiber of
against it. It should also provide DMs with giving an idea of what life is like within its potions of longevity, drank one too many
lots of inspiration, allowing our own boundaries. This is done in an evocative and the years caught up with him.
adventures to be created from it. These manner which brings Waterdeep to life Aghairon’s death was followed by a brief
can take the form of urban adventures, and makes it an ideal setting for urban period of anarchy, as powerful guildmas-
wilderness or dungeon expeditions, or adventures. ters stabbed, poisoned, and otherwise
epic quests to right great wrongs. The North: The sections describing the disposed of each other in an attempt to
As campaign packs must cater to a wide northern lands are presented less success- gain sole control of the city. This chaos
variety of adventuring tastes, they must be fully. Although the history of the North is was not, however, to last long. Although
extremely flexible in their outlooks. The colorful, the descriptions of the various most of Aghairon’s fellow Lords had been
DRAGONLANCE® module series is narrow settlements are sketchy. The absence of a slain in the fighting, there were survivors
in scope and firmly geared to the actions wilderness map showing the relationship who took steps to reestablish the rule of
of its main characters. While it provides a of the various settlements to Waterdeep the Lords.
satisfying and exciting campaign, its nar- and to each other makes reading this Well, that’s all history, but the govern-
rowly defined scope makes it difficult for section difficult. Admittedly, some of the ment of Waterdeep remains the same,
characters to adventure in the world of places can be found on the large-scale map with only one of the present 16 Lords
Krynn outside of the action of the main (90 miles to the inch) in the FORGOTTEN being known to the populace at large. The
campaign. On the other hand, the REALMS boxed set, but you’re left to guess remainder still hide their identities behind
FORGOTTEN REALMS setting is wide in at the location of most of them. The provi- their masks. Rule by the Lords has been
scope, allowing a great variety of player sion of a detailed map of the North would good, for the city has prospered and
and DM choice, but often at the expense have placed all this in context and given it grown under their watchful eyes (as one
DRAGON 83
could well expect when the only known need to add to the provided information to Maps have also been put to good use to
Lord is a Paladin). personalize the city and breath life into its graphically depict the extent of Northmen
As can be seen, Waterdeep has a rich daily routines, but the background is settlements in the Moonshaes, and to show
background which gives the city great provided and contains plenty of ideas just the economies and trade routes of the
character. The laws and customs of the waiting to be developed. Isles. Both of these maps make it very easy
city are colorfully presented, as are the As a guide to the lands of the North, to see at a glance the present situation in
various guilds and factions of the city. Like Waterdeep is less successful. However, the the Isles without having to read through
Lankhmar (see “Role-playing Reviews” in North holds plenty of opportunities for pages of text.
DRAGON #136), Waterdeep concentrates adventurers looking for action and excite- True confession time: Okay, I admit
on providing a feel for life in the city, ment. The forthcoming FR5 The Savage it: I’m mentioned in the credits as a suppli-
rather than on detailed descriptions of Frontier by Paul Jaquays looks at the lands er of ideas during the early stages of this
each building. Anyone looking for a house- to the north of Waterdeep; let’s hope it project. Maybe this gives me an undue
by-house guide to Waterdeep is going to be also provides a map of this area. bias towards the contents, but it’s more
very disappointed. Few of the city’s build- than just the background and people pre-
ings are listed, and of these, only a very FR2 Moonshae sented in this supplement that makes
small number are described in any great An AD&D game supplement Moonshae a very strong source pack.
detail. DMs using Waterdeep are required 64-page book Doug has written about the Moonshaes in
to create their own floorplans when need- TSR, Inc. $7.95 his novels, a situation which means he is
ed, and are expected to populate the build- Design: Douglas Niles very familiar with them as a place where
ings with characters of their own devising. Editing: Mike Breault people live, work, and play.
The sample floorplans provided on the Cover: Tim Hildebrandt Take this in-depth knowledge and place
cover are a great help here as they can be Interior art: George Barr it in the mouth of an outsider visiting the
used to provide a building’s layout at a Cartography: Dave S. LaForce Isles, and you get not only very colorful
moment’s notice. Fortunately, tables are descriptions, but a distinctive feel of what
provided which allow the DM to quickly The setting for Darkwalker on Moon- the Isles and their inhabitants are like.
determine the type of building according shae (and the Moonshae trilogy as a whole) When that outsider is none other than
to the various areas of the city. The DM is revealed in this supplement by Moon- Elminster, the famed sage of the
can then smugly tell the players what their shae author Doug Niles. DMs and players FORGOTTEN REALMS setting, then whole
characters see. interested in basing campaigns in and book makes for fun reading as well.
What you get instead of detailed build- around the Moonshaes now have the The Moonshaes: After a discussion of
ing descriptions is a useful look at the necessary background to do so. The Moon- character races, classes, politics, conflicts,
workings of the city, outline descriptions shaes are a group of islands to the west of geography, and economics within the
of its various wards, and details on the the main continent of the FORGOTTEN Moonshaes, we have a good idea of what
services available. The city’s guilds are set REALMS setting. They are home to the the Isles are like. Here, Ffolk and
out in detail, and include such information Ffolk, a druidic people who worship the Northmen war against each other and
as where their headquarters are, their Earthmother, a neutrally aligned aspect of squabble with their own kind. Magic-users
livery, how one becomes a member, and Chauntea, the neutral-good goddess of are viewed with suspicion by both races,
various interests and political connections. agriculture. and clerics from elsewhere in the
The section on the noble families is less The Ffolk reluctantly share the Moon- FORGOTTEN REALMS campaign world
detailed but can easily be expanded as the shaes with the Northmen, a strong, war- attempt to spread their faiths in the face
need arises. like race of raiders who hail from the of druidic opposition. Elves and dwarves
Waterdeep has an abundance of colorful lands north of Waterdeep. Conflicts fre- exist in isolated settlements, generally
NPCs, all of whom can be used to interact quently erupt between the two races as avoiding humans and vigorously defending
with a band of adventurers as adversaries, the Northmen expand their holdings on their lands against human encroachments.
friends, or people just met during the daily the Moonshaes at the expense of the Ffolk. Only the halflings mix freely with the
routine of the city. The NPCs come in all But darker things are afoot than the strug- humans, living next to settlements of the
manners of levels and classes, giving DMs gles between these two people, for a Ffolk and the Northmen.
