Download as pdf or txt
Download as pdf or txt
You are on page 1of 124

Finally (Whew!

)
ell, it was a long time in the making, but you Rogue’s Gallery” on the envelope.)
are holding in your hands the new DRAGON® If you look at DragonMirth, you will notice that we have
Magazine. ended “Yamara” and will be ending “Libram X” (next month we
We have listened to your suggestions. Some of them were will run the final installment), and we started “Floyd” a bit early
insightful, some were downright brilliant. And others were, to give you a taste. We’re also pleased to announce that DRAGON
well... just imaginative. We made a mockup of the perfect Magazine now has Jolly Blackburn’s gamer comic “Knights of the
DRAGON Magazine, incorporating every change and proposal. Dinner Table,” which originally ran in Shadis. “Knights” will begin
No one could lift it. running in February with all new material. New comic features
After more trial and error, we came up with what you hold may appear over time, as well.
now. It will be a couple of months before our miniatures depart-
The cosmetic change you will notice right away. The cover ment reappears. We’re trying to broaden the way we look at
probably surprised you. Since we’ve gone to polybagging our miniatures and are still fine-tuning that section.
magazine to help keep it pristine, we need cover blurbs to tell Readers tell us they enjoy our reviews, so book and game
you what’s inside; but opposite this editorial, for your pleasure, reviews will have a home here every month. We will place a
is the original Jeff Easley painting that graces our cover. moratorium on computer reviews per se, however. There are
The internal changes you will notice, but it may take a few other magazines out there that can focus on computer games
months for the real flavor to sink in, as not all of the changes we better than we can. Have no fear, however, that we will fail to
are making will be visible right away. For starters, we have tell you about interesting developments with computer role-
added several new departments and done away with a few. playing games and computer gaming aids.
One of the new departments we’ve added is Campaign The focus of the magazine itself is tighter, too. Expect more
Classics. In this department, we will present material for one or articles to tie more closely to the theme of each individual
another of TSR’s various discontinued worlds. We want those of issues. On the other hand, we will have other material off the
you who have bought our products to know that we appreciate theme topic for those who want more; we want everyone to be
and haven’t abandoned you. This month concerns magical tomes able to appreciate each issue.
from the WORLD OF GREYHAWK®. Next month it is about Zakhara, We are returning DRAGON Magazine to its roots as not only the
from AL-QADIM®. We may go SpellJamming; we may have some premier magazine in the gaming industry but the most impor-
Oriental Adventures; we may even travel in time to yesterday’s Wild tant magazine for gamers. DRAGON Magazine remains the source
West (BOOT HILL®), the Cold War’s KGB headquarters in Moscow for players of the AD&D® game, the most popular role-playing
(TOP SECRET®), or a post-apocalyptic Philadelphia (GAMMA W ORLD®). It system ever. Every issue will have articles or features you can
all depends on what you want to see. take right to your gaming table and use. We intend DRAGON
We have also added a new Rogue’s Gallery. Each month we Magazine to be the single most indespensible aid for gamers
will present one gaming character for use in your campaigns as after the basic books themselves.
a nonplayer character. Do you have a favorite you’ve been Are we dropping articles on other game companies’ prod-
working with for a while? Send it in with a character sketch, ucts? No; we’ll still present something if it has a gaming slant we
TSR’s standard disclosure, form and who knows? Your favorite think our readers want. There aren’t that many real role-playing
elven mage may just end up in the gaming magazines out there, after all.
‘Gallery. (Remember to put “attention: Continued on page 7

Publisher Associate Publisher Editor-in-Chief Editor Art Director


TSR, Inc. Brian Thomsen Pierce Watters Anthony J Bryant Larry W. Smith

Associate Editor Associate Editor Subscriptions U.S. Advertising U.K.Correspondent/Advertising


Dave Gross Michelle Vuckovich Janet L. Winters Cindy Rick Carolyn Wildman

Printed in the USA


DRAGON #225 3
January 1996
Volume XX, No. 8
Issue #225

Skills & Powers in Eight Easy Steps


John D. Rateliff and Skip Williams
Following this simple step-by-step how-to, you
can design unique player characters using the new
PLAYER’S OPTION™: Skills & Powers book.

Page 11

Secret Origins and Motivations of


Player Characters
Fraser Sherman
A little skeleton in the closet never hurt anyone.
Sometimes it gives a whole new spin to the way your
PC views the world, and the way the world views your PC.

Page 18

Caste of Characters
Michael A. Selinker
The Indian subcontinent comes alive with new
PC and NPC kits;from paladin-like Kshatrias to
ascetic Yogis, it’s a// here.

Page 22

I’m Okay, You’re One-Dimensional


David Clarke
Having trouble coming up with a clear personality for
your PCs? Look no further than the nearest
TV screen.

Page 36

Back in the Saddle (Again)


Clayton R. Beal
Why is mining a Wisdom-based skill? Time for
a fresh look at how we handle nonweapon proficiencies.

Page 44

4 JANUARY 1996
Columns
3 ...................... The Wyrm’s Turn
Introducing the new improved DRAGON®
Campaign Classics: Magazine: gets your teeth whiter and
brighter and leaves your breath smelling
Three Greyhawk Grimoires minty fresh.
Robert S. Mullin
Learn about the spellbooks of the most feared mages of Oerth: 6 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . D-Mail
Vecna, Iggwilv, and Acererak. Readers’ letters on writing for TSR, the
value of o/d DRAGONS, auto trade-ins, etc.
Page 49
42 . . . . . . . . . RPGA® Network News
Rogue’s Gallery: D’Naleri Network coordinator Scott Douglas
explains the LIVING CITY™ Campaign.
Robert Martin
Meet D’Naleri, a 9th-level elven fighter/mage. Behave well;
for even though he is in self-imposed exile, the blood of 57 . .. . . . . . . . . . . . . . . . . . . . . . . . . Cons & Pros
elven kings flows in his veins. We let you know where the conventions
Page 69 are and who’s going to be there.

73 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Forum
Dungeon Mastety: What To Do Letters this month include discussions on
dual-classed characters and advice for
When Your Party Wants To Split Up harried DMs.
Paul Culotta
Next time your pluyers want to go off in different directions, 81 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Sage Advice
try this little trick to keep things interesting. Skip Williams answers questions on
Page 84 AD&D® game spell powers and their limi-
tations.

89 . . . . . . . . . . . Role-playing Reviews
Rick Swan plays some simple games.

110 . . . . . . . . . . . . . . . . . . . . . . . . Role of Books


76 DRAGON DICE™ John C. Bunnell reads the newest novels.

Tournament Rules 120 . . . . . . . . . . . . . . The Current Clack


Here they are: the official Floor Rules for A//en Varney looks at the gaming industry
DRAGON DICE tournaments. Complete and tells you what he sees.
with record sheets!

104 The Changing


®
Faces Other Material
Of DRAGON Magazine 100 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . DragonMirth
A retrospective of the past designs of
D RAGON ® Magazine.
102 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Gamer’s Guide
115 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Floyd

Kindling
(DRAGONLANCE®: Tales of the Fifth Age)
Jean Rabe
It has been two years since Krynn felt the Dragons of Summer
Flame. Things were just starting to return to normal, when
Ansalon’s newest and most terrifying foe appeared.

Page 60

DRA GON #225 5


played in games with similar numbers; For the record, no, we won’t print “I want
you’re right, it can get hectic. to sell my DRAGONS” ads. This is a one-time
Are you playing with 11 people or are public service, to let you know that there are
some of you doing two characters each? dealers who will zap you given a chance. You
(That’s the way we do it in my campaigns; have to shop around.
that way, if someone’s PC dies, they’re still
able to play out the game.)
There are plenty of possibilities, but you
have to recognize that even the best DM can Writing for TSR
get a brain lockup trying to keep track of 11
PCs. You didn’t mention NPCs or henchmen; Dear Dragon,
we ignore them in my campaigns, too. I want to write a novel for TSR, Inc.
If you like serious dungeon-type adven- What should I do to get it published? And
tures, I’d recommend our newly released why is the letters’ mailing address the
Night Below. It could keep you busy for a same as for R.A. Salvatore’s fan mail?
We Want Drizzt! long time. I’m planning on using it. Good Nathan Lind
luck! Arkansas City, Kansas
I’d recommend that you not take the dog
Dear Dragon,
in the dungeon with you; barks can echo in Actually, R.A. Salvatore’s fan mail is sent
We were wondering if you know if
ways you don’t want. I don’t know what to to us at TSR and we forward it on to him.
R.A. Salvatore intends to write another
tell you about the raccoon, though... This helps protect his privacy.
Drizzt Do’Urden novel. We are avid read-
ers of this series, and it would kill us to As for writing a novel for TSR, I wish I
think that there won’t be another one, could say its easy, but it’s not. (It never is...)
especially with all the loose ends left in First, you have to become a good writer.
the last book. We are getting so desper- Is Dragon #35 Really Learn the craft of plotting, creating dialogue,
ate that we have begun to work out the Worth a Quarter? and developing characters. Then get an
plot for ourselves, and if Salvatore agent (this step is optional), publish a book or
doesn’t write it, we will. We know that Dear Dragon, two, and then send us a proposal for a book.
there must be hundreds of loyal Drizzt I have in my possession DRAGON Address book proposals to Managing Editor,
fans out there, breathlessly awaiting any Magazine volumes in the 30s to low 100s. Books Department, TSR, Inc., 201 Sheridan
news of a new book about the hero. I no longer role-play, and was wondering Springs Rd., Lake Geneva, WI 53147.
We were also wondering if you could if they had any value to collectors. A
suggest any particularly good dungeons local comic seller has offered to help me
for exceptionally large parties. We have dispose of them for 25¢ each. Would I be
11 characters, one big dog, and a really lucky to get that for them, or are there The Trade-In Analogy
annoying little raccoon. We think our DM people who value such magazines? Revisited
is about to lose it trying to deal with us. Kent S. Davis
Megan Rogers & Kansas City, KS Dear Dragon,
Kelli Burnham In issue #223, you printed a letter
I’m sorry, Kent, but your letter prompted a entitled “Athas 2.0.” In this letter, the
Bob is working on a new Drizzt novel to bit of amusement here. Someone offered you author suggests a discount on updated
be released next August, called Passage to 25¢ for DRAGON Magazines in the double items for purchasers of the originals. He
Dawn. If you want to write your own Drizzt digits and he was serious? We get questions used similar policies by software compa-
fiction, be careful; remember that copying it asking about the value of old DRAGONS a lot, nies as an analogy. You responded by
or selling it would violate copyrights held on and my usual response is “Their value is what giving him an analogy of new car pur-
that material by TSR, Inc. I don’t mean to you can get for them." In this case, however, chases. I can relate to what you were try-
sound harsh about this, but companies have you are dealing with someone who is very ing to convey, but the car analogy does
to be protective of their trademarks or they good, obviously, about collecting. not show an anomaly. Using your exam-
lose valuable commodities. I can’t quote you any specific price, but ple, if I purchase a 1995 Corvette, I do
As for dungeons for your party, that your magazines are worth a heck of a lot expect them to give me a discount when
would depend on your relative levels. I’ve more than 25¢ each. the 1996 model comes out. This is called

DRAGON® Magazine (ISSN 0279-6848) is published monthly by TSR, Inc I United Kingdom is by TSR Ltd. Send orders to: Random House, Inc., Order 02206, U.S.A. In the United Kingdom, methods of payment include
201 Sheridan Springs Road, Lake Geneva, WI 53147, United States of Entry Department, Westminster MD 21157, U.S.A.; telephone: (800) 733- cheques or money orders made payable to TSR Ltd., or charges to a valid
America. The postal address for all materials from the United States of 3000. Newsstand distribution throughout the United Kingdom is by ACCESS or VISA credit card; send subscription orders with payments to
America and Canada except subscription orders is: DRAGON® Magazine, Comag Magazine Marketing, Tavistock Road, West Drayton, Middlesex TSR Ltd., as per that address above. Prices are subject to change without
201 Sheridan Springs Road, Lake Geneva, WI 53147, U.S.A.; telephone UB7 7QE, United Kingdom; telephone: 0895-444055. prior notice. The issue expiration of each subscription is printed on the
(414) 248-3625; fax (414) 248-0389. The postal address for materials Subscription: Subscription rates via second-class mail are as follows: mailing label of each subscriber’s copy of the magazine. Changes of
from Europe is: DRAGON Magazine, TSR Ltd., 120 Church End, Cherry $42 in U.S. funds for 12 issues sent to an address in the U.S.; $49 in U.S. address for the delivery of subscription copies must be received at least
Hinton, Cambridge CB1 3LB, United Kingdom; telephone: (0223) 212517 funds for 12 issues sent to an address in Canada; £36 for 12 issues sent six weeks prior to the effective date of the change in order to assure
(U.K.), 44-223-212517 (international); telex: 818761; fax (0223) 248066 to an address within the United Kingdom; £49 for 12 issues sent to an uninterrupted delivery.
(U.K.), 414-223-238066 (international). address in Europe; $65 in U.S. funds for 12 issues sent by surface mail to Back issues: A limited quantity of back issues is available from the TSR
Distribution: DRAGON Magazine is available from game and hobby any other address, or $119 in U.S. funds for 12 issues sent air mail to any Mail Order Hobby Shop (201 Sheridan Springs Road, Lake Geneva, WI
shops throughout the United States, Canada, the United Kingdom, and other address. Payment in full must accompany all subscription orders. 53147 U.S.A.) or from TSR Ltd. For a free copy of the current catalog that
through a limited number of other overseas outlets. Distribution to the Methods of payment include checks or money orders made payable to lists available back issues, write to either of the above addresses.
book trade in the United States is by Random House, Inc., and in Canada TSR, Inc., or charges to valid Mastercard or VISA credit cards; send Submissions: All material published in DRAGON Magazine becomes the
by Random House of Canada, Ltd. Distritbution to the book trade in the subscription orders with payments to TSR, Inc., P.O. Box 5695, Boston MA exclusive property of the publisher, unless special arrangements to the