plenty of scope for using them in adven- greater evil is again stirring — Kazgoroth The Moonshaes are also home to
tures. As some of them are also Lords Of the Beast. marauding firbolgs, orcs, goblins, trolls,
Waterdeep, PCs may well find themselves Presentation: Moonshde is a 64-page and other more dangerous monsters.
unwittingly rubbing shoulders with the book with a large color insert with maps Friendlier creatures can also be found:
city’s elite. of the Moonshae Isles printed on both unicorns, faerie dragons, pixies, and cen-
Adventure ideas: To round off the sides: one at 20 miles to the inch, the other taurs. All of these creatures appear in the
package, seven adventure outlines are at 30 miles to the inch. Both maps contain wandering-monster tables, which strikes
provided which may be used by charac- the same amount of detail, the major dif- me as a little strange. Moonshae is
ters of any level. As outlines, these require ference being that there’s less sea space designed as an adventure setting for char-
a bit of work to bring them to life, but surrounding the 20-miles-per-inch map. acters of any level, and yet we have
they provide a good cross section of the The physical quality of this supplement beholders and dragon turtles popping up
types of adventure available within the is high, but not all available space has been here and there to devastate low-level
city. used to its best effect. The inside of the adventurers. A more generic section on
Evaluation: With its emphasis on wrap-around cover is blank, which is a how to create suitable wilderness encoun-
atmosphere and personalities, Waterdeep pity, as it could have been used to provide ters for parties of varying levels would
is a very strong city pack. It lacks any village or town maps, or even sample have been much more useful and would
street encounter tables, which is a pity, as monster lairs. Elsewhere, maps have been have added more flavor to the Isles. The
this would have added even more to the used to good effect to illustrate the text various types of creatures could also have
city’s feel and given PCs a better handle on and guide the reader through the Moon- been given more specific geographical
life in the city. (As an aside, DMs looking shaes. Each island description is accompa- locations instead of indiscriminately
for inspiration in street encounters should nied by a map reprinted in the booklet. spreading them throughout the Isles.
check out Cities from Chaosium). As it While all of these maps are taken from the Supernatural beings: After physical
stands, Waterdeep is a good urban location one on the mapsheet, it’s a great help to descriptions of the lands and their inhabit-
in which to base adventures in the have the internal maps for reference while ants, we move on to the major supernatu-
FORGOTTEN REALMS setting. DMs will reading through the booklet. ral entities which exist in the countryside

84 DECEMBER 1988
and seas. The most important of these is their own beliefs and fears. Even within ence during play.
the Earthmother, who gives life and vitali- the same race there are people who are The large area covered in the supple-
ty to the land. Her power is manifested in uncouth and disgusting, and others who ment has reduced the amount of detail
the Moonwells, pools of water with the have noble personalities. contained within it, with most cities
magical power to cure the wounds of Adventure ideas: The Moonshaes receiving only a column of text on the
those who strive to maintain the mystic have a number of opportunities for creat- average. While information is provided on
balance. These Moonwells are tended by ing epic campaigns within their confines. each city, not all of the cities make for
druids who can use them to charge or The Moonshae trilogy provides a large interesting reading. Some descriptions
restore charges in magical items. In the number of possible adventure ideas, and a consist of little more than noting what
areas where the Northmen hold suprem- few other brief adventure ideas are pro- each city is renowned for, its exports,
acy, the Moonwells have dried up or vided in the source pack. population, government, and location. All
become stagnant, causing the Earth- Evaluation: The style of presentation of this information could easily have been
mother’s power to weaken. used in Moonshae is superior to the styles presented in the form of a table, thereby
The Earthmother is served by her three used in the other FORGOTTEN REALMS making it more accessible and providing
children: Leviathan, a huge whale; setting supplements reviewed this month. more space for other aspects of the cam-
Kamerynnm, a majestic unicorn; and the While not containing as much detailed paign area to be described.
Pack, a pack of dire wolves who roam the information as FR1 Waterdeep and the The center of the booklet is taken up
Isles. Each one of these children is immor- North, Moonshae contains more evocative with one blank character sheet, seven
tal, and serves the will of the Earthmother. descriptions and gives a good insight into character sheets filled in with the statstics
Arrayed against them are the forces of evil life in the Isles. for the Company of Eight (see Tethyr
manifested in the form of Kazgoroth the below), and reduced maps of the area.
Beast, who seeks to disrupt the balance FR3 Empires of the Sands Most of this stuff looks like filler, perhaps
and bring corruption to the Isles. AD&D game supplement an indication that this project wasn’t quite
Kazgoroth is aided by its magically created 64-page book big enough to fill its allocated page count.
Blood Warriors: undead soldiers who obey TSR, Inc. $7.95 Amn: The northernmost of the three
its every command. Other deities and Design: Scott Haring countries, Amn is a place where money
powerful supernatural creatures play a Editing: Karen S. Martin not only talks, it rules. Everything in Amn
lesser part in the Moonshaes; their main Cover and interior art: Jeff Easley is geared towards the acquisition of
spheres of worship lying across the seas in Cartography: Dave S. LaForce money, and the conspicuous consumption
the FORGOTTEN REALMS proper. Their of the rich is evident everywhere.
clerics and followers only arrive in be Along the southern coast of the Sea of Local speech patterns are full of refer-
Moonshaes as missionaries or as part of Swords lie the countries of Amn, Tethyr, ences to money, even though the conversa-
trading or adventuring parties. and Calimshan. Famous throughout the tion may deal with a topic that has no
Elminster’s travels: With the basic FORGOTTEN REALMS for warm climate connection with financial transactions.
background of the Moonshaes set out, it’s and large areas of dry, inhospitable land, Take for instance the word outbid: "Since
time to join Elminster in his tour of the these regions are known as the Empires of the innkeeper’s crossbow outbid their
Moonshaes. Here, the sage informs us of the Sands. This is strange, for none of the beer mugs, the brawlers quieted down
the people and places he has visited. The three countries is an empire in the formal real fast." Or perhaps you’re trying to
style of presentation is similar to that used sense, and only Calimshan has a desert convince somebody, maybe sell them on
in the FORGOTTEN REALMS campaign worth mentioning. Still, the lands down an idea: “I sold my wife we weren’t at the
set: information is available from At a here are very arid and, to a northerner tavern."
Glance (the kind of thing that can be easily used to rolling grasslands, the sparce For the past 22 years, Amn has been
discovered by looking at an area or by patches of scrub and brush which dot the ruled by the mysterious Council of Six.
asking travelers), Elminster’s Notes (the southern landscape could well appear to Prior to that, the country was divided, its
sage’s account of his travels) and Game be desert. major cities banding together only for
Information (gaming facts and statistics). Presentation: Empires of the Sands is mutual defense. The rest of the time they
It is in Elminster’s Notes that this pack is really three source packs in one, with each struggled with each other over the most
most impressive. Here, the descriptions country being described in its own sepa- profitable trade routes and frequently
become very absorbing and vibrant as we rate section. The booklet is 64-pages long engaged in trade wars. It was following
follow Elminster on his travels. As well as and has the same high standard of produc- the last trade war that the Council of Six
providing an insight into life in the Moon- tion as the two other FORGOTTEN emerged as leaders of a united country.
shaes, we also get a good indication of REALMS setting supplements. Like FR2 The Council of Six is a mysterious body:
Elminster’s personality and share with him Moonshae, the inside of the folder cover no one knows who the members are,
in his discomforts and pleasures. We get to has been left blank; it too, could have been other than that they are members of the
see both the Ffolk and the Northmen as used for some purpose. most powerful trade houses in Amn. Con-
they follow their own beliefs and come Two large color maps depict the three sequently, the council promotes free enter-
into conflict with each other. The Ffolk are countries at a scale of 30 miles to the inch, prise, with the making of money taking
organized into a number of small king- making them compatible with other maps precedence over everything else. If you
doms, loosely connected under the control in the series. The maps (at least in my can make money by almost any means
of a High King, who is more a figurehead copy) have been printed in slightly differ- outside of robbery and murder, then
than a temporal power. Primarily an agri- ent tones. When you put them together, you’re respected. If not, well, nobody likes
cultural society, the Ffolk stand in contrast the join is very obvious, which mars their failure in Amn. Yet, Amn is not as free as it
to the more warlike Northmen who would overall visual appeal. may first appear. Adventuring groups and
rather raid the settlements of the Ffolk for The layout follows a standard pattern magic-users are actively discouraged from
food than grow their own. Although the for each of the three countries, providing plying their trades. Adventures may be
Northmen do maintain their own agricul- information on such things as languages, licensed by the Council of Six, but magic-
tural settlements, raiding and trading are social customs, history, government, reli- users on reaching fifth level must register
their preferred pursuits. gions, money and commerce, cities, places with the government or leave Amn.
Rather than one race being seen through of interest, and various important or inter- While Amn may be a merchant’s dream,
the eyes of another, therefore casting esting NPC groups. The writing, while it is far from an adventurer’s paradise. Not
them in a derogatory light, Elminster’s lacking the flavor of FR2 Moonshae, is only does the government intervene in
Notes let us see the races as people with informative, readable, and easy to refer- adventurer’s actions, but Amn is also rela-

DRAGON 85
tively free from monsters (although it does their summoners’ homes and villages, James Clavell’s Tai-Pan, by Ian Bailey and
have its areas of high adventure if you those planar beings who are unable to Albie Fiore. FASA, $16.00. Based on James
know where to look). undertake the return trip home on their Clavell’s best-selling novel, Tai-Pan, this
Tethyr: Over the border from Amn in own gravitate toward the Calim Desert, board game for two to four players is set
Tethyr, things are very different. Here which they find greatly to their liking. If in the 1840s, a time when the glorious
anarchy rules. The former royal family you’re after less-exotic monsters, then the British Empire was making a fortune
has been wiped out, and the country is Forest of Mir is the place to go, as it holds ruining the health and economy of China.
fractured into petty kingdoms, indepen- its fair share of evil humanoids. Each player controls a clipper ship; these
dent villages and towns, and bandit hold- Evaluation: Empires of the Sands has a are used to buy opium in India, so it can
ings. It’s a place where bold adventurers much wider focus than the two other be shipped to China and sold to the Chi-
can carve themselves a respectably sized FORGOTTEN REALMS campaign supple- nese. While the clippers race each other
kingdom or fall to an assassin’s knife in the ments, and yet it still manages to convey on the high seas, small cargo boats
dead of night. the atmosphere of each country in a satis- (lorchas) sail up and down the Chinese
The Company of Eight is a group of fying manner. However, DMs are required coast selling opium and buying tea, spices,
eight adventurers dedicated to maintain- to put in a fair amount of work to bring and silks. Once a clipper reaches Canton
ing (or more accurately promoting) peace these countries to life. With three coun- and unloads its cargo, it can load up with
in Tethyr. They defeat monsters, dispose tries to choose from, though, it’s really other goods, and head back to England.
of the worst tyrants, and generally act in a only necessary to develop one of them for The rules for this game are simple and
goodly fashion. Their statistics are provid- campaign play. With its lack of centralized elegant, taking into account such things as
ed on the character sheets in the center of government, Tethyr makes an ideal setting clipper movement, market fluctuations,
the book and are also reproduced in the for power hungry adventurers. Calimshan and a wide range of events. The game
text, making it possible for them to be is a good place for magical research, and moves rapidly, and the use of Fate Cards
used as player characters. Nevertheless, Amn is the kind of area that most adven- allows players to better their own posi-
little real background information is pro- turing groups will find very unhealthy. tions or worsen those of other players. Tai-
vided. Be prepared to fill a lot of this in for Pan is a fun, family game that makes for a
yourself, as some of these characters are Short and sweet good evenings entertainment.
12th level plus, and should be very well GURPS Bestiary, by Steffan O’Sullivan.
established with a deep knowledge of the Steve Jackson Games Inc., $14.95. Looking Land of Ninja comment
area, its inhabitants, and rulers. for an animal to throw at your GURPS Greg Stafford of Chaosium Inc. has
Calimshan: As the only country in this adventurers? Then look no further. The recently made the obervation that, con-
supplement with a real desert (and the GURPS Bestiary contains over 200 crea- trary to my review of Land of Ninja in
closest thing to an emperor in its Pasha), tures to populate the various worlds of the DRAGON® issue #134, “unarmed combat is
Calimshan could very well be an Empire of GURPS universe. Classifying creatures by part of the basic RUNEQUEST® game
the Sands. The Calim desert covers a siz- terrain type, the GURPS Bestiary deals covered in the players’ rules, so that no
able area of the country, and dominates primarily with animals: normal (for Earth special section needed to be added to the
much of Calimshan’s life and outlook as a anyway), legendary beasts, and other- Land of Ninja supplement." Well, all I can
result. The lands bordering it are only world creatures. As a generic guide, this say is that depends on your point of view.