6 JANUARY 1996
a “trade in” in the confines of the auto
industry, and is actually quite common. I On the Cover:
think Mr. Taylor’s idea is an excellent Editorial
one, and I breathlessly await a new anal- Continued from page 3
ogy. There are many magazines for card col-
Richard G. Sizemore lectors, but only a coupIe for people who
Metairie, LA actually are interested role-playing
games; and Dragon Magazine has the
I thought you had me for a moment. After lead position.
giving it some thought, it occurred to me that This year, the fiction in D RAGON
the manufacturer of the car isn’t giving you Magazine will have a special purpose.
your refund on the trade in; the dealership is. Since the ravaging of Krynn in Dragons of
For your analogy to work, you’d have to take Summer Flame, many have expressed
the old product back to the gaming store and concern that DRAGONLANCE was coming
get the owner to sell you the new one at a to a close. Not so. To herald the release
discount in return. later this year of a new TSR game enti-
I don’t expect gaming stores will really tled DRAGONLANCE®: FIFTH AGE™, we are
develop a flourishing business in lower-cost going to run a 12-month arc of fiction
pre-owned game products; but I would dealing with some of the events on
salute the efforts of any who wanted to try. It Krynn between the events of Summer
actually could be a way of getting business Flame and the date of the box game. If
from people who can’t afford all the newest you like Krynn, you'lI love our Tales of
bells and whistles (like on some of those the Fifth Age.
Italian muscle cars...). In addition, we‘ll be returning to the
In an extension of the auto industry anal- old DRAGON Magzine tradition Of giving
ogy, however, some of the more exotic items you more with your magazine.
(like a first edition of Eldritch Wizardry or a Throughout the year, we’ll have other We knew that we needed to have a
1963 Corvette) can be sold to dealers who things in the magazine that you can get particularly dynamic image for this spe-
will be happy to sell them to collectors. only if you buy or subscribe. cial issue. Is anyone out there really sur-
I understand the point, however. I just Finally, we will have a bonus thir- prised that we turned to the work of Jeff
wish computer hardware companies gave teenth issue, the Dragon Magazine Easley? This image, which we here have
discounted or free upgrades like the software Annual, which will come out near the end only referred to as “Jeff's Black Dragon
people do. My new PowerMac would be of this year. The Annual will have many Painting” seemed to meet all require-
much easier on my aching checkbook that new and interesting features, and per- ments and more. In case you missed it,
way. haps a few old surprises as well. The we've printed the art, sans coverlines and
Annual will be free to subscribers and will clutter, on page 2. And for those of you
be available for purchase wherever who will undoubtedly ask... no, there
Dragon Magazine is sold. are no plans (yet) for a poster. But, rest
That’s pretty much it. We’d rather assured, this painting isn't going to
We’d like to hear from you. have you reading the magazine than this gather dust in the back of the artroom
Please send any correspondence to us column, so turn the page and enjoy. closet.
at DRAGON® Magazine, 201 Sheridan Please let us know what you think. As
Springs Road, Lake Geneva, WI 53147.
(You can also send e-mail to our online always, we appreciate any feedback.
address: [email protected].) Please note Now turn the page. And have fun.
on your envelopes “Submissions,” “Letters,”
or “Forum.” We generally can’t reply per-
sonally, but if you expect a personal reply,
please enclose a self-dddressed, stamped
envelope (SASE). Enclose International
Reply Coupons (IRCs) with your SAE if
you are writing from outside the United
States.

contrary are made prior to publication. Dragon Magazine welcomes unso- States and Canada, contact: Advertising Coordinator, TSR, Inc., 201 TSR, Inc. Therefore, TSR will not be held accountable for opinions or
licited submissions of written material and artwork; however, no responsi- Sheridan Springs Road, Lake Geneva WI 53147, U.S.A. In Europe, contact: misinformation contained in such material.
bility for such submissions can be assumed by the publisher in any event. Advertising Coordinators, TSR Ltd. ® designates registered trademarks owned by TSR, Inc. ™ designates
Any submission accompanied by a self-addressed, stamped envelope of Advertisers and/or agencies of advertisers agree to hold TSR, Inc. harm- trademarks owned by TSR, Inc. Most other product names are trademarks
sufficient size will be returned if it cannot be published. We strongly rec- less from and against any loss or expense from any alleged wrongdoing owned by the companies publishing those products. Use of the name of
ommend that prospective authors write for our writers’ guidelines before that may arise out of the publication of such advertisements. TSR, Inc. has any product without mention of trademark status should not be construed
sending an article to us. In the United States and Canada, send a self- the right to reject or cancel any advertising contract for which the advertis- as a challenge to such status.
addressed, stamped envelope (9 ½” long preferred) to Writers’ Guidelines, er and/or agency of advertiser fails to comply with the business ethics set ©1995 TSR, Inc. All Rights Reserved. All TSR characters, character
c/o DRAGON Magazine, at the above address; include sufficient American forth in such contract. names, and the distinctive likenesses thereof are trademarks owned
postage or International Reply Coupons (IRC) with the return envelope. In by TSR, Inc.
Europe, write to: Writers’ Guidelines, c/o Dragon Magazine, TSR Ltd., DRAGON is a registered trademark of TSR Inc. Registration applied for in
include sufficient International Reply Coupons with your SASE. the United Kingdom. All rights to the contents of this publication are Second-class postage paid at lake Geneva, Wis., U.S.A., and additional
Advertising: For information on placing advertisements in Dragon reserved, and nothing may be reproduced from it in whole or in part with- mailing offices. Postmaster: Send address changes to Dragon Magazine,
Magazine, ask for our rate card. All ads are subject to approval by TSR, out first obtaining permission in writing from the publisher. Material TSR, Inc., 201 Sheridan Springs Road, Lake Geneva WI 53147, U.S.A.
Inc. TSR reserves the right to reject any ad for any reason. In the United published in Dragon® Magazine does not necessarily reflect the opinions of USPS 318-790, ISSN 0279-6848.

DRAGON #225 7
10 JANUARY 1996
by John D. Rateliff
and Skip Williams
illustrated by Jim Holloway

Designing truly unique


PCs with the new PLAYER’S OPTION™ rules
he new character creation system offered in the PLAYER’s the original AD&D game, the PLAYER’S OPTION books expand the

T OPTION™: Skills & Powers book opens up the door to cus-


tomizing characters to a degree never before possible in
the AD&D” game. Unfortunately, the sheer range of options has
current game in new directions. It’s not a new game, but a new
take on a classic. Thus Skills & Powers keeps the standard races
and character classes but allows great variation within those
baffled some players, making them reluctant to give the unfa- boundaries (sword-wielding mages, humans who can spot
miliar new system a trial. secret doors, and fighters who roll d12s for hit points are just a
Curious about the benefits Skills & Powers offers but unsure few examples). The Skills & Powers book stretches the limits of the
where to begin? Relax. We’ll show you how to design just about game, but it’s the same game nonetheless.
any character you want in eight steps. With these points in mind, let us begin. Here are the eight
steps:
A Few General Points
The Skills & Powers book is best thought of as a bundle of 1. Decide on a character concept.
options, not one seamless whole. It’s an anthology of short sto- 2. Generate ability scores.
ries, not a novel. To use another metaphor, this rulebook is a 3. Assign or generate ability subscores and determine any
smorgasbord from which players are expected to pick and bonuses and penalties.
choose, adopting the options they find appealing, ignoring 4. Choose racial abilities.
those they dislike. As with any new thing, it’ll take some trial 5. Choose character class abilities.
and error for a gaming group to sort out which rules they find 6. Choose a kit (if desired).
useful and which ones aren’t for them. 7. Choose nonweapon proficiencies, traits, and disadvan-
Don’t be afraid to experiment, and don’t be afraid to skip sec- tages.
tions or chapters that don’t appeal to your style of play. 8. Choose weapon proficiencies.
The Skills & Powers book is intended to fit as smoothly as pos-
sible within the existing AD&D 2nd Edition rules. Still with us? Good. Let's begin at the beginning:
Just as Unearthed Arcana added new options to with the character concept.
Step 1: Character Concept tors Just as “IQ” in the real world is the
average of problem-solving, memory
Few AD&D game players are so enam-
skills, and other elements, “Intelligence”
ored of chaos theory that they simply
in the game is now considered to be the
play whatever character they happen to
average of Reason (problem solving or
roll up. Most begin with an idea of the
thinking) and Knowledge (memory).
kind of character they want to play and
The two subabilities cannot normally
create a PC accordingly. The whole
be farther than 4 points apart, and the
PLAYER’S OPTION system is designed with
average of the two subabilities should
these players in mind, to enable them to
three equal the original ability score. In no
craft a PC to their liking.
six-sided event can a score exceed 19. Thus, if a
For example, let us suppose that Jack
character has an ability score of 12, one
wants to create a Skills & Powers player dice six
subability can be as low as 10 and the
character for a new AD&D campaign a times
and other as high as 14 [(10+14)/2=12]. The
friend of his is starting up. After talking
writing chief exception to this rule comes when
with the DM to find out more about the
down the the player spends character points to
setting, he decides to play either a wizard
results in raise one subability by a point (see step
or a halfling. Chatting with his fellow
the tradi- four below for an example). Note that
players, he finds that another intends to
ional order subabilities cannot violate racial limits.
play a wizard, so he opts for the halfling.
(Strength The book allows players to randomly
Just to be different, he decides the
Dexterity, Constitution, generate subabilities, but doing so robs
halfling will be a fighter, not the thief Intelligence, Wisdom, and the player of choice.
most would expect. He names his char- Charisma) to starting with Here’s how Jack subdivides Mr. Sime’s
acter “Mr. Sime,” after a favorite turn-of- 75 points and dividing them ability scores:
the-century fantasy artist. however the player pleases among the
If you’re looking for a little help with a six abilities. Let’s assume that our player, Str 15 Stamina 13
character concept, the first chapter of Jack, chooses his favorite method Muscle 17
Skills & Powers offers some sample back- (Method V) and rolls 4d6 six times, dis- Dex 16 Aim 16
grounds to help you get thinking about carding the lowest die each time, then Balance 16
what might have led your character to assigning the results to the abilities he Con 16 Health 14
take up an adventuring career. chooses (keeping in mind that he wants Fitness 18
In any case, having a clear idea about to play a clever fighter). He rolls unusual- Int 14 Reason 12
the kind of character you want, including ly well and winds up with the following Knowledge 16
the character’s class, race, and general scores: Strength 15, Dexterity 16, Consti- Wis 10 Intuition 9
capabilities, will help your decision mak- tution 16, Intelligence 14, Wisdom 10, Willpower 11
ing once you begin creating your unique Charisma 10. Chr 10 Leadership 8
character. Appearance 12
Step 2: Generate Ability Step 3: Assign or Generate
Scores Subability Scores A quick look at the rules for subabili-
The next step is to use the ability ties (in Chapter Three), reveals that some
Once you’ve arrived at a character scores to create subabilities. One of the of these subabilities are more valuable
concept, it’s time to create the bare greatest departures of Skills & Powers from than others. In general, though, which
bones of the character: the ability scores. the standard AD&D system lies in the eggs go in which baskets depends upon
The Player’s Handbook offers six methods concept of subabilities. Essentially, the the character concept. Since Mr. Sime is
for doing this. Chapter Two in the Skills & book postulates that a character’s ability neither a wizard nor a cleric, Reason and
Powers book adds four more, for a total score is the average of two separate fac- Intuition grant him fewer game benefits
of 10. These range from simply rolling
than, say, Knowledge (with its extra non- benefits that fall outside the character
weapon proficiency slots). As a halfling, point system.
he probably won’t be his party’s main A final important point to note about
load-carrier; hence to him Muscle (which character points: You don’t get all your
increases his combat effectiveness) is points at once. Instead, you get several
more valuable than Stamina. Both Aim groups of points. You get some points for
and Balance are equally beneficial, so he racial abilities, some for class abilities,
chooses to keep both scores equally some for nonweapon proficiencies, and
high. some for weapon proficiencies. It’s possi-
Once Jack has adjusted the various ble to save a few points at each stage to
subabilities to his liking and written spend later, but the reverse is not true:
down all the benefits and penalties they you can’t “borrow” points from a later
bring, he’s ready to go on to the next stage to spend now (no deficit spending
step. here!). Think of character points as obey-
ing their own kind of gravity; they can
Step 4: Choose Racial Abilities never move “upstream,” only in the direc-
At this point, a new concept — charac- tion of the flow. Usually, only a token
ter points — enters the equation. Here’s number (typically 5 points) can be carried
where it’s easy to get confused: the Skills over; the rest are “use or lose.”
& Powers book doesn’t give players a set To return to our example: since Jack
number of points from which to build has already decided that Mr. Sime is a
characters. Instead, the player chooses halfling, he first applies the standard
what race, class, etc. he wants the char- halfling adjustments to his ability scores
acter to be: each option comes with its (-1 Str, +1 Dex), raising his character’s
own allotment of points that the player Dexterity to 17 and lowering the Strength
can use to fine-tune abilities within that to 14. The related subabilities have to be
option (to determine which racial or class altered as well to reflect this change: Jack l infravision with a 30’ range (cost, 5
skills the character has). Some races decides to make Mr. Sime’s Stamina 12 points)
receive more points than others; for and his Muscle 16; he sets both Dexterity l a +1 bonus to attacks with missile
example, elves receive 45 points for racial subabilities (Aim and Balance) at 17, weapons (cost, 5 points)
abilities, while humans receive only 10. adjusting the relevant bonuses. l +1 to his Balance subability (cost,
Why not give everybody the same Now it’s time to decide on the racial 10 points)
number of character points? abilities. Jack looks at Chapter Three and l the ability to detect secret doors like
First, remember that this is not a new notes that, as a halfling, Mr. Sime gets an an elf (cost, 5 points)
game. It’s a way to give players more allotment of 35 points to spend on racial l the standard halfling bonuses to
choices when working within the AD&D abilities. Jack can choose the standard saving throws (vs. spells, poison,
game’s class and race framework. Stout or Tallfellow abilities “package” (at a and rods/wands/staves; cost, 10
Second, and most important, some cost of 35 points for either) or the points).
races and character classes already have Hairfoot package (cost: 30 points, with 5
built-in game benefits. Human fighters points left over to save or spend for an Jack has spent all 35 points he has
receive the smallest allotment of charac- additional ability), or he can reject the available at this stage, but he could have
ter points because humans already enjoy standard packets and create a cus- given up one ability and saved 5 points to
unlimited advancement in all classes tomized halfling. Consulting the list on spend later on. Mr. Sime’s Balance score
while fighters have the best attack rolls, pages 33-34 of Skills & Powers, he now rises to 18; Jack marks the change
weapon selection, Armor Class, hit decides on the latter (atta boy, Jack), and on his sheet, adjusting the Armor Class
points, etc. in the game. These are free chooses the following racial abilities: and initiative bonuses at the same time.
Step 5: Choose Class Abilities already precludes him from using certain Since Jack views kits as rule-busting
Ever since Step One, most players will very large weapons, so volunteering to abominations except in settings specifi-
have had a pretty good idea of what give the full selection of fighter weapons cally designed to accommodate them
character class they want to play, and isn’t a huge handicap. (such as the AL-QADIM® setting), he
Newly armed with a total of 25 points decides to skip this section. Mr. Sime will,
they will have arranged the ability scores
back in Step Two with that specific class (15 for being a fighter and 10 more for he hopes, be a one-of-a-kind character
in mind. Now it’s time to fine-tune the the self-imposed restrictions), Jack copies without recourse to a kit.
down on a piece of scrap paper the No character points are assigned at
character’s concept.
Jack wants to play a little bit against fighter abilities he’d most like Mr. Sime to this stage, so Jack isn’t missing out on
type, so he wants his halfling to be a have, along with their costs, then whittles anything.
fighter, not a burglar. According to his shopping list down to the ones he can
Chapter Four, fighters receive 15 points actually afford, reluctantly discarding
for class abilities (whereas wizards get 30
such goodies as 1d12 hit points per level Step 7: Choose Nonweapon
to 40, thieves get 80, and clerics get a for hit points and multiple specializations. Proficiencies, Traits, and
whopping 125 points). Looking over the Eventually he chooses the following class Disadvantages
abilities: The AD&D game’s proficiency system
list of goodies on pages 47-48, Jack
originally debuted in 1986’s Dungeoneer’s
decides that 15 points is simply not
enough, so he looks at the optional • 2% magic resistance per level (cost, Survival Guide, by Douglas Niles. Now, as
restrictions on page 48 and picks out 10 points) co-author of Skills & Powers, Niles has
spell resistance, granting a +1 gone back and revamped the system he
two: limited armor (making Mr. Sime
unable to function in anything better bonus to all saving throws vs. created nearly a decade ago. The main
than chain mail) and limited weapon spell (cost, 5 points) departure of the Skills & Powers non-
selection (he can only use • weapon specialization (cost, 5 points) weapon proficiencies system from the
those weapons available to a one offered in the core rulebooks is that
thief). The limitations net him Jack has spent 20 of the 25 points he the chance for success is no longer direct-
an extra 10 character points. has available. He would dearly love Mr. ly based upon the character’s ability
Note that Mr. Sime’s small size Sime to have poison resistance as well scores. Instead, each proficiency has its
(granting a +1 bonus on all saving own base chance for success. A high
throws vs. poison in addition to the score in the relevant ability might add a
bonuses granted Mr. Sime by his racial bonus to the proficiency check, just as a
ability), but skimming ahead has con- high Constitution or Wisdom score pro-
vinced him that he needs some extra vides bonuses against some forms of
points for use later on, so he saves 5 attack, but the base number will on the
character points from this stage for later average be much lower than under the
use. old system.
The new approach helps check a
Step 6: Choose a Kit major abuse of the rules, whereby play-
(if Desired) ers assign proficiencies according to their
By and large, the Skills & Powers book characters’ highest scores, insuring a
eliminates the need for kits. After all, kits ridiculously high rate of success when-
exist so that players can customize char- ever they attempt to use that skill (far
acters, so that not every fighter need be higher than a character of the same level
cut out of the same cookie-cutter mold. would have with attack rolls or saving
But with Skills & Powers, a player can cus- throws).
tomize a character far more precisely Most proficiencies now have a base
than the old kits ever could. One halfling score of between 5 and 8 (or, in a few
burglar may be much like another, but rare cases, 9). A high score in the relevant
it should be rare for two Skills & Powers ability can raise this anywhere from 1-5
characters ever to have precisely the points (similarly, a low ability score can
same abilities. Still, there are those lower it by the same number of points, if
players who want to squeeze every the player was feckless enough to
drop out of any new system, and choose proficiencies for which the char-
for those stalwarts the new rule- acter was guaranteed to be inept).
book devotes the whole of its Instead of taking a slot or two, profi-
fifth chapter to detailing 30 kits. ciencies now cost character points. Jack
Unlike the standard kits described in the looks at Chapter Six and learns that war-
PHBR series (The Complete Fighter's riors and rogues get 6 character points to
Handbook, The Complete Wizard's Hand- spend on proficiencies; wizards and
book, etc.), these kits cut across charac- priests get 8 points. Since proficiencies
ter class; a wizard or cleric can be a cav- cost from 2-5 points, this allotment
alier as easily as a paladin can. just will not go far. Fortunately, char-
Characters of any class can be assassins acter points left over from earlier stages
or diplomats. in the character creation process can be