slightly more fertile. supplement doesn’t contain any humanoid My comment said “Notably, there are no
In Calimshan, wealth is of the utmost monsters and has only a few exotic beasts rules for unarmed combat. This is strange
importance. But this is not wealth for (these types of creatures are far better left as one of the attractions of the Orient is
wealth’s sake, as in Amn. Here, wealth is to the various GURPS campaign supple- the widespread practice of unarmed com-
sought after so that the seeker can lead a ments where they can be placed in the bat techniques. There’s definitely room for
life of leisure. Not many attain this goal, right context and developed as part of the expansion here." This comment still stands.
but most Calimshanites aspire towards it. setting’s background). I did not mean to imply that the RUNE-
Gadgets and magical items are commonly As well as animal descriptions, the QUEST game lacks any unarmed combat
found in Calimshan, where they are wide- GURPS Bestiary contains GM commen- rules, but rather that they had not
ly used as labor-saving devices. Anything taries on handling animal encounters, received any special attention in Land of
that reduces manual labor and drudgery, hunting and trapping, animals as compan- Ninja. Similarly, Land of Ninja does not
no matter by how trivial an amount, is ions, and how to create your own animals. include the RUNEQUEST game’s weapon-
highly prized. The art is fairly poor — about the same combat rules, but it adds to them with
Magic-users are held in high esteem, standard as that in the Monster Manual — rules for arrow cutting, fast-draw abilities,
being the providers of the much-sought- so don’t expect to be thrilled by the illus- kenjutsu, two-sword techniques, and rules
after magical gizmos. Many magic-users trations. The GURPS Bestiary has much to for using ki powers in combat.
are also teachers. Anyone with the money offer GURPS GMs, but it is of limited use The unarmed combat rules of the stand-
and the free time hires a magic-user to to anyone looking for new critters to add ard RUNEQUEST game work well, but
teach him a few simple spells and cantrips. to his favorite game system. they are designed to handle straightfor-
(When things get tough in Amn, you know ward kicks, punches, and grappling
where to go.) TWILIGHT: 2000 Small Arms Guide, by attempts. The Martial Arts skill, as given in
In theory, Calimshan is ruled by the Frank Frey and Loren K. Wiseman. GDW, the standard RUNEQUEST game rules,
Pasha in Calimport. In practice, each city $7.00. This 56-page booklet contains a allows a character to cause double damage
governs itself, with the Pasha being unable wide range of small arms for use with with a natural weapon — feet, hands, or
to carry out any major actions without the TWILIGHT: 2000. In this book you’ll find head. What Land of Ninja doesn’t do is
permission of at least some of the cities’ the statistics for automatic pistols, revolv- elaborate this skill or the unarmed combat
viziers. A constant flow of messengers ers, submachine guns, assault rifles, battle rules any further. It also doesn’t differenti-
rides out from Calimport carrying mes- rifles, sniper rifles, sporting rifles, shot- ate between western and Oriental
sages to the viziers requesting their opin- guns, automatic rifles, and machine guns. unarmed-combat techniques.
ions on various matters of state. No matter what part of the world your For example, Land of Ninja could easily
Calimshan offers much in the way of character, finds himself in at the end of have added throws and immobilization
adventure. Its magic-users have accidently World War III, the Small Arms Guide is techniques based on judo, jujitsu, or other
or intentionally summoned and released a likely to have something for him. This styles, where skill takes precedence over
substantial number of other-planar beings. booklet will be helpful to all TWILIGHT: strength or dexterity, and where a
After a good time running amok through 2000 players and GMs. defender can turn an enemy’s attack into a

86 DECEMBER 1988
throw or an immobilization. It could have notch. The centerpiece of each treatment role-playing games. Here, the focus is on
added different methods of attack based is a fragment written in the style of the magic-users; other character types exist
on karate, kung fu, tai chi, etc., such as culture, purporting to be a firsthand only in supporting roles as consultants and
flying kicks and roundhouse kicks. Rules account of the being discussed. The writ- bodyguards. The setting is medieval
for breaking falls and standing up quickly ing is exceptional, particularly in the first- Europe for the most part, with the addi-
if thrown, and ki rules for unarmed hand accounts. I highly recommend this tion of a small, exclusive society of
attacks would allow impressive attacks supplement. [Note: No reliable address for scholars and technologists skilled in the
similar to those that are possible with the obtaining Pacesetter products now exists, magical arts. The ARS MAGICA game is
rules for using a rice flail or a jo stick. and the TSR Mail Order Hobby Shop no earnest, colorful, and meticulous in its
Rules similar to these would have made longer carries these products.] development of a magic system with a
Oriental characters different from their plausible, coherent rationale. Its attempts
western counterparts, and may have add- Creature Feature, by Marc Acres. Pace- to integrate this magic into a historical
ed an extra depth to Land of Ninja. As it setter, $10.00. Published after Pacesetter context are persuasive, and the game
stands, unarmed combat receives no new began its slide into obscurity, this supple- master notes and staging tips are wonder-
coverage. I would have liked to see some. ment lacks the graphic quality or refined fully perceptive. This is the most interest-
presentation of the finer CHILL supple- ing and original fantasy role-playing
ments. However, it does have an oddly system and setting I’ve seen in a long time.
Short and sweet, part 2 redeeming appeal in that it offers vam- Does it work? Only time and user experi-
[Because of space limitations, the follow- pires, mummies, ghosts, and werewolves mentation will tell. The ARS MAGICA
ing reviews by Ken Rolston were dropped as PC classes, and invites the PCs to prey game can be obtained by writing to: Lion
from issue #138’s “Role-playing Reviews."] on helpless human victims and crusading Rampant, Box 621, Northfield MN 55057.
Vampires, by Gali Sanchez and Michael fearless-monster-stomping busybodies.
Williams. Pacesetter, $10.00. Pacesetter’s The tone is straightforward ghoulish The Hunter Planet Executive Pack, by
CHILL™ game supplements occasionally humor, and the replay value negligible. As David Bruggeman. Hunter Planet, price
equalled or exceeded the style and rich- a result, Creature Feature will not be of unknown. Due to an unfortunate bureau-
ness of the finest Chaosium CALL OF use to most GMs, but students of the hob- cratic error (technically known as “brib-
CTHULHU® supplements. This excellent by may find it interesting for a brief diver- ery”), the Federation of Planets has
book describes vampires from mythic sion or as a curiosity. [Again, availability of “accidentally” declared the inhabitants of
settings, including the classic Dracula of this product is a problem.] the planet known to its natives as “Dirt”
Bram Stoker’s novel and the vampirelike (an unfortunate translation of “Earth”) to
beings from Caribbean voodoo, the Indian ARS MAGICA game, by Jonathan Tweet be unintelligent and thereby suitable for
subcontinent, colonial New England of the and Mark Rein•Hagen. Lion Rampant, big-game hunting. Alien file clerks and
Salem witch trials; and various other cul- $14.95. This is a distinctive, original, and postal employees from throughout the
tures. The graphic presentation is top- intriguing treatment of magic for fantasy galaxy are eager to go on safari and bag a
.* fine specimen of the species Homo sapi-
ens. There has been a bit of a snag, how-
ever; it seems that the unintelligent
inhabitants are quite vicious and unexpect-
edly handy with primitive tools (like bayo-
nets and Uzis). Oddly, reports of this
unfortunate situation have not been
allowed to reach the proper authorities, so
safaris continue without warning or
restraint.
You get to role-play a hapless intergalac-
tic tourist on safari, set loose on the planet
Dirt. Most of your gear is useless. Shortly
after landing, you are assaulted on all
fronts by the hostile environment and
fierce natives. Role-playing a yokel alien
visiting Earth is heaps of fun. The rules
are simple and flippant, the campaign
background and adventures are served up
with abundant wit and good cheer, and
the playing style is reminiscent of West
End Games’ PARANOIA™ game, wherein
the PCs have lots of fun being slaughtered
and otherwise abused by a relentlessly
enthusiastic game master. HUNTER PLAN-
ET: The All Australian Role Playing Game,
is an exotic commodity, alas, and may be
tough to locate. With a little luck, you may
be able to obtain The Hunter Planet Execu-
tive Pack by writing to: Hunter Planet, 15
Second Avenue, Box Hill North, 3129,
Victoria, Australia. Good luck finding it —
and g’day, mate.

88 DECEMBER 1988
* indicates a product produced by a company other than TSR, (319) 354-7770, and tell them you’re with ICON.
Convention Calendar Policies Inc. Most product names are trademarks owned by the For con information write to: ICON XIII, PO.
companies publishing those products. The use of the name of
any product without mention of its trademark status should not Box 525, Iowa City IA 52244-0525.
This column is a service to our readers be construed as a challenge to such status.
worldwide. Anyone may place a free listing JACKSONVILLE SKIRMISHES 89
for a game convention here, but the follow- MACQUARIECON '88, December 9-11 ❖ February 3-5
ing guidelines must be observed. One of the largest role-playing conventions in SKIRIMISHES challenges you to conquer the
In order to ensure that all convention Australia will be held on the campus of Mac- river city at our second-annual JACKSONVILLE
listings contain accurate and timely infor- quarie University, Sydney, Australia, with SKIRMISHES, which will be held at the Jackson-
mation, all material should be either typed AD&D®, CALL OF CTHULHU*, PARANOIA*, ville Hotel, 565 South Main Street Jacksonville,
double-spaced or printed legibly on WARHAMMER*, and other games. Prizes will be Fla. Events will include AD&D®, TRAVELLER*,
standard manuscript paper. The contents awarded to winners. Registration is $12 (Austra- STAR FLEET BATTLES*, CAR WARS*, BATTLE-
of each listing must be short, succinct, and lian). There is also a $3 (Australian) fee per TECH*, INTERCEPTER*, and SEEKRIEG* games,
under 150 words long. game. No entries accepted after December 2. board gaming, a KILLER* tournament, dealers,
The information given in the listing must Write to: MACQUARIECON '88, c/o MURPS, Box an art show and auction, a miniatures-painting
include the following, in this order: 83 Student Council, Macquarie University, contest, demonstrations by the SCA, and other
1. Convention title and dates held; Sydney, AUSTRALIA 2109. role-playing and gaming events. Reservations
2. Site and location; may be made through the hotel by calling: (904)
3. Guests of honor (if applicable); EVECON 6, December 30-January 1 398-8800. Room rates are $49 for single to quad
4. Special events offered; Now one of the largest science-fiction fantasy, occupancy. Registration for the weekend is $18
5. Registration fees or attendance and gaming conventions, EVECON 6 will be held at the door. Preregistration is $12 if mailed
requirements; and, at the National Clarion Hotel in Crystal City, Va. before January 22. Write to: SKIRMISHES, P.O.
6. Address(es) and telephone number(s) Features will include our usual assortment of Box 2097, Winter Haven FL 33883; or call: (813)
where additional information and confirma- jugglers, clowns, strolling minstrels, and vaude- 293-7983 or (904) 246-1325.
tion can be obtained. ville acts — not to mention such things as writ-
Convention flyers, newsletters, and other ers’ workshops, a computer room, an art show, REDCON 89, February 3-5 ❉
mass-mailed announcements will not be open gaming, a costume contest, a light show, a The Royal Military College of Canada will hold
considered for use in this column; we New Year’s extravaganza, and much more. its annual International War Gaming Convention
prefer to see a cover letter with the Membership will be $15 (if postmarked before in Yeo Hall on the campus grounds in Kingston,
announcement as well. No call-in listings December 1) and $20 at the door. One-day rates Ontario. Special guest for this event is Larry
are accepted. Unless stated otherwise, all for CastleCon will also be available. Write to: Bond of the war-games club of USMA, West
dollar values given for U.S. and Canadian FanTek, Box 128, Aberdeen MD 21001. Point, Scheduled events include HARPOON*,
conventions are in U.S. currency. BATTLETECH*, microarmor miniatures, Napole-
WARNING: We are not responsible for PROJECT . . . GENESIS IV, January 15 onics, CENTURION*, and AD&D® game tourna-
incorrect information sent to us by conven- This protoriginal fantasy-gaming convention ments, plus plenty of open gaming. Retail
tion staff members. Please check your will be held at Chiminello’s Hall, 2221 N. Weber vendors and game-company representatives will
convention listing carefully! Our wide in Fresno, Ca. Featured tournament and open- demonstrate and sell their wares. Registration is
circulation ensures that over a quarter of a play events include BATTLETECH*, STAR FLEET $5 (Canadian) in advance and $7 (Canadian) at
million readers worldwide see each issue. BATTLES*, STAR WARS*, TOON*, and AD&D® the door for the entire conference. Send an
Accurate information is your responsibility. games, among others. Also scheduled is com- SASE to: RMC Combat Simulations Group, c/o
Copy deadlines are the last Monday of puter gaming, along with Japanese films, a OCdt Derek Buxton 4 Sqn., Royal Military
each month, two months prior to the on- miniatures contest, a swap meet, and much College of Canada, Kingston, Ontario, CANADA,
sale date of an issue. Thus, the copy dead- more. Preregistration for this one-day event is K7K 5LO; or call (613) 541-6277, between 7 and
line for the May 1989 issue is the last $3 if paid before January 1; after that, all regis- 10 PM weeknights. Preregistration must be
Monday of March 1989. Announcements trations are $5. Dealers’ tables are $20 for an 8’ completed before January 1.