14 JANUARY 1996
spent now. Characters also get bonus Nonweapon Proficiencies
points based on their Knowledge scores l Modern Language, illithid. (cost, 2
(a Knowledge of 8 or below grants one points; base score 9; adjusted
measly point, while a score of 18 in this score 12 due to +3 bonus from
subability garners the character a whop- Knowledge of 16)
ing 7 points). l Rope Use (cost, 2 points; base score
What’s more, proficiencies have now 8; adjusted score 12 due to Aim of
been joined by two new ways of delin- 17)
eating characters: Traits and Disadvan- l Etiquette (cost, 2 points; base score
tages. Whereas proficiencies are skills a 8; no adjustments)
character learns, traits are inherent char- l Ancient History (cost, 3 points +2
acteristics, like sex appeal or keen hear- additional points for being in
ing. Disadvantages, by contrast, are char- another character class’s skill pool;
acter flaws, like greed, cowardice, or base score 6; adjusted score 9 due
fanaticism. A trait costs points, just like a to Knowledge of 16)
proficiency, while a disadvantage adds l Tumbling (cost 3 points +2 addi-
points to your character’s pool. tional points for being in another
Mr. Sime, as you will recall, is a fighter character class’s skill pool; base
with a Knowledge score of 16. Checking score 7; adjusted score 11 due to
the tables on page 87 and 17, Jack learns Balance of 18)
that he has 16 character points to work
with: 6 for Sime’s being a fighter, +5 for Traits
having a high Knowledge subability, plus l Light Sleeper (cost, 5 points)
an additional 5 points carried over from l Obscure Knowledge (cost, 4 points)
his allotment for class abilities. Once l Ambidextrous (cost, 4 points)
again he skims over the lists of options (Note that due to a misprint in the
and concludes that the number of points first printing of the Skills & Powers rule-
at his disposal is not nearly enough for book, the point cost for Traits on page
all the neat proficiencies and traits he 92 is mistakenly labeled as “Initial
wants for his character. He therefore Rating.” Traits, unlike proficiencies, have
selects two disadvantages: Mr. Sime is no rating or die roll.)
colorblind (a rather mild disadvantage,
worth only 3 points) and has a severe Disadvantages
phobia. Rather than choose one of the l Colorblind (moderate; +3 points)
phobias listed, with his DM’s permission l Phobia: agoraphobia (severe; +11
he chooses agoraphobia: Mr. Sime is points)
extremely uneasy in open spaces.
Underground or inside a smallish room Jack has spent 29 of the 30 points he
he can function normally, but must roll had available, saving one point for later
half his Willpower or lower on 1d20 (i.e., use. cialize in the short sword (cost, 2 points).
6 or less) to do anything more than Finally, with his DM’s approval, he
cower if forced into a large open area. A spends his final point to acquire the two-
phobia is normally worth 4 to 8 points if Step 8: Choose weapon fighting style. Because he is a
mild and 9 to 14 points if severe; Jack Weapon Proficiencies short sword specialist, Mr. Sime normally
and his DM scan the list to see which Last of all, we come to weapon profi- makes three attacks every two rounds.
phobia is similar in strength and game ciencies, which are described in Chapter The ambidexterity trait combined with
effect to agoraphobia and decide that Seven. At this stage characters gain their the two-weapon fighting style allows him
since it is the exact opposite of claustro- last group of character points (8 in Mr. to wield a short sword in either hand,
phobia (phobia: enclosed spaces) it Sime’s case, since he is a fighter, +1 point gaining one extra attack each round
should bring the same character point carried over from the last step). Once without penalty. For someone who looks
bonus. Mr. Sime’s agoraphobia therefore again, he skims over the options and like a typical halfling thief (once he hides
garners him 11 character points. thinks how best to spend his last 9 his chain mail under his cloak). Mr. Sime
With his 30 points (6 for being a fight- points. packs a serious punch. The DM is hesi-
er, +5 for having a Knowledge of 16, +3 As a warrior, each weapon proficiency tant to allow such a fighting machine
for being colorblind, +11 for his severe costs Sime only 2 points (all other char- into the game, but quickly thinks up a
phobia, +5 carried over from earlier in acter classes must spend 3 points per few nasty surprises (a couple of crossbow
the character creation process), Jack now weapon proficiency). He decides to specialists using the new statistics for
assigns his character the following profi- become proficient in the short sword and crossbows on page 128 might just ruin
ciencies and traits: the dart. He also takes the armor profi- Mr. Sime's day).
ciency, making it easier for him to get Jack has spent all the character points
around in armor ( cutting encumbrance in he has available. However, Jack could
half). Each of these takes 2 points. With have saved a few points here, too. As it
his remaining 3 points, he decides to spe- is, Mr. Sime will receive 3 to 5 character

DRAGON #225 15
points each time he gains a level There you have it: a complete player
(depending on how generous the DM character ready to adventure. While the
wants to be). Jack can use these points to example given in this article describes
buy additional weapon and nonweapon how to create a new character from
proficiencies, turn them into cash, or scratch, the same rules can just as easily
even use them as “luck points” that might be used to translate an existing character.
save Mr. Sime’s bacon when the dice go When incorporating these new rules into
bad. your campaign, work with your DM to
see if he thinks your character is unbal-
And that, basically, is that. The player anced in terms of the NPCs and other
has still to equip the character, using the PCs. Don’t be afraid to experiment, and
standard Player’s Handbook rules, figure don’t be afraid to adjust a character or
up the hit points, Armor Class, THAC0, even go back and start over if you don’t
and saving throws, and assign an align- get it right the first time. There’s a lot of
ment. But these things come easily to great role-playing potential in the Skills &
anyone who’s played AD&D (Jack choses Powers rules; use them in whatever way
to do something unconventional with his makes for a great game.
PC’s alignment. He decides that Sime,
who believes himself to be a reincarnat- John Rateliff and Skip Williams are
ed mind flayer, is lawful evil — clever, civ- inmates at TSR, Inc. John is an editor (and
ilized, and brave, yet a thoroughly dan- occasional game designer) and holds a Ph.D.
gerous character all round). Skills & Powers in fantasy, with a special interest in Tolkien
also includes a chapter describing a new, and Lord Dunsany. Skip is author of the pop-
stripped-down psionics system (“Psionics ular Sage Advice column, and the designer of
Lite”), but Mr. Sime is already dangerous the upcoming Rod of Seven Parts adven-
enough as he is and Jack decides to give ture. Skip was also a member of the PLAYER’s
psionics, like kits, a pass. OPTION design team.