for North American and Pacific conventions table; call or write for more information on
must be mailed to: Convention Calendar, availability. Swap meet tables are $5 for a whole WARCON '89, February 3-5
DRAGON® Magazine, P.O. Box 110, Lake table and $3.50 for half. Table space is required Texas’s oldest gaming convention will be held
Geneva WI 53147, U.S.A. Announcements for this event. Project GENESIS IV is in need at Texas A&M University in College Station, Tex.
for Europe must be posted an additional of judges for a number of events; those accept- The featured events will be include an RPGA™
month before the copy deadline to: Con- ed receive a refund on their registration fees. Network AD&D® game and CHAMPIONS Open
vention Calendar, DRAGON® Magazine, Write to: PATCO, c/o Phillip S. Pittz, 5415 East Team tournaments. Other events include a
TSR UK Limited, The Mill, Rathmore Road, Washington, Fresno CA 93727. Please make all variety of board games, miniatures events, role-
Cambridge CB1 4AD, United Kingdom. checks payable to Phillip S. Pittz. playing tournaments, a dealers’ room, and 24-
If a convention listing must be changed hour gaming. Registration is $8 before the
because the convention has been can- ICON XIII, January 20-22 convention and $11 at the door. Write to: MSC
celled, the dates have changed, or incor- Only slightly delayed, ICON XIII will meet at NOVA, Texas A&M University, College Station
rect information has been printed, please the Rodeway Inn, at I-80 and Highway 965, at TX 77844; or call (409) 845-1515.
contact us immediately. Most questions or Coralville, Iowa. Author Joel Rosenberg and
changes should be directed to either Robin artist Darlene Coltrain are guests of honor, and ORCCON 12, February 10-13
Jenkins or Roger E. Moore at TSR, Inc., Algis Budrys is the toastmaster. Other guests STRATEGICON will sponsor this convention,
(414) 248-3625 (U.S.A.). Questions or include Joe and Gay Haldeman and Mickey which is to be held at the Los Angeles Airport
changes concerning European conventions Zucker Reichert. Featured events include the Hyatt Hotel. All types of family, strategic, and
should be directed to Rik Rose at TSR UK Trans-Iowa Canal Company, a film festival, a adventure board, role-playing, miniatures, and
Limited, (0223) 212517 (U.K.). space-opera round-robin, an art show, a writers’ computer gaming will be offered at this conven-
workshop, and more. Registration fees are $15 tion, as well as flea markets, an exhibitors’
until January 1, and $18 at the door. For hotel room, auctions, seminars, demonstrations, and
❖ indicates an Australian convention. information, call: (800) 228-2000 (toll-free) or special guests. Write to: STRATEGICON, 5374

90 DECEMBER 1988
Village Road, Long Beach CA 90808; or call Guest of honor is Joel Rosenberg, author of Featured RPGA™ Network events include an
Diverse Talents at: (213) 420-3675. Guardians of the Flame. Other guests include: AD&D® game Grand Masters, AD&D® game
Steven Sechi, designer of Talislanta and Atlantis; Masters, AD&D® game Feature, TOP SECRET/
DUNDRACON XIII, February 17-20 PD. Breeding-Black, artist for Talislanta; and S.I.™ game Feature, and MARVEL SUPER
DUNDRACON is back at the Oakland Airport John Levene, who plays Sgt. Benton on Dr. Who. HEROES® game Feature tournaments. Other
Hyatt, 455 Hegenberger Road, Oakland, Calif. Scheduled events include an RPGA™ Network activities include workshops, a gamers’ banquet
(Mention the convention name to get the special tournament, video rooms, a meet-the-guests (please make reservations early), and an RPGA™
$65 room rate for single through quad occupan- party, a costume contest, filk singing, a charity Network members’ meeting. Special guests
cy.) This year’s convention offers numerous auction, an art exhibit and auction, and a large include Harold Johnson, Jean Rabe, and Skip
role-playing games, with over 120 events in a dealers’ room. Registration is $15 until January Williams. Fees are $8 a day or $16 for the week-
variety of fantasy, modern, and science-fiction 1, and $20 thereafter. Write to: COAST CON, end, if paid before February 1. Thereafter, fees
systems. Also included are seminars, board Inc., P.O. Box 1423, Biloxi MS 39533. increase to $10 a day or $20 for the weekend.
games, miniatures events, a huge dealers’ room RPGA™ Network members receive a $2 discount
and a flea market, a figure-painting contest, SCA OWLCON X, March 17-19 on registration. Write to: Keith Polster, 2432
demonstrations and armor displays, and lots of Rice University’s WARP and RSFAFA will hold Park Avenue, Apt. 6, West Bend WI 53095; or
open gaming space. Preregistration for the this gaming convention at Rice University. call: (414) 338-8498. Gamers may also contact:
weekend is $20 to February 1, or $25 at the Registration will take place in Sewall Hall. Tour- Janice Ours, P.O. Box 840, Silver Lake WI 53170;
door. One-day registrations may be purchased at naments will be held for RUNEQUEST*, PARA- or call her at: (414) 889-8346.
the door for $10. Write to: DUNDRACON, 386 NOIA*, CAR WARS*, TRAVELLER*,
Alcatraz Avenue, Oakland CA 96418; or call DIPLOMACY*, ILLUMINATI*, CIVILIZATION*, TECHNICON 6, March 31- April 2
Dorothy Heydt, (415) 524-8321. BATTLETECH*, STAR FLEET BATTLES*, Sponsored by the Virginia Tech Science-Fiction
ADVANCED SQUAD LEADER*, and AD&D® and Fantasy Club (VTSFFC), this sixth-annual
FAL*CON ‘89, February 17-19 games. Open gaming and other tournaments science-fiction, fantasy, and gaming convention
This fantasy and science-fiction convention will also be held, with prizes awarded in some will be held in the Donaldson Brown Center on
will be held at the Howard Johnson’s Conven- of these events. Admission fees are $10 for the Virginia Tech campus in Blacksburg, Va.