16 JANUARY 1996
Some PCs have skeletons in their closets

by Fraser Sherman
illustrated by Terry Dykstra

18 JANUARY 1996
hy did I leave my home?” Aelrya, the half-elf set the family estates, or avenge herself on the lord who dishon-
down the wineskin, glaring at Stephen. “I have no ored her.
home: my father seduced my mother through magic,
then abandoned her to die in the gutter. If it takes five centuries, I’m Curses
going to find my father —” Her hand fell to her sword hilt. "— and With this motivation, a PC hits the road in hopes of finding a
fulfill my mothers last request.” cure for some terrible curse (“The Black Doom will take me in
"And all I wanted was, uh, money,” Stephen said nervously. “My five years if I don’t return the Scepter of Skulls to the tomb
town called me a thief and a son of a thief — but when I return loaded Grandfather stole it from!“). Perhaps he is running from the
down with jewels, gold, and magic, Marion will — er, that is, everyone unpleasant consequences of some previous action.
will look at me differently. What about you, Cyril?” Leaving home may enable the PC to escape the curse. In
“I’m sorry, what?” Cyril hadn’t been listening; beyond the camp, in Gilbert and Sullivan’s comic opera Ruddigore, the hero ran away
the wood, he could swear he’d heard the padding footfalls of the One to sea to avoid inheriting the Barony of Ruddigore — for who-
Who Follows… ever becomes the Black Baronet must do an evil deed a day or
die in agony. The curse in Joseph Payne Brennan’s “The Horror
The AD&D® game has come a long was since Dungeon of Chilton Castle” is that when the head of the family dies, his
Masters could just tell players that their characters met in a tav- body becomes lunch for an immortal, insane ancestor. With
ern and decided to journey together to seek their fortunes. perks like these, what high-born PC wouldn’t want to forsake his
Today players are encouraged to flesh out their PCs with color- family and head out adventuring?
ful cultures, specialized class-kits, and personality types; so why
not do the same with their motivations, the spark that sets them Revenge
on the adventuring road? Players can work with their DM to find Revenge is a classic motivator. The avenging PC will travel
a motive that fits both the PC and the game (some of these the world to hunt down the one who betrayed his regiment,
backgrounds will affect the game, so the DM must have a say). enslaved his sister, or mudered his mentor. The character may
know where to find him, and is seeking a way to destroy him.
Reasons for Leaving
On the Lam
Family This is the gaming version of joining the French Foreign
PCs don’t always get along with their families. In some cases, Legion. One of the best ways to elude persuers is to go adven-
the friction is bad enough to drive him off. Imagine being the turing. The PC may be wanted by the law, hunted by the clergy,
only rogue in a family of paladins and priests; why stick around? or sought by assassins and bounty hunters.
What if the character is not the black sheep in the family but the His pursuers could be family. The thief PC’s paladin brother
white sheep, awakened by a priest or mentor as to how corrupt could be trying to erase the stain on their family name. Using
and evil his family’s deeds are? The PC may flee out of shame, the curse described above, the next-in-line for the PC’s title may
or his family may cast him out. be determined the PC — not he — will suffer the curse.
The PC may go adventuring out of love for his family. He Keep in mind that being accused doesn’t mean being guilty;
could be seeking enough money to save them from ruin, look- like Dr. Kimble in The Fugitive, the PC may have been framed for
ing for a long-lost brother — or simply wanting to stand on his a crime he didn’t commit. If so, he’ll want not only to stay ahead
own where nobody knows him (“If I receive my knighthood of his hunters but also to track down whoever really did the
here, I’ll always worry it was out of respect for you, Mother, not deed.
for me.").
Mystery
Love and Marriage The PC has a question or riddle and goes adventuring to find
What better motive to drive a PC to heroism than romance? the answers. It could be some prophecy about his fate, a blank
Like Stephen, such a PC is madly in love and believes money or spot in family history (“Did my father really betray the king at
a hero’s reputation will melt his true love’s heart (of course, as the battle of Nighting Field?“) or a cryptic riddle (“The last words
one DRAGON® Magazine article noted, that doesn’t mean the PC on my teacher’s lips were ‘coronet blue’ — I’ll never rest until I
has to be heroic — he only has to look heroic). understand why he whispered them to me.”)
The lover in many folk tales has to fulfill a specific quest
before winning his lover. The ancient Welsh love story of Amnesia
Culhwch and Olwen has Culhwch seeking out over 30 items his This is actually the ultimate mystery.
prospective father-in-law requires before a wedding can take The PC has no memory of who he is, except vague hints-a
place. picture of someone’s face, a remembered phrase or image (“In
Alternatively, the PC may be running from marriage, not my dreams, I see a golem in a tall tower, ringing a golden bell.“).
toward it, fleeing the loveless match his parents arranged; Robert Although he possesses all class-related skills, he has no idea
E. Howard’s Dark Agnes series started out that way. where he learned them or from whom (as he acquires added
nonweapon proficiencies with levels, he may simply discover
Wealth that he already knows how to do something). This could be
Almost every PC wants to get rich, but for some money is interesting for the DM, as well.
only a stepping-stone to what they really desire. It may be some-
thing tangible — a love potion, a ring of djinni summoning, the res- Tragedy
urrection of a childhood friend — or it may be a dream; the PC A shaman or beast-rider finds his tribe massacred. A prince
is convinced money will let her gain society’s respect, buy back discovers his uncle has murdered the king and married the

DRAGON #225 19
queen (sound familiar?). An orphan’s Other personality and origin combina- affect the course of the game (except in
treacherous guardian steals the family tions will work perfectly. A mercenary the way it shapes the PC’s attitudes
fortune and throws him out into the wizard’s motive is, by definition, wealth towards love, marriage, and family).
snow. Events like this leave the PC (though what he wants the money for is Other motivations, like seeking wealth, fit
scarred and shaken. Unlike the avengers, an open question); a brooding warrior is with almost any adventure.
such characters don’t want to get even; perfectly suited to being under a curse or If the PC is lifting a curse, running from
rather, they’re simply desperate to put fleeing a tragedy. assassins, or tracking down a one-armed
the scene of their tragedy behind them Don’t overlook the potential of seem- man, it involves more work for the DM,
any way they can. ingly inconsistent matches. In movies this but he shouldn’t feel obligated to incor-
is called “casting against type.” A merry porate the PC’s quest into every session.
Shame showoff warrior may adopt his attitude Let the PC check over his shoulder for
PCs want to travel as far as they can precisely because he’s under a curse assassins at every stop; they needn’t
from anyone who knows about some (“Eat, drink and be merry, for tomorrow I show up more than once in a while, ide-
great humiliation. For example, a paladin die — and if not tomorrow, certainly by ally at the worst possible moment.
who failed his deity on his first mission and Thursday.“). An intimidating wizard’s Even if the DM doesn’t advance these
is now a common warrior doesn’t want commanding manner may cover up quests, players can use their motivations
people to know his roots; an erstwhile some secret shame in his past. to keep their PCs busy during down time:
thug has become a devout priest. This also ducking the constabulary, asking inn-
works for anyone who’s violated a major Use in Play keepers if any strangers have passed by,
taboo of his faith or culture (“I killed and Most DMs have their own ideas and or haunting libraries for clues. DMs can
ate my horse to stay alive; as a Lishari vision for a game. Once it’s set up that a also use false clues or hints to steer PCs
nomad, I should have died to save the PC is seeking his long-lost father or the in a particular direction: a rumor that a
horse.“). Orb of Curse-Breaking, where does that PCs long-lost father entered the ruins of
A PC could also be ashamed not for leave the DM’s goals? How do you acco- Madmoor Keep can send the party
himself but for his family, who are all modate a PC’s personal mission on a wilingly into your new dungeon.
slaves, untouchables, prostitutes, or some- weekly basis, especially if several PCs Eventually, of course, the PC should
thing else he’d rather forget about. The PC have their own, different goals? have a chance to attain his goal — an
may simply never mention his past, or he In a one-shot game or a module, this opportunity to clear his name, lift the
could fabricate one to try to pass himself isn’t a problem; with a little rewriting, a curse, become even richer than he
off as a man of breeding and taste, never PC’s background can fit the adventure at imagined. Then what?
letting on to his low-class origins. hand (perhaps the bandit leader is the If the player’s leaving the group, this is
man she’s been seeking vengeance on a great opportunity to send his PC off
Origins and Personalities for years, or the treasure includes the lost with a bang. If he’s staying, the PCs may
Some of the character handbooks (The talisman her family was cursed for losing). stay together out of friendship, or the PC’s
Complete Fighter’s Handbook, The Complete Alternatively, a DM could build an adven- success can steer the group in a new
Wizard’s Handbook, etc.) describe person- ture around the PCs having a common direction (“This gold will raise an army to
ality types for the different character origin: perhaps they are hunting down overthrow the tyrant of Nightmare Valley
classes. Combining these personalities the general who betrayed their army. — will you fight for freedom with me?“).
with the backgrounds here can give a PC In a long-running campaign, DMs and It’s a character’s life we’re talking
added role-playing potential. Be careful, players first need to decide if the PC’s about here.
though. A misanthropic druid is hardly motivation affects the game at all.
likely to have winning true love as a moti- Fleeing an arranged marriage gives a PC
vation; a naive, neophyte wizard wouldn’t a reason to leave home, but it’s not very Fraser Sherman lives in Fort Walton
be credible as the victim of tragedy. likely to be a recurring plot element or to Beach, Florida.

20 JANUARY 1996
n campaigns set in TSR worlds, it is easy to place a fictional Singh (Fighter kit)
setting based on Indian culture. Indian adventures might The battle against Rajah Zail had soured with the arrival of the
work in places like Hepmonaland in the WORLD OF GREYHAWK® juggernaut. Singh Akbar Abdur winced as the grind of stone on stone
campaign, Sri Raji in RAVENLOFT®, and the Savage Coast of RED drowned the screams of his brother warriors. Their weapons could not
STEEL® In the FORGOTTEN REALMS® setting, places like Suj, Kelazzan, penetrate the marble elephant’s stone hide, and Akbar knew his sword
Durpar, and Calimport can be made into approximations of would cut no deeper. But the Rajah on top of the elephant, ah, he
India, which could also have its own subcontinent near Zakhara. could feel the bite of a lion-warrior’s talwar. Brushing his hair from his
Wherever it is placed, the climate must be tropical or subtropi- eyes, Akbar leapt in the juggernaut’s path and let out a roar that even
cal and near a vast expanse of water. The real India contains a stone elephant could hear.
snowcapped mountains and raging rivers, as well as arid deserts
and barren floodplains. Description: Singhs are warriors who view themselves as
Life in the historical India was governed for centuries by a lions personified. They always serve a high-ranking person,
system of “castes” (jatis), hereditary groups limited to those of institution, or government. Singhs are among the proudest of
the same social class, occupation, and societal interactions. warriors, serving in armies or other groups of fighters. The
Bakers were from different castes than morticians, who were noblest moment in a Singh’s life is the defeat of a major threat
never from the same circles as kings. For game purposes, this to his master, such as killing an evil spirit stalking his lord. Death
structure can be treated as a variant of the already extant char- is anticipated in service, though Singhs are not expected to wel-
acter class system. It is similar in a way to the usage of “class” in come its embrace.
the Oriental Adventures campaigns. What this means is that in the Singhs are the quintessential disciplinarians. They encourage
first example below, a character would be a fighter/Singh kit. cleverness in strategy. Singhs are notoriously close-mouthed in
Historically, castes determined who people could marry or the company of higher-level Singhs or other classes that are
associate with, what they could do or eat, and how they treated “above” them. Singhs are fascinated by technology and magic,
(and were treated by) others. Playing classes similarly could and they can integrate most items into war strategies. They
prove interesting. For example, a Fakir PC who rebuffs a never cut their hair or beards, taking strength from their leonine
Brahmin PC may be subject to ostracism by the rest of the party appearance.
and any near-by NPCs. The player and Dungeon Master must decide who or what
Despite rigid NPC separation of classes, characters from dif- the Singh serves. If the character serves a noble lord or in an
ferent classes may form associations (sabhas) for specific pur- army, his interaction with non-Singhs may be limited. The DM
poses, such as adventuring. The DM should give freedom to must ensure that the character can be integrated into a mixed
players who want to form varied associations, unless he wants party.
something really exotic, like an all-Yogi campaign. Class role: Most classes show honor to the Singhs; but ulti-
These classes are determined from the start of the campaign, mately Singhs are thought of as servants, no matter how high
and cannot be changed. Dual- and multi-classed characters also their rank. Singhs are accorded the deference their masters
are impossible. If one does change class, it results in a loss of deserve; thus, a Singh serving a rajah will be treated as an
three levels; PCs should be loath to divert from their lot in life. (At extension of the rajah. Singhs may eat any meat but beef, and
least the player can choose his class at the start of the campaign.) they may marry anyone.
All classes except the cleric and druid should be allowed in an Singhs defend their masters. They form the basis of armies
Indian campaign. The four super-class groups here are jawan for rajahs and other nobles. Advancement is hierarchically
(warrior), babu (wizard), pundit (priest) and sansi (rogue). The kits based on service. The highest Singhs are called tanadars, rough-
below should not be considered to be the only ones available ly equivalent to generals. In wartime, Singhs serve the military,
for these classes. Indeed, most of the kits in the complete hand- but in peacetime, they use their skills in other trades. Many
book series should be allowed. The kits below are designed for Singhs have businesses in crafts, science, and transportation.
humans, but because of reincarnation (see Legends & Lore, page Minimum requirements: Strength and Intelligence of 11.
126) the DM may allow demi-humans to take any of these kits Almost all Singhs are male, though female Singhs might be inter-
as well. Importantly, the reincarnation options in Legends & Lore esting and could be useful to their tanadars. This kit may be
include humanoids, so it is not unthinkable to have even a taken by dwarves.
kobold paladin under these rules. Weapon proficiencies: Usually any except razor, though his
The kits below use the proficiency system; the DM can decide superior officer may have his own requirements.
secondary skills if used instead. Weapon proficiencies should Nonweapon proficiencies: Bonus: endurance and riding (land-
allow the weapons in “Rhino’s Armor, Tiger’s Claws” in DRAGON® based). Required: One business or technology proficiency.
Magazine issue #189. The descriptions discuss a “poverty Recommended: armorer, blind-fighting, carpentry, cobbling, engi-
option,” reflecting the vast need in India. If a character selects neering (two slots required only), leatherworking, rope use, spell-
this option, he begins with no gold pieces (“rupees”) and only craft, weaponsmithing, weaving. Forbidden: grooming.
minimal equipment such as a Singh’s sword or a Swami’s focus Equipment: A Singh may buy what he wants, though his
item. In return, the character gets a bonus proficiency from this superiors may make him buy certain items.
list: agriculture, alertness*, animal handling, begging*, [any] craft Special benefits: A Singh gets one free weapon specialization
proficiency, cooking, dancing, endurance, fishing, gaming, in a weapon employed in his military life. This may be anything
herbalism, hunting, local history, looting*, religion, singing, from sword to catapult. The Singh also gets the benefits of hav-
swimming. (Proficiences marked with an asterisk are from The ing a military hierarchy or patron. The DM must decide what
Complete Thief’s Handbook.) these benefits are, but they should include room and board.
Combining the following new character kits with related At 4th level, the Singh gets the ability to roar (treat as the 4th-
spells and magic weapons (to follow in upcoming issues) can level wizard spell shout). Opponents seeing and hearing a roar-
add a new level to your game. ing Singh must make immediate Morale Checks unless their

DRAGON #225 23
force is clearly superior. This ability is only In crises, Kshatriyas are expected to avoid having their karma read.
available as long as the Singh has not cut provide positive moral leadership. For Special hindrances: Kshatriyas who
his hair since reaching the age of man- some, this means leading troops into bat- rule are preoccupied by matters of state
hood; once this occurs, the Singh’s ability tle or facing powerful foes alone; how- and cannot make arbitrary changes in
to roar is lost. ever, Kshatriyas concerned with stability established patterns of life. They must
Special hindrances: The Singh’s army rarely will place themselves in mortal support the entire Brahmin class, tithing
or patron makes constant demands. He danger. at least 20% of their wealth. Also, if a
may be called at a moment’s notice to Minimum requirements: Standard Kshatriya loses his wealth or is shamed,
fight a far-off opponent or to guard his ability requirements. Most Kshatriya war- his reaction bonus is lost.
patron in danger. The Singh cannot riors are male, but several noteworthy With the prohibition on religious activ-
always control his battle strategy. Even if ones have been princesses (ranis). ity, a Kshatriya is not able to lay on hands
of higher level than his commander, he Kshatriyas may come from outside or cure disease. A high-level Kshatriya has
may not change his assigned tactics. Kshatriya families if they become rulers access to the Charm, Divination, Law, and
Wealth options: Poverty option or and otherwise qualify. Protection Spheres.
5d4x10 rupees. Weapon proficiencies: Any. Wealth options: This must be decided
Nonweapon proficiencies: Bonus: by the Dungeon Master. Except in cases
Etiquette. Required: Bureaucracy*. Recom- of disinheritance, the poverty option is
Kshatriya (Indian paladin) mended: Animal handling, endurance, forbidden.
Who stood between Kshatriya Jumna heraldry, languages, law*, oratory*, read-
Padras and death? Only himself, he knew, ing/writing, religion, riding, spellcraft.
yet it was hard to ignore the rakshasa Forbidden: [All] crafts, diagnostics*, heal- Shikari (Indian ranger)
maharajah before him. The two could not ing, herbalism. (Proficiencies marked by Shikari Lashkar Khan stood perfectly still;
harm each other, could not even touch each an asterisk are from The Complete so still the icy wind chose to bend around
other. The rakshasa blocked the exit from the Paladin's Handbook.) him rather than ruffle a single garment. He
newly defiled temple, laughing as it bom- Equipment: Because of their sta- was as one with the snow leopard, the silent
barded Kshatriya Padras with unnatural tion, Kshatriayas must have only the predator of the Himalayas. Lashkar slowly
imagery. His subjects could not help him best equipment money can buy. All breathed in the mountain breeze, and visions
now. Faith, and only faith, would give him equipment must cost at least 150% book of tearing into an Alpine ibex filled his
release. Kshatriya Padras began to pray. value. Those who rule must have items thoughts. The smell of death was in the air,
of at least 300% book value. and the hunt was on.
Description: Kshatriyas are the ruling Bonded mount: Options may include Description: The Shikaris are the big
class of holy warriors. They constitute the horses, elephants, rhinoceri, blackbuck game hunters in a land where the natur-
Rajput princes who administer India. In antelope, axis deer, sambar elk, gaur al beasts are as deadly as the magical
theory at least, they rule all things secular, oxen, Brahma bulls, camels, lions, leop- ones. They lead the hunt (shikar) for ele-
but they rule nothing divine. Thus, they ards, tigers, varaha boar, griffon, hip- phants, tigers, and other such creatures.
may order religious services, but they pogriffs, baluchitheriums, and (for They are often as at home in the courts
cannot perform them; they can build tem- females) unicorns. (For some of these, see of rajahs as they are in the dark wilder-
ples but cannot open their doors. articles on mounts in DRAGON Magazine ness. A Shikari’s greatest challenge is an
Kshatriyas are high nobles and are issues #I77 and #190.) They must under- impossible hunt, such as tracking the
respected by all. The princes are rajahs take public hunts for bonded mounts, uncapturable king-monkey Mahakapi-
and rare kings are maharajahs. Though which will resist capture. If a mount Jataka. Every Shikari has such a goal, and
all are lawful and good, they often face escapes the Kshatriya and his Shikaris, knows it is the striving for and not the
off over regional differences or personal the Kshatriya is shamed; his reaction attainment of the goal that matters.
bickering. Like all paladins, however, bonus is lost until a mount is attained. Shikaris often lead huge hunting par-
Kshatriyas are united in defending the Special benefits: All Kshatriyas are ties through difficult terrain. Hunts can go
faith from threats external and internal. treated very well by those who follow on for months, especially for prize crea-
Kshatriyas do not have to govern an Indian culture. A ruling Kshatriya gains tures such as Kshatriyas’ bonded mounts.
area, but they must be in a position to +3 to reactions. Rulers have vast wealth If a Shikari serves a Kshatriya or other
rule under a logical set of circumstances. and power to raise taxes, build temples noble, the hunt can include dozens or
If the DM does not want a PC ruling a and wage war. Most of a ruling even hundreds of participants. Often the
city-state, the PC may be a brother, son, Kshatriya’s wealth will be tied up in prop- hardest part of such a hunt is to bring
relative, or dispossessed heir to a rajah, erties irrelevant to adventuring, but the back the animal alive rather than dead.
maharaja, or other ruler. DM should allow the Kshatriya leeway in Shikaris occasionally are asked to find
Class role: Though they rule most of getting what he needs. All have access to more than animals, such as tracking a
India, they are socially subordinate to the soma-juice (see Legends & Lore, p. 132). vicious band of Thugs or finding a
Brahmin priests. Kshatriyas provide for The Kshatriya may have servants of any maharajah’s kidnapped daughter.
civil defense, enforcement of the social alignment. Class role: The kit is not socially
system, and scheduling of religious festi- At 3rd level, the Kshatriya gains the ranked very high, but it often serves very
vals. Kshatriyas may marry only some- power to detect karma, determining a high-class characters. Shikaris may be in
one from Kshatriya and Brahmin circles. being’s karma points (see Legends & Lore, the employ of powerful persons, or they
They may eat meat but not beef. They p. 126); for characters having non-Indian may hire out their services to all comers.
often wear symbols of their princedoms kits, level or hit dice is learned. Targets Minimum requirements: Intelligence
or deities. are allowed saving throws vs. spells to of 13 in addition to other standard

24 JANUARY 1996
requirements. Shikaris can be of any a feign death effect, though magic can to predict the future through these spirit
alignment and are not penalized for un- detect life signs. All senses are height- connections and can often learn the fates
good acts. This kit may be taken by elves ened, allowing scenting and long dis- of those who have passed on. Some
and half-elves. tance hearing of prey. If animals or Swamis can even make contact with the
Primary terrain: Any Indian terrain, humans come within 10 yards per level gods through their art, though the
from mountains to plains. of the Shikari, he gets an immediate Brahmins object to this. Most often,
Weapon proficiencies: One must be tracking roll to uncover the location. though, the Swami is occupied with tend-
appropriate to the hunted species (see Special hindrances: Shikari followers ing to the needs of those who seek
below), such as an elephant goad or are always other shikaris, though a knowledge denied to them by men, For a
tiger’s claws. shikari may have one animal follower price, the Swami shows them a glimpse
Nonweapon proficiencies: Bonus: that can go on hunts; falcons might of the spirit world.
Hunting, tracking. Required: Animal lore, make good hunting companions, but The Swami receives spells through
trail signs*. Recommended: Alertness*, ani- wild boars would not. Shikaris gain no meditative manipulation of spirits on the
mal handling, bowyer/fletcher, camou- advantage by building anything but may spirit demi-plane. Unlike the gens of
flage*, distance sense*, elephant care (see have servants, hirelings and so forth at Zakharan sha’irs, Indian spirits are
below), endurance, etiquette, falconry*, any level. always evil and hostile. They never part
foraging*, herbalism, mountaineering, Every Shikari has a major target which voluntarily with spells, and they promise
observation*, riding, rope use, set snares, would be considered nearly impossible. revenge on any Swami who takes their
survival, weather sense, Forbidden: Every species has at least one divine magic away. The Swami must bend the
Agriculture. (Proficiencies marked by an avatar, and so the avatar of the Shikari’s spirits to his will, but if he is not careful
asterisk are from The Complete Ranger’s hunted species is his quest. (These can be the spirits will turn on him.
Handbook.) equivalent to the animal lords of Class role: The Swami social class is of
Equipment: The Shikari may carry PLANESCAPE™, or perhaps the Nehwonian moderate importance, with its wealth
anything he thinks he may need. Shikaris Cults of the Beast in Legends & Lore.) sometimes being higher than its place in
almost never wear armor heavier than Whenever the Shikari discovers a track of society. Swamis occasionally work for
studded leather. such an avatar, he must pursue it regard- nobles, but most are freelance. Swamis
Special benefits: instead of a species less of consequences. They are unlikely can eat anything they want and can
enemy, a Shikari has a hunted species ever to catch their species avatars, unless marry anyone they want.
that he specializes in hunting. This the gods deem it important. Minimum requirements: Constitution
species must be Semi-intelligent or less, Wealth options: Poverty option or and Wisdom scores of at least 15.
including animals under the Kshatriya 5d4x10 rupees. Shikaris are never paid Swamis may be male or female, though
mount listing plus birds, sharks, and well even by royalty and thus may not few female Swamis are well paid. Swamis
other creatures. The Shikari gets +4 on accumulate monetary treasure. They may be of any alignment; more than a
proficiency ‘checks and attack rolls vs. may live well, however. few are unscrupulous.
this species. Specialist schools: Divination, Con-
At 4th level, Shikaris gain the ability to juration/Summoning. The bonus spell
freeze. The Shikari stands perfectly still Swami (Wizard kit) per level can be of either school. The
and enters a medi- “Do not break the circle!” Swami Usha Chance To Learn Spell is +15% for these
tative state. commanded the gathering around the schools and -15% for all others.
During this state, crystal. She started to speak in tongues, Barred schools: Necromancy.
which can last drawing gasps of awe from those pre- Weapon proficiencies: Dagger, knife,
one hour per sent, but this was only a delay. dart, or tiger’s claws.
level, the Something was blocking her projection to Nonweapon proficiencies: Bonus:
Shikari the anger-chamber of the spirit princes, Chanting*. Required: Spellcraft. Recom-
appears to something so terrifying that she could mended: Acting, ancient history, astrology,
be under not bring herself to see it. But in her fortune-telling*, gem cutting, languages
mind, Usha felt the presence of the (ancient), local history, reading/writing,
darkest of spirit princes. She could religion, ventriloquism. Forbidden: None.
not win here. With a tear, Usha (Proficiencies marked with an asterisk are
broke the circle herself con- from The Complete Bard’s Handbook and
demning the spirit princes The Complete Thief’s Handbook.)
to a thousand lifetimes of Equipment: The Swami must spend at
rage. Somewhere, chill least 100 gp on a crystal ball, gem, bone,
laughter beckoned. or other focus. The focus can handle
spells of a level equal to one level per
Description: The 100 gp value. If the poverty option is
Swami is an Indian taken, the Swami may use any object for
diviner-summoner spells of up to 2nd level.
specialist who uses Special benefits: The Swami uses his
a focusing object to focus as his spell repository instead of a
reach the spirit spellbook. The focus can hold a number
world. The Swami of spells equal to the Maximum Spells Per
has a limited ability Level as determined by the Swami’s

DRAGON #225 25
Intelligence. While scanning the spirit making one last attack on the Swami is above even the potent maharajahs;
world through the focus, the Swami will wherever he is. At that point the Swami the Brahmins are the loneliest of all.
come across many spirits who control must make a Wisdom check at -1 per Their assigned task is to interpret the
spells; it takes one hour per spell level to level of the highest level spell in the sacred writings of the gods. They super-
find a specific spirit. Assuming he is of focus, or fall into a nightmare-tormented vise birth, marriage, and cremation. High-
adequate level, the Swami may try to coma for a number of hours equal to the level Brahmins are usually the only peo-
engage a spirit in a simple magical com- total of all the spell levels formerly ple to have direct contact with devas and
bat. If the Swami makes a Chance to imprisoned. A high-level Swami had bet- avatars, who give them their spells. They
Learn Spell roll modified by -5% per spell ter have friends around if this happens, are the only ones allowed by society to
level, the spirit and its spell are impris- as the coma can last for days. receive and impart divine visions. Of
oned in the focus permanently. If he fails The Swami cannot use spells from course, priests outside this class believe
the roll, however, the spirit retaliates. The spellbooks or Wizard scrolls without otherwise, but this is not sanctioned by
Swami makes a Wisdom check at -1 per using a spirit-summoned read magic spell, Brahmin-run society. No matter which
spell level, falling into unconsciousness and he can never memorize spells from gods they worship, the Brahmins almost
for one hour per spell level if failed. such items. never come into conflict with each other
Thereafter, the Swami may try to capture Wealth options: Poverty option or on religious grounds.
the spell again, but each subsequent 10d4x10 rupees. Given their assigned preoccupation
attempt is at -5% cumulative chance of with religion, Brahmins are prohibited
success to get that spell. from all matters political. As the gods
The Swami can use his focus as a spell Brahmin (Priest kit) want Brahmins unburdened by secular
conduit, being able to send spells into it. “I have forsaken my home!” shouted matters, they wield no actual power
He can send any spell with a range Bruhmin Prabhut Bhabani to the winds. “I beyond the religious. Due to the tithes
greater than zero to the limits of his abil- have forsaken my parents! I have no relation paid by the Kshatriyas, the Brahmins are
ity to see. If using spells like clairvoyance, to anyone! I stand as a mirror before you, the wealthiest class, even above the
the Swami can even send fireballs miles though your reflection is imperfect. I stand Kshatriyas and merchants. However,
away. The focus can be magicked with alone before the sacred fire and am ready to Brahmins must tithe 50% of their wealth
any number of spells. He can transfer accept that loneliness!” There Brahmin to their temples. Thus, even if a group of
spells from one focus into another but Bhabani stood for hours, alone with the wind Brahmins had the hubris to assert control
may have only one at a time. until he felt he could stand no more. On the over a Kshatriya, they would not have
Special hindrances: The focus is vul- fringe of his vision, he at last saw a man the resources to do so. Still, they are per-
nerable to attempts to break it; it gets no standing, the ground fur below him. Silent, ceived as at least a symbolic check on
bonuses on the Item Saving Throw table. Brahmin Bhabani bowed his head and stood the worst tendencies of the ruling
It will shatter if a spell is captured that is in the presence of the lord of air. Kshatriyas.
of a level greater than the focus’ gold Class role: The Brahmins supervise all
piece value can allow. If it is broken, the Description: Historically the Brahmins things religious, though they are depen-
enraged spirits flee the material world represented the highest caste in India. In dent upon the Kshatriya for their liveli-
with all the Swami’s spells, but not before the AD&D® game, the noble priestly class hood. Except in specific associations, the