tion Center in Meridian, Miss. Big-name guests three days, if received before March 3; other- Guest of honor is John M. Ford, author of the
and many panels are featured, as well as tour- wise, fees are $12 at the door. One day passes Star Trek books How Much for Just the Planet
naments for AD&D®, TALISMAN*, KINGS & are available; they are $4 for Friday or Sunday, and Final Reflection, and the PARANOIA* game
THINGS*, COSMIC ENCOUNTER*, CAR WARS*, and $5 for Saturday. To preregister, send a module Yellow Clearance Black Box Blues. John
KINGMAKER*, and STAR FLEET BATTLES* check for admission made payable to RSFAFA. M. Ford is the winner of the 1984 World Fanta-
games. An art show, art auction, indoor pool Information may be obtained by writing to: sy Award and the Charles Roberts award for
party, masquerade and dance, SCA demonstra- OWLCON Preregistration, P.O. Box 1892, Hous- best role-playing module. Fan guest of honor is
tions, Civil War re-enactment, hospitality suite, ton TX 77251. Chip Livingston. Convention activities include
and dealers’ room are offered. Admission fees three 24-hour video rooms, three tracks of
for the weekend are $15 until December 31, ABBYTHON 7, March 18-19 continuous gaming, a dealers’ room, panels, the
and $20 thereafter. Daily admission is $10. Send The Abbyville Community Center in TECHNICON play, computer gaming, a masquer-
an SASE to: FAL*CON ‘89, P.O. Box 492, Meridi- Abbyville, Kans., becomes a Guild Hall once ade, science-fiction Jeopardy, a dance, parties,
an MS 39302; or call: (601) 693-0384. again as the Abbython Adventure Guild hosts its and much more. Preregistration is $12 for
seventh-annual 24-hour role-playing games students and $15 for others, if paid in advance.
GENGHIS CON X, February 17-20 marathon. New members are welcome to attend Otherwise, fees are $15 for students and $18 for
Attend a special birthday party with GENGHIS this event. Best players will be awarded prizes others paying at the door. Write to: TECHNI-
CON X as it celebrates its tenth anniversary at for their efforts. Admission to the Guild is $5 if CON, PO. Box 256, Blacksburg VA 24063-0256.
the Ramada Inn, Westminster, Colo. This event paid prior to February 18, $6 thereafter, and $7
is sponsored by the Denver Gamers Association. at the door. To receive a flyer and map, send an CONNCON, April 1-2
Gaming of all kinds will be offered, along with SASE to: ABBYTHON, P.O. Box 96, Abbyville KS Held at the Quality Inn in Danbury, Conn., this
an official RPGA™ Network AD&D® game tour- 67510. convention features role-playing, board-gaming,
nament and a games auction. Miniatures events and miniatures events. An RPGA™ Network
will be staged by the Colorado Military Histo- GAMES 89, March 24-27 tournament will be held; it is open to all players.
rians. Registration is $14 for the weekend until This major Australian games convention will In addition, an RPGA™ Network tournament will
January 31, or $17 thereafter. Write to: Denver offer role-playing, war, computer, and other be held for members only. A benefit event will
Gamers Association, P.O. Box 11369, Denver CO game events on a massive scale. Nongaming be held; proceeds will go to the American Heart
80211; or phone (303) 433-3849. events include: a formal dinner Saturday night Association. Preregistration is $10 for the week-
(followed by other social events, such as cocktail end, if paid in advance. Registration paid at the
OMACON 8.5 — GAME FEST, February 18 parties, Easter egg hunts, etc.), show bags, films, door is $15. Write to: Hobby Center, 366 Main
This convention will be held at the Holiday lectures, and much more. Convention fees are Street, Danbury CT 06810.
Inn Central, 72nd and Grover in Omaha, Nebr., $16 for the weekend or $5 per day. Write to:
from 8 A.M. to midnight. Gaming events will be GAMES 89, P.O. Box 242, Lilydale, Victoria, 3140, GAME FAIRE ‘88, April 7-9
offered in fantasy, historical, and science-fiction Australia; or call: (03) 726-7525. The tenth-annual GAME FAIRE convention will
genres, with prizes awarded in several catego- be held at the Spokane Falls Community College
ries. Other features include a dealers’ room and UMF-CON, March 25-26 in Spokane, Wash. Events will run from Friday
OMACON 9 preregistration discounts. Admis- This role-playing and war-gaming convention night through Sunday afternoon. These events
sion is $5. Write to: OMACON 8.5 — GAME will be held at the Student Center of the Univer- include game tournaments, microarmor and
FEST, c/o Star Realm, 7305 South 85th Street, sity of Maine at Farmington, in Farmington, historical miniatures, a video room, dealers’
Omaha NE 68128. Maine. World War II miniatures, AD&D®, TOP tables, role-playing games, board games, family
SECRET/SI.™, BATTLESYSTEM™, DIPLOMACY*, games, and a games auction. There will also be a
CALCON IV, March 10-12 and CHAMPIONS* games will be featured, along demonstration by the local SCA. Registration for
This gaming convention will be held at the with live mysteries and several board games. GAME FAIR ‘89 is $10 prepaid or $12 at the
Sandman Inn in Calgary, Alberta. Events will There will, also be contests for miniatures paint- door. One-day memberships are available at $5
feature a large variety of games, including an ing, art, and so forth. Admission is $5, with a $2 for Friday or Sunday only, $6 for Saturday only.
AD&D® game tournament, miniatures contests, charge per game. Send an SASE to: Table Gam- All profits received from this event go to the
guest speakers, and much more. Send an SASE ing Club, c/o Student Life Office, Student Center, Wishing Star Foundation, a local charity dedi-
to: CALCON IV, P.O. Box 204, Station M. Calgary, 5 South Street, Farmington ME 04928. cated to helping children. Write to: Merlyn’s, W
Alberta, CANADA, T2P 2H6. 201 Riverside, Spokane WA 99201; or call: (509)
MARCH FANTASY REVEL 624-0957.