26 JANUARY 1996
ground. When omens sour, the band
Brahmins eat, sleep, marry, and die with make special circumstances. Usually at turns back, the thuggee expedition over.
each other. Some Brahmin women marry least 3d6x10 rupees. Thugs are also called phansigars, or
high-ranking Kshatriyas, but male Brah- “noosemen,” due to their use of strangling
mins who take up the priesthood are for- cords. They use cords (rumals) to avoid
bidden from marriage until they reach Thug (Rogue kit) shedding blood, though they can use
5th level, Brahmins never eat meat of Something was in the bushes with sharp weapons if they like. In thuggee,
any kind and do not eat food prepared Sepahee, so he fell back from the road. more experienced Thugs use the rumal,
by a non-Brahmin. In fact, except in reli- Cautiously, as if it knew malevolence was while lesser Thugs kick at noosed victims.
gious ceremonies, Brahmins never allow near, a four-horned chousingha antelope Thugs bury victims using blessed pick-
themselves to be touched by any but crept out and then darted into the woods to axes. Bodies are buried face down and
Kshatriyas or other Brahmins. They Sepahee’s right. Sepahee smiled. The ante- disfigured to blur identification.
always wear single-color robes and have lope was a propitious omen—for him, at Class role: Thugs are outside the nor-
shaved heads. least. Those in the oncoming bullock-cart mal social system and are despised by
Minimum requirements: Charisma of would not find it so propitious, Sepahee everyone in society, even thieves. Thugs
14. In most cases priestly Brahmins must swore, us he knotted his strangling cord and subsist off plunder and raise their chil-
be male, but some deities allow female dedicated their blood to his deity... dren (and sometimes captured children)
Brahmins. in service to their calling. They are self-
Weapon Proficiencies: Varies by deity. Description: Unlike their more profit- sufficient and sometimes secretly work
See Legends & Lore. minded descendants in the kit section of with the more unscrupulous members of
Nonweapon proficiencies: Bonus: The Complete Thief’s Handbook, Indian society. A Thug who attacks a member of
Chanting*, reading/writing and one artis- thugs are ritual stranglers, practiced killers another band will start a bloody war, but
tic proficiency. Required: Religion, poetry*. serving their deity. The AD&D rogue kit bands are much more likely to work
Recommended: [All] arts, ancient history, based on these remorseless killers should together for mutual gain.
cooking, craft instrument*, crowd work- be limited to NPCs. Minimum requirements: Strength
ing*, diagnostics*, etiquette, healing, Thugs are ruled by omens (see below) and Dexterity of 11. Thugs are chaotic
herbalism, local history, oratory*, spell- and rewarded for plentiful sacrifice. A few evil and male; women occasionally par-
craft, Forbidden: Bureaucracy*, law*. times a year, huge groups of Thugs go on ticipate in Thug attacks as decoys and
(Proficiencies marked by an asterisk are thuggee, a murderous pilgrimage. On lures, but they never engage in physical
from The Complete Bard’s Handbook and thuggee, they kill any traveler they meet, combat.
The Complete Paladin’s Handbook.) provided omens are right; failing to kill
Equipment: Any, but the Brahmin’s such a traveler, they fear, brings divine Skill progression: A Thug must put at
goods must come from Brahmins, so wrath upon them. They employ deceit in least 40 of his 1st-level points into mov-
must cost at least 150% book value. murder and rarely attack larger groups. ing silently and hiding in shadows.
Special benefits: The Brahmin has They stake out favored places for mur- Weapon proficiencies: The Thug’s ini-
powers as noted for each deity in Legends der, usually in areas of solitude and soft tial choices must be rumal and martial
& Lore. The Brahmin’s high social stand-
ing gives him a +3 to reactions in soci-
eties based on India; other societies will
recognize the Brahmin’s position by his
bearing and react at +1. He has access to
any temple’s acolytes and shelter wher-
ever he wants.
A Brahmin also has a detect spirits
ability to see whether a being is extra-
planar. If the creature is disguising its ori-
gins, it gets a saving throw vs. spells. This
power even works on avatars, though
their saving throws are quite good.
Special hindrances: Brahmins are for-
bidden to take food or goods from non-
Brahmins, though anyone can donate to
the temple. Thus, if a Brahmin priest is
starving and cannot speak the language
of a heathen benefactor, he will succumb
to malnutrition. Brahmins must keep
clean and drink soma-juice to avoid dis-
ease, because otherwise they succumb to
the pollution of those around them. A
Brahmin who does not observe strict
cleaning rituals has a 5% chance per
week of contracting a disease.
Wealth options: The poverty option is
usually forbidden, though the DM may

DRAGON #225 27
Description: Fakirs are wonder-work-
ing entertainers who rely on their skills to
win food and coins from strangers. They
can be found in marketplaces, smoke-
houses or anywhere they can find bene-
factors. They are often master showmen,
though wealthy persons often find them
to be irritants. Their magic may seem
mere conjury compared to that of
Swamis, but woe betide those who anger
Fakirs. They often credit their work to the
gods, but only a few mean it.
Fakirs play instruments as do Western
bards. They specialize in flashy magic, as
there is rarely anything subtle about a
Fakir. They almost never receive enough
money to do anything but entertain for
food; though many high-level Fakirs
could do whatever they wanted with
their skills, few leave the art of fakirism.
Fakirs sometimes have alliances with
thieves, Swamis, and even Brahmins.
Class role: Very low, hardly above
panhandlers. However, a few Fakirs rise
in society, usually in service to a
Kshatriya or Swami.
Minimum requirements: Standard in
all respects. Fakirs can be of any gender
and alignment, though reputation is
important, more so than anything else.
Weapon proficiencies: Any. Fakirs
arts (the latter being from The Complete reading lips, religion, set snares, tightrope sometimes work weapons into their acts;
Fighter's Handbook). The Thug gets a walking, tracking, tumbling, ventrilo- swords, daggers, lassoes, and so on can
bonus proficiency in pickaxe (horse- quism. Forbidden: Begging*. (Proficiencies work here.
man’s pick), but blessed pickaxes cannot marked with an asterisk are from The Nonweapon proficiencies: Bonus:
be used in combat. After 1st level, a Thug Complete Thief’s Handbook.) Crowd working* plus one of musical
may choose any weapon (talwars, tiger’s Equipment: Very little. First level instrument, singing, or dancing. Required:
claws, and daggers are common) or spe- Thugs are allowed only basic subsistence Begging*, spellcraft (see below). Recom-
cialize in martial arts. and few items above their rumals and mended: Acting*, animal training, apprais-
The rumal can be up to 20’ long and pickaxes. ing, artistic ability, chanting*, craft instru-
worn as a turban. The last 5’ are doubled Special benefits and hindrances: The ment*, fast-talking*, languages, local his-
to form a loop, with a knot at the dou- Thug is ruled by omens that affect his tory, rope use, sword swallowing (see
bling point and a slipknot 18” beyond. attack rolls on thuggee. See chart. below), ventriloquism. Forbidden: Intimi-
The noose is tossed around the victim’s Wealth options: Poverty is mandatory dation*. (Proficiencies marked with an
neck and the knots are pulled together, at 1st level. Plunder is divided among the asterisk are from The Complete Bard’s
allowing the user to pull the victim to Thugs with leaders getting two shares Handbook and The Complete Thief’s
ground with an overbearing attack at +2. each, murderers getting one and a half Handbook.)
The user looses the slipknot and pulls each, and others getting one. The Fakir gets his choice of instru-
tighter, causing 1d6+2 hp damage per ments, among them the sitar, the pungi
round and requiring the victim to make a Fakir (Bard kit) nose flute, the narsinga curved trumpet,
Constitution check to avoid unconscious- Hunath knew he almost had these out- the 19-stringed bina guitar, the bowed
ness. The victim is at -2 to hit, but a suc- landers. The breath of fire, the bed of nails, sarod lute, the sarangi violin, the tam-
cessful attack from the victim breaks the the rope to nowhere—these simple illusions bourine, the tandava and tabla drums, the
hold. Only users with a Strength of 17 or were the gods‘ work to these ash-faced shruti harmonium, or the vina zither.
greater, or 4th level and beyond, can use northern invaders. Now he drew forth from Instead, the Fakir may choose to sing
a rumal alone. Otherwise two users must his turban a pungi flute and on it played a ragas or dance in any number of styles.
use the same rumal; they must both hit spellbinding melody to entrance the serpent Equipment: A Fakir can have no
for the attack to be successful. before him. With the forces of the Rajah cir- apparent equipment except instruments
Nonweapon proficiencies: Bonus: cling back on the invaders, he hoped to and magic when working to receive
Rope use. Required: Disguise, trailing*. entrance these serpents from the north for benefactions.
Recommended: Alertness*, animal noise*, crucial moments. "Play on, Hunath!” he Special benefits: The Fakir has the
blind-fighting, forgery, jumping, local his- thought to himself “Your countrymen Jongleur’s ability to entertain the crowd;
tory, mudra sign language (see below), depend on you, so play on!” after the Fakir performs for 1d10 rounds,

28 JANUARY 1996
all viewers must make a saving throw vs. Description: Yogis are masters of the Rejuvenation*, meditative focus*. Re-
paralyzation or have their reactions karmic discipline of yoga, a demanding quired: Religion. Recommended: Agri-cul-
adjusted one step friendlier. He also has physical and psychic regimen. Yoga is an ture, alertness*, blind-fighting, cooking,
the ability to inspire benefactions; the ascetic focus for those striving for perfec- direction sense, endurance, explosive
combination of skill and poverty requires tion of the inner self. Though members of energy (see below), harness subcon-
anyone with money to make a Wisdom nearly any class and social level can scious*, healing, hypnosis*, jumping,
check or be compelled to donate some of study yoga, only Yogis can truly harness observation*, survival, tightrope walking,
it to the Fakir. He also has the Charlatan’s their inner strength. Yogis are known to tumbling, weather sense. Forbidden: All
ability to detect fakery: If the Fakir be able to contort their bodies into craft-, technology-, and magic-related pro-
attempting to detect lies or swindling impossible positions, walk on hot coals, ficiencies, plus begging*, disguise, gaming
makes a Charisma check, he realizes the sleep on beds of nails, even transport and intimidation*. (Proficiencies marked
nature of any deception. themselves to other planes and change with an asterisk are from The Complete
Fakirs need no spellbooks, instead shape. In theory at least, the will is the Psionicist‘s Handbook and The Complete
having a unique ability called “spell mim- only limit to power. Thief’s Handbook.)
icry.” When a Fakir watches a caster use Yogis must be ascetic (Legends & Lore, Equipment: None. The Yogi must be
a wizard spell of a level he can use, he p. 125), abandoning pursuit of all other free of all possessions beyond food, sim-
can make a Chance to Learn Spell roll. If goals. Pleasures of the flesh-treasure, ple clothes and implements, and humble
successful, the Fakir can memorize the sex, wine, even soaps and scents-must shelter. He may never wear armor or
spell from then on. However, if a month be eschewed. They use psionic arts, not carry weapons. The only magic items a
passes between uses of a spell in an act, mage spells as do other ascetics, but the yogi may use are those dealing with
he forgets it. The uses of rope trick and goal is the same: at 20th level, the Yogi achieving greater personal understand-
phantasmalforce may be obvious, but pro- will achieve oneness with all and must be ing or physical perfection; a tome of
tection from evil might be harder to work retired from play. This concentration understanding would be acceptable, but
in. Once a Fakir’s maximum spells for a does not mean complete disavowal of not gauntlets of ogre power.
level is reached, he can learn no new society; a Yogi can participate in associa- Special benefits: The Yogi is capable
spells. The Fakir cannot choose to forget tions with those of other classes and of stretching his body in amazing ways.
a spell to make room for another. social levels and even go on adventures He can fit through passages as thin as 6”
The Fakir also rarely needs material so long as meditation is not ignored. wide, and receives double Dexterity
components. When a component crucial Yogis even can kill if necessary, though bonuses on saving throws and Armor
to a spell is required, the Fakir can sub- they are not allowed to take pleasure Class. The Yogi always functions as if he
stitute something cheap. For example, from combat. is under a free action spell.
instead of the 5,000 gp in powdered dia- Class role: Yogis are viewed as outside Like all ascetics, at each level a Yogi
mond for a wall of force, the Fakir uses of and superior to the convential class gains a point of Wisdom, Constitution, or
colored powder. Use good judgement; a and social system. Meat, marriage, hold- Charisma. The Yogi may not exceed 19,
building is still needed for guards and ing property, and political power-all are in these abilities. Unlike other ascetics,
wards. forbidden to the Yogi. Yogis have only yogis do not lose Strength.
Special hindrances: Fakirs lack the one responsibility: to achieve oneness. Special hindrances: Yogis can use
abilities to rally allies, counter song Some teach that goal, though they can- their powers only on themselves. The
effects, or identify magic items. They do not have reached it if still mortal. Yogi is unable to gain the contact devo-
not have access to the read languages Minimum requirements: Dexterity of tion and cannot use any powers on
ability. They attract no followers, cannot 15. All yogis must be lawful, and by 5th another person. No telepathic attack
build strongholds, and cannot use writ- level all must become lawful neutral. modes or target-affecting devotions or
ten magical devices. Yogis suffer no penalties for alignment sciences may ever be learned. The Yogi is
Wealth options: Poverty is mandatory shifts toward lawful neutral. allowed to use clairsentient powers such
at 1st level. The Fakir cannot have Preferred disciplines: The Yogi’s pri- as Aura Sight and Clairvoyance to see
wealth showing when using his special mary discipline must be psychometabo- others psychically, but not such powers
abilities. lism. Thereafter he may choose any dis- as ESP. Yogis cannot teach such powers
cipline. to their students.
Recommended devotions: Adrenalin If a Yogi violates his rules about for-
Yogi (Psionicist class) control, all-round vision, astral projection, going pleasures of the flesh, he must
“There is no rain,” Yogi Sulubut Jung biofeedback, body control, body equilib- meditate for a week or lose his psionic
instructed his students, though the monsoon rium, cell adjustment, dimension walk, powers.
bore down with great force. “There is no enhanced strength, heightened senses, Wealth options: Poverty is mandatory.
heat. There is only you." Yogi Jung’s students immovability, inertial barrier, mind over The Yogi may never accept monetary
stood against the elements us long as they body, spirit sense, suspend animation, treasure of any kind.
could, but all soon sought shelter from the [all] telepathic defense modes.
storm. Yet in it all sat the Yogi, quietly hum- Recommended sciences: Aura sight,
ming under his breath. His eldest student clairvoyance, complete healing, energy
craned against the wind to hear the Yogi’s containment, metamorphosis, split per- Michael A. Selinker is a game designer
words. “There is no rain,” the old man sonality. who lives in Seattle, Washington. This is the
repeated, and though the student felt the Weapon proficiencies: Yogis may first of three articles in a series. The second
pounding from the sky, he was forced to learn only unarmed combat. will appear next month. He has written sev-
agree. Nonweapon proficiencies: Bonus: eral modules for DUNGEON® Adventures.

DRAGON #225 29
by David Clarke
illustrated by Jim Holloway
Familiar models,
like TV characters, add new dimension to your PC.
here is a pattern of “development” for gamers. Initially one’s personality. Role-playing the stereotype of a fragment is
the emphasis is on cold statistics and success — this is dooming the character to live in one dimension.
the period in a gamers’ life of hack and slash and Beyond a paper-bound existence, PCs should have hobbies,
Monty Haul. What follows is a transition period, where some opinions, attitudes, perspectives, phobias, strengths, and weak-
mystical force calls them to put down the long sword +5/+6 vs. nesses. In addition, there should be only a limited connection
deities and the barrels of rubies to play the role of a character between the character’s statistics and his personality. For exam-
with Oscar-winning skill. ple, a stereotypical trait of thieves is “sneakiness”; but if all the
What is a good role-player? Having watched some of them in thieves share their traits, there can be no variety.
action, I would say this: A good role-player is one who can give An excellent list of personality traits, interests, etc. can be
his character a personality and “life” that are unique, rationalized found in the back of the original DUNGEON MASTER® Guide. Working
by his background, consistent, and not based on stereotypes. So from this list, intended to help DM’s create NPCs, players can
how does one become a good role-player? I have a method. Since create excellent personalities. Unfortunately, there is no infor-
it’s not easy to learn “personality,” this method focuses on first get- mation available on how to role-play “compassionate” or “arro-
ting good personalities for the characters that the player can gant,” and some listed traits are far more abstract. There is cer-
become familiar with easily and play easily. Ultimately, players tainly no guide to playing these traits in conjunction with one
learn to role-play better and to create their own “good” characters. another.
Consider the following scene at a campsite on the freezing For example, consider a human priest who is arrogant, com-
tundra. Five characters huddle among ancient ruins: passionate, interested in fine music and food, boastful, and cow-
ardly. How does this character react to being bullied by ogres,
Dwarf: I’m sleeping away from the elf. asked for alms by a beggar, or being sent to a frontier settle-
Priest: I’ll pray before I rest. ment? One of the great challenges for role-players is playing a
Fighter: I’ll polish my sword during watch. character with consistency. With the above example, however,
Mage: I quickly glance over my spell book. even a veteran player may have difficulty making a personality
Halfling: I’m wishing I was back home. gel around those traits.
Many veteran role-players would say the answer lies in the
At one time, the above would have passed for role-playing in character’s background. Unfortunately, this is the second prob-
my campaign. On the surface, the characters’ statements seem lem with random trait personalities — or at least it should be, if
appropriate; each character has reacted to the setting in a man- the background is done right. Background should not only
ner typical to their race or class. The problem for many role-play- explain what a character was doing before becoming an adven-
ers is moving beyond the stage where their characters are the turer or where he’s from, but also why he is who he is. What
sum of race, class, alignment and ability scores. Even some vet- happened to this priest over the course of his life to cause him
eran players who have never adventured in a “role-rich” cam- to be both arrogant and compassionate? Where did he learn to
paign may ask, “What else is there?” appreciate fine music and food? As a coward, what does he
The answer is, personality — above and beyond what can be have to boast about? (In addition, how did he choose his voca-
seen on paper. Paladins should be as diverse a group as teach- tion? What type of social, political, or familial environment did
ers, and halflings should have only as much in he grow up in?) These questions almost seem to
common as do average people in the street. A make the situation more confusing, instead of
race or occupation is but a fragment of offering explanations.

DRAGON #225 37
The solution lies in looking at the the other dwarves be dark and brooding, brother and sister who were nearly oppo-
problem from the opposite perspective. yours could still be David Addison sites based solely on their age and, as a
Instead of starting with traits and build- (Moonlighting), dancing, singing, and result, what each remembered about a
ing a character, start with a character and rhyming his way through life. In fact, past tragedy in their lives.) A good back-
pick out traits. I discovered this method going against the grain adds to a charac- ground not only explains where the char-
by “modeling” my characters on either ter’s background because now, the play- acter is from, but who he is, and why.
real people or “media characters.” I was er has to explain why his character is so Once a complete background that fully
playing in a role-intensive campaign and different. Did he grow in a different racial explains a character’s personality traits is
was called upon to create a character environment? Is he sane? Cursed? The compiled, it becomes much easier to
quickly. Without telling my fellow players possibilities for explanation make the understand the interplay of traits, like
what I was up to, I proceeded to model character all the more interesting. those from the back of the original edi-
my character on a friend. I quickly real- Finally, good models are themselves tion of the DMG. For example, look again
ized how easy the character was to play, well developed personalities. If the at our human priest. Arrogance, compas-
and how detailed, consistent, and “alive” model is one-dimensional or not well sion, interest in fine music and food,
she seemed to be. Because I knew the detailed in its own setting, it will take a boastfulness, and cowardice taken
model so well — her views, hobbies, pho- lot of work and ad-libbing to fill the char- together rather aptly describe Major
bias, and overall personality — the char- acter out. Winchester from M*A*S*H. His upper-class
acter sprang to life within the first few Media models have more obvious background made him arrogant and
minutes of gaming. My character was traits that are interesting to play in a fan- allowed him to be exposed to intellect-
quick tempered — even belligerent — but tasy setting. The trade off, however, is ual discussion, tastes, and interests. His
liked to be needed and could be very that they tend not to be as multi-dimen- conceit often leads to boasting, but he
warm once in a while. She was proud, sional as personal models and can be often backs down from confrontations,
secretive and rather quiet (except at par- more difficult to play with consistency. especially with superiors. On occasion he
ties). She loved cats, books, and beer. Oscar Madison is obviously not too tidy can be quite compassionate, but those
Naturally, I wanted to play more char- and loves having a good time, but what moments are rare. The questions posed
acters with such ease and success. would he do if begged for help by an previously about this character have
Unfortunately, not every person I elderly man or a voluptuous princess? obvious answers now: he might back
knew had a personality compatible with Cookie Monster likes cookies and isn’t down from the ogres (though he thinks
life in a fantasy world, and some of those too bright, but how brave or cowardly they’re inferior) and would likely help the
who did I felt I didn’t know well enough. would he be if facing a dragon? These beggar. He would despise life in a frontier
I started basing character on “media questions must be answered in order for settlement where he has few of his
models” like Indiana Jones, Ross Perot, the character to be multi-dimensional favorite luxuries. By using models, play-
even Cookie Monster. One source I and consistent. ers learn to play characters consistently,
stayed away from was traditional fantasy One means of answering such ques- to gain insight into their characters’ per-
(e.g., J.R.R. Tolkien, Terry Daniels, the tions is within the character’s back- spectives and motivation, and to break
Conan movies). Many of the stereotypes ground. Background is often hailed as down personalities into complex and
I wanted to get away from were based the salvation of stereotypical, one dimen- even contradictory traits. In this way,
on characters from these sources; after sional characters. The reason two dwar- players become better role-players.
all, who more typifies the wise-wizard- ven thieves are not identical (even if they The next step is for players to begin
with-a-beard than Gandalf? are, statistically) is because one was a creating their own characters without los-
A quick word about what makes a prince, a rogue, and a deceiver, exiled for ing too much of the depth and consis-
good model: the primary attribute is dishonoring his father the king. The tency of modeled characters. One way to
familiarity. Cookie monster made a good other was a slave of neighboring fire do this easily is to begin creating charac-
model, but if you’re not very familiar with giants, who escaped through stealth and ters with a single trait as their focus. To
him, he won’t work well for you. dexterity but chose not to return to his some degree, you may find that some
Remember, the purpose of a model is to homeland. These backgrounds, although character depth is temporarily lost, as
help you define the character’s personal- not very detailed, are sufficient to explain more input from the players is required.
ity and play him consistently. The second why the characters chose their class. This is, however, an important transition
important attribute is uniqueness. A What is not addressed, something essen- step in enabling players to create their
grumpy Detective Fish (Barney Miller) tial for all characters (model-based or own characters from scratch.
would be pretty close to the stereotype not), is an explanation for why the char- A priest who sings, a dwarven thief
as a dwarf, so what would be the point of acters are the way they are. Why was the with a drinking problem, or an old fighter
using him as a model? A Norm Peterson prince a rogue? How did he dishonor his suffering from senility would make a
(Cheers) or Popeye would be much more father? How did the former slave acquire good transitional characters. With a
memorable. great dexterity? How did he survive his background to explain the character, he
There is the issue of racial tendencies enslavement? At what age was he cap- is quickly ready for play. The character
to consider, if only to keep the campaign tured? Does he remember a life among will gradually gain secondary traits and
world consistent. Many official source dwarves? What effect has wealth or depth as situations arise that don’t corre-
books describe the races as having poverty had on these characters? As spond directly to the focus trait and
somewhat predetermined characteristics, more traits are revealed and more depth cause other traits to emerge sponta-
whence the stereotypes arise. That is still given to the background, it becomes neously. It is important that the players
no reason why a character could not impossible for two characters to have be on the lookout for these so as to keep
have any personality you choose. Let all identical personalities. (I once played a them consistent. As each trait emerges,