COAST CON XII, March 17-19 March 31 -April 2
This science-fiction and fantasy convention Come to the fourth-annual MARCH FANTASY AMIGOCON 4, April 21-23
will be held at the Gulf Coast Coliseum Conven- REVEL at the Harborside Holiday Inn in This science-fiction, fantasy, and gaming
tion Center in Biloxi, Miss., with accommoda- Kenosha, Wis. Activities will include a war- convention will be held at the Holiday Inn
tions at the Howard Johnson’s (call (601) gaming area, a silent, used-game auction, a Sunland Park in El Paso, Tex. Melinda Snodgrass
388-6310 or (800) 654-2000 for reservations). dealers’ area, and several role-playing events. is author guest of honor, and Frank Kelly Freas
92 DECEMBER 1988
is artist guest of honor. Other guests include V-CON 17, P.O. Box 48478, Bentall Centre, Van-
Walter Jon Williams, Rick and Pati Cook, Jenni- couver, B.C., CANADA, V7X 1A2.
fer Robertson, Mel White, and George Alec
Effinger. Advance membership is $10 if paid MOB-CON ‘89, June 9-11
before December 31. Thereafter, membership Mobile’s convention for comic books and
fees are $12. Registrations purchased at the science-fiction and fantasy gaming will be held
door are $15 for all three days and $7.50 for at the Days Inn Hotel at Airport Boulevard and
one day. Write to: AMIGOCON 4, PO. Box 3177, Interstate 65 in Mobile, Ala. Guest artists are
El Paso TX 79923. Dave Dorman and Lurene Haines. Features
include a dealers’ room, movies, a D&D® game
ONCE UPON A CON, April 28-30 tournament, a TALISMAN* tournament, a
The International Fantasy Gaming Society will games auction, and other events. Preregistration
sponsor its first-ever gaming convention in is $12.50 until June 1; thereafter, it is $15. One-
Denver, Colo. Guests of honor will include Larry day memberships may be purchased at the door
Niven and David L. Arneson. Write to: ONCE for $6. Write to: MOBI-CON, P.O. Box 161257,
UPON A CON, P.O. Box 16436, Colorado Springs Mobile AL 36616; or call: (205) 661-4060.
CO 80935; or call: Cass Marshall, Convention
Committee Chairperson, at (303) 499-2812. L.A. ORIGINS ‘89, June 29-July 2
STRATEGICON, the people who brought you
MISCON 4, May 5-7 L.A. Origins ‘86, will sponsor this convention,
Science fiction, fantasy, and gaming will be the which is to be held at the Los Angeles Airport
subjects of this convention, which is scheduled Hilton Hotel. All types of family, strategic, and
to be held at the Holiday Inn, 200 South Pattee adventure board, role-playing, miniatures, and
Street in Missoula, Mont. Room rates are $32.50 computer gaming will be offered at this conven-
per night for single occupancy. Call (406) 721- tion, as well as flea markets, an exhibitors’
8550 to make reservations. Vonda McIntyre is room, auctions, seminars, demonstrations, and
author guest of honor; Dan Reeder is artist special guests. Write to: STRATEGICON, 5374
guest of honor; Glen (Scruffy) Hammer is fan Village Road, Long Beach CA 90808; or call
guest of honor; and Ray Beauvais is gaming Diverse Talents at: (213) 420-3675.
guest of honor. Events will include an art show,
a masquerade party, original Japanimation, DOVERCON V, July 8-9
dances, SCA events, gaming, videos, writers’ This year, DOVERCON will be held at the
workshops, a computer room, an art gallery, a University of New Hampshire’s Memorial Union
dealers’ room, panels, and an auction. Member- Building (MUB) in Durham, N.H. Features
ship rates are $12 until December 31; $16 until include an RPGA™ Network AD&D® game
April 15; and $20 at the door. One-day member- tournament and many other events. A film
ships will be available for $12 at the door. Chil- festival will be sponsored, along with miniatures
dren under six years of age get in free with and art competitions. Fees for early registration
their parents; children 6-12 years of age get in are $10, and must be received by May 1. Regis-
for half price. Dealers’ tables (6’ x 2’) may be tration at the door is $15 for both days, or $10
purchased for $40 (membership included). for one day. Each event costs $2. Vendor and
Write to: MISCON, Box 9363, Missoula MT game-master inquiries are welcome. Write to:
59807; or call: (406) 549-1435. Information, DOVERCON V P.O. Box 753, Dover
NH 03820.
LITTLE WARS ‘89, May 26-28
LITTLE WARS, one of the premier war- GATEWAY ‘89, September 1-4
gaming conventions, will be held in the Bone STRATEGICON will sponsor this convention at
Convention Center on the Illinois State Univer- the Los Angeles Airport Hyatt Hotel. All types of
sity campus in Normal, Ill. All major miniatures family, strategic, and adventure board, role-
lines will be represented, mostly by the manu- playing, miniatures, and computer gaming will
facturers. There will be over 100 open games, be offered, as well as flea markets, an exhibi-
plus a Nation Team Ancients Championship tors’ room, auctions, seminars, demonstrations,
sponsored by NASAMW. We are also pleased to and special guests. Write to: STRATEGICON,
host the National Pike and Shot Championship. 5374 Village Road, Long Beach CA 90808; or call
This convention will be hosted by HMGS- Diverse Talents at: (213) 420-3675.
Midwest and its affiliate, the Central Illinois.
Tabletop Warriors. Admission is $6 per day or
$8 for the weekend. HMGS members receive a
$2 discount off the admission price. Write to:
LITTLE WARS, c/o Todd Fisher, 6010 North
Marmora, Chicago IL 60646.

V-CON 17, May 26-28


V-CON, Vancouver’s annual science-fiction
convention, will be held at the University of
British Columbia campus in Vancouver, B.C. The
theme of this year’s convention is “Humor and
Satire in Science Fiction.” Guests of honor
include Spider Robinson, Robert Sheckley, and
Bob Shaw. Events will include panel discussions,
an art show, videos, gaming, a writer’s work-
shop, a costume bacchanal and dance, a dealers’
room, and “guerrilla” theater. Membership for
the weekend is $16 ($14 U.S.) until November
30; $18 ($16 U.S.) until March 31; and $24 ($20
U.S.) at the door. One-day memberships will be
available at the door at a cost of $10 for Friday
or Sunday, and $15 for Saturday. Room rates at
Totem Residence will be $26 (Canadian) for a
single and $40 (Canadian) for a double. Write to:
DRAGON 93
94 DECEMBER 1988
DRAGON 95
98 DECEMBER 1988
DRAGON 99
100 DECEMBER 1988

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