38 JANUARY 1996
the player learns to play it in conjunction and bugbears alike by offering pieces of
with other traits, slowly building toward rice candy (which his grandfather used to Model Suggestions
the “good” character. eat). Growing up with his grandfather (a
Again, there are a few qualities that wise, though slightly senile man) Reuben Fighter (general)
make a good trait. Familiarity is a factor, learned to live life for its wonder and Vampires Lestat and Louis (Anne
but players can’t choose traits they’re excitement — Gramps always encour- Rice), X-Men Beast and Wolverine,
unfamiliar with in real life, so it’s a moot aged him to try everything at least once. Archie Bunker, Ross Perot, Cookie
point. Instead, the two truly important Reuben’s favorite items are a kaleido- Monster, Reverend Jim (Taxi), Norm
factors are breadth and weakness. Broad scope, mechanical toy bear, and his eyes (Cheers), Kane (Kung-fu), Barney Fife
traits are ones that are applicable or visi- of minute seeing. Because of his fascina- and Otis Campbell (Andy Griffith Show),
ble often. Foolhardiness, arrogance, and tion with new things, he is often fearless Jethro (Beverly Hillbillies), Elmo (Sesame
paranoia are traits that can be applied to (or senseless) in battle — fortunately he’s Street), Dirty Harry, Tom (Legend)
many situations, unlike thriftiness or fear good with the broadsword. He’s actually
of water. Using a broad trait prevents the rather bright (and stemming from his Thieves/Assassins
need for many secondary traits to cover love of games and puzzles an excellent James Bond, Han Solo, Rick
situations not applicable to the focus problem-solver), but he usually comes (Casablanca), Bart Simpson, Rambo,
trait, and yet will still allow some sec- across to strangers as rather dim. Carla (Cheers), Captain Ron, the Fairies
ondary traits to develop. (I’ve yet to find One way of telling whether a charac- (Willow), Fletch, Sinbad the Sailor, the
a trait so broad that it covers every pos- ter qualifies as “good” is to try describing Marx Brothers, John Lovitz's liar char-
sible situation and prevents secondary him either to someone else, or on paper. acter (Saturday Night Live)
traits from surfacing.) If you find that you can go on and on,
The most important quality the focus honestly describing the character’s Paladins
trait should have is that it should be a behavior and background, odds are The Lone Ranger, Batman, Luke
weakness. How hard is it to role-play you’ve got a “good” character. Sometimes Skywalker, Felix Unger (The Odd
smart, funny, brave, or outgoing? Every- it’s a good idea to do this — especially Couple), Popey, Sheriff Andy
one has a weakness; so should all char- with the DM — to ensure that your char- Taylor/Griffith, Zorro, Lancelot and
acters. Role-playing a character as child- acter is consistent with your characteriza- Bedivere (Monty Python's Holy Grail),
like, obnoxious, foolhardy, or lecherous tion. Reuben’s personality has occasion- Spartacus, Judge Harry Stone (Night
makes him more interesting and offers a ally become dominated by his childlike Court), Fish and Dietrich (Barney Miller)
greater challenge to players. This chal- quality; but by continual review, by and
lenge is what gets the creativity flowing with other players, he never gets to drift Priests
and helps the player in the next and final too far. Gandhi, Mr. Spock and Dr. McCoy,
stage. Obviously, the process of creating a Ronald Regan, Father Mulcahey, Dr.
The “good” character is defined as one good character takes time. For DM’s cre- Winchester and Hawkeye (M*A*S*H),
whose behavior is consistent but flexible ating NPCs, then, it becomes prohibitive Oprah Winfrey, Rush Limbaugh, tele-
enough to vary from situation to situa- for all but the most important or fre- vangelists
tion. A “good” character should be awash quently met ones. The model or one-trait
in details such as habits, hobbies, methods, however, are lifesavers for Wizards
accents, phobias, mannerisms, and DMs. A list of models and traits can be Any Dr. Who, Sherlock Holmes,
numerous other idiosyncrasies; all con- made ahead of time on 3 x 5 cards and George Will, the genie (Aladdin), Cliff
sistent with the character’s overall per- assigned to shopkeepers, palace guards, Clavin (Cheers), Grannie (Beverly
sonality and background. For example, and the like as necessary. (I prioritize my Hillbillies), Ged (Ursula K. Le Guin), Prof.
Griffo, a halfling priest, never does any- list by familiarity, so more influential Xavier (X-Men)
thing to excess except collect maps. His NPCs get good models, moderately
father was a diplomat in an era when the important ones get a trait or mediocre Bards
halflings had a weak militia, so he model, and average NPCs have ordinary Bugs Bunny, Bob Dylan, Keith
stressed peaceful resolution to problems traits). Richards, Mork, Bob Hope (The Road
both at home and at court. For Griffo, the The limited roles of many NPCs allow movies), Dan Fielding (Night Court),
eldest son, he brought maps from all the DM to use models that could never David Addison (Moonlighting), Dami-
over the known world. His frequent be useful for PCs. The local judge, town ano (R. A. MacAvoy)
absences, however, forced Griffo to fre- drunk, and landlord can use up all the
quently assume charge of the family and good ideas that couldn’t be filled out
be very protective of those he cares enough to create PCs.
about. Nowadays, that protectiveness is Unfortunately, a player creating a new acter might have, as well as what type of
especially shown toward the weaker character under this system can be a magical items they might be most likely
members of the party. He is generally problem for the DM. For example, new to use.
good-natured and open-minded, except characters starting in my campaign are This sounds awfully generous of me
when it comes to the rake, Valerius, who allowed to start with experience points but I use it to encourage role-playing. By
once tormented several of Griffo’s com- equal to the lowest of any existing char- giving a mischievous mage a wand of
panions. acter. (Those most recently created are wonder, Reuben his eyes of minute seeing
Reuben, a human fighter acquainted around 7th level). As a DM then, I’ve and a priestess of Horus a gem of retalia-
with Griffo, is much more child-like. He allowed players to have a lot of input tion, I allow the character to come into
opens every encounter with barmaids into what non-magical items their char- existence in my campaign with evidence

DRAGON #225 39
of the personality they’ve supposedly to their characters should be viewed as a choosing to ignore the rumors about the
already developed. sign of interest and creativity on their dragon and its hoard in favor of the
This has worked well, but an unex- part. Usually reminding players that rumors of pixies with a large vat of dan-
pected side-effect has been players’ ideas they’ll be expected to play the character delion wine. You may find you have to
about their characters. We have dealt better as a result of a DM’s flexibility and disguise your adventures if you’re a DM
with balance-threatening ideas on modi- that experience will be awarded accord- who likes to “lead” your party down par-
fication of ability scores, unusual race or ingly is enough to prevent any problem. ticular paths. In the end, the players’
class combinations, and more minor In a similar fashion, once players have involvement is a blessing because it
ones. The only guidelines I’ve followed in interesting characters, they may begin to takes some of the creative weight off the
dealing with such cases are that they are want to alter the campaign world—or at DM and tells the DM what kind of envi-
acceptable only if they add to the char- the very least, ask questions the DM is ronments and adventures the players are
acter’s personality and the character not prepared for. For example, when interested in.
does not benefit “statistically” any more characters enter a city, they usually look Ultimately, this system has the poten-
than he would have with the unmodified for inns, weaponsmiths, taverns, gem tial to revolutionize a campaign. Players
scores, or different race, etc. cutters, and the like. In my cities, how- who longed only to slay and spend may
For example, the Cookie Monster char- ever, I have to be prepared to answer turn their swords into plow shares. Players
acter originally had S 16; D 10; C 16 I 13; queries about cartographers, frogs, deep- who couldn’t role-play previously certain-
W 9; Ch 7. The player and I agreed to fried camel-steaks, and “people who ly would not have enjoyed it, but by learn-
lower Cookie’s Intelligence to 6 and smell odd,” to name a few. These are ing to take on roles (whether from models,
increase Strength and Constitution by one examples of the characters fitting into traits, or their own imaginations) may find
point each. The ability scores matched the their worlds and your world, and should the game considerably more fun.
personality and the character did not ben- be seen as very positive signs. Likewise, they will have benefitted both by
efit (losing seven points and gaining only It’s a two-way street; you can include learning to create more interesting char-
two). Likewise, all drow characters in my a bard playing, “As Time Goes By” to see acters and also from learning to portray
campaign are created with the under- how the character based on Rick Blaine those characters better.
standing that they will not have any (Casablanca) reacts. He may become
innate spell abilities. Usually the character enraged and chase after the bard, start-
is half-drow; this also explains their exis- ing a whole new adventure for the party. David Clarke is a high school history
tence out of the Underdark. In this manner, the party may choose teacher who lives in Wisconsin. This is his first
Players’ suggestions for modifications adventures you hadn’t intended, such as sale to DRAGON® Magazine.

40 JANUARY 1996
by Scott Douglas

anaging something like the minimums and maximums must be Monster Mythology. The official references

M LIVING CITY™ campaign is a lot


like juggling chainsaws; it pro-
vides both great entertainment and great
obeyed, as per the Player’s Handbook, but
no ability score may be lower than 6 or
higher than 18. No racial or age adjust-
for specialty priests abilities are the
Monster Mythology text and FORGOTTEN
REALMS Adventures (soon to be rendered
risks. Running the LIVING CITY campaign is ments apply to this system of character- obsolete by the new Faiths and Avatars
not so different from running a home istic point assignment. Characters do, tome).
game; unlike a home campaign, how- however, acquire a characteristic point or All player characters choose weapon
ever, I don’t get to see all the participants two to add as they attain a new level. and non-weapon proficiencies as
each week. For this reason, regulating As in most campaigns, characters described in the Player’s Handbook, how-
character generation is the key to insur- begin at 1st level. Player characters then ever, PC fighters are limited to a single
ing game balance. have opportunities to accumulate experi- weapon specialization. Ambidexterity,
RAVENS BLUFF™, the LIVING CITY is an ence and wealth by adventuring in two-handed weapon styles, broad
organic campaign, a setting entirely writ- Network-sanctioned LIVING CITY tourna- weapon groups, and multiple weapon
ten, operated, and managed by Network ments across North America and Hawaii. specialization have been found over-
members. It was originally introduced in (How about Europe? Stay tuned to this balancing in the LIVING CITY campaign.
1987, and under the guidance of Network column for more information.) Balance is the key to any successful
members like Jim Ward, Jean Rabe, Skip To help keep the game’s focus posi- campaign, and this is particularly true in
Williams, Kevin Melka, and Harold tive, characters are limited to good or the Living City, where it is impossible for
Johnson, this small FORGOTTEN REALMS® vil- neutral alignments (however, chaotic one DM to know everything about every
lage on the shores of the Dragon Reach neutral is not allowed). Characters may character. Since all tournament adven-
has grown to almost 5,000 inhabitants be of human, elven, half-eleven, dwar- tures and published encounters are writ-
(all player characters created by Network ven, gnomish, or halfling racial stock. ten by Network judges and players, The
members). At many conventions each Duergar, svirvneblin, drow, and wild Network’s tournament coordinator must
year, the city grows and changes, as new elves are not permitted. take care to see that the combat encoun-
characters are created and as members Starting characters get maximum hit ters are adaptable to a well balanced
write scenarios for the setting, literally points for first and second levels, half party, a party of six 7th-level fighters, or
writing the city’s history. maximum thereafter. In addition, charac- a party of 1st-level bards. Sound difficult?
Creating a distinctive player character ters begin with maximum gold pieces for It seems so, but Network authors work
in the LIVING CITY isn’t difficult, though their class, and may choose one of a list very hard to include a variety of
LIVING CITY house rules tend to limit the of select magical items, plus one of a encounter types, while writing scaled
power of beginning characters. Those select list of potions. Player characters combat encounters, so that both high-
rules also limit the number of source- may choose from a wide variety of listed and low-level parties face appropriate
books available to players and judges. kits (sorry, no dwarven battleragers or opponents. The tournament coordinator
These established house rules allow over elven bladesingers allowed). With certain just does a bit more tweaking, to make
4,000 players to make their characters restrictions, multi-class and dual-class sure magic items and experience awards
unique, while assuring over 1,000 judges characters are allowed. are also appropriate to the risk taken.
that the campaign is well-balanced. Mages and bards can choose their Participating in the LIVING CITY is just
The LIVING CITY was created before the spells from the Player’s Handbook, Tome of one of many benefits offered to Network
AD&D® game’s switch to 2nd Edition; as Magic, or F ORGOTTEN R EALMS Adventures. members. In areas where gaming enthu-
a result, the Comeliness characteristic They may gain spells for their book as siasts are sparsely distributed, and where
was originally included, and has been they gain levels, by finding them during they are thickly bunched, the RPGA
held over as a house rule. Initially, player adventures, or by trading with other Network puts garners together through
characters have 84 points to assign spellcasters they meet. tournaments and conventions across the
among the seven characteristics. Priests may choose non-evil deities country and around the world.
Fighter’s bonuses for strength are gained from the FORGOTTEN REALMS 2nd Edition
only by spending one point for each 10 boxed set, or from the dwarven, elven, Scott Douglas is the RPGA Network
percent of exceptional strength. Class gnomish, or halfling pantheons listed in coordinator.

42 JANUARY 1996
44 January 1996
he AD&D® 2nd Edition game pre- The first modifier is based upon the bowyer/ fletcher nonweapon proficiency.
sents extensive game rules for the proficiency’s relevant ability (RA) score. At this point, however, the fighter cannot
inclusion of nonweapon proficiencies While this system deemphasizes the apply the experience modifier to his
(NWPs). These rules are further expanded dependence of proficiencies on ability bowyer/ fletcher ability, as this is a newly
through the PHBR series. Indeed, to use scores, it still stands to reason that char- acquired skill he has yet to excercise.
these expanded rules almost requires the acters with exceptional abilities should Later experience modifiers may be
use of NWPs. receive higher (or lower, as the case may applied upon gaining subsequent levels.
If you don’t go for the PLAYER’S OPTION™: be) chances of using a specific skill. To
Skills and Powers book approach to NWPs, determine these modifiers refer to the NWP Specialization
you may notice that one problem with following table. Like warriors with their favorite
the NWP system as it now stands is that weapons, characters may choose to con-
it greatly overemphasizes ability scores. Relevant Ability Modifiers centrate their studies in a specific area
The Player’s Handbook cautions that daz- RA Modifier and increase their skills in that field.
zling ability scores are not necessary for 18 +3 Unlike weapon specialization, however,
playable characters, yet below-average 16-17 +2 any character may specialize in any non-
ability scores make many NWP choices 13-15 +1 weapon proficiency, regardless of their
undesirable. 9-12 0 class. This assumes, of course, characters
Consider the thief or fighter. Neither 6-8 -1 pay their initial penalty slot for NWPs
class requires high Wisdom scores. 4-5 -2 outside their proficiency group. Note also
Consequently the thief, after pulling off a 3 -3 that characters may choose to specialize
flawless heist, is unable to make a fast in more than one proficiency, and may
getaway, as riding is a Wisdom-based The second modifier that may be used specialize more than once in the same
ability. Or, more discouragingly, a dwar- to adjust a character’s BP score is the proficiency.
ven fighter is unable to operate a mining check modifier listed for each proficiency To specialize, a character need only to
operation, as it, too, is Wisdom-based (PHB Table 37). If the DM chooses to use “buy” the proficiency a second time. An
(not to mention at a -3 penalty!). this modifier, it represents the intrinsic NWP normally costing two proficiency
The following system allows all char- difficulty or simplicity of a skill or profi- slots costs another two proficiency slots
acters to choose proficiencies of their lik- ciency. For example, mining is always a to specialize. Note that if characters
ing, while still rewarding (or penalizing) tricky proposition, hence the -3 penalty. choose to specialize in a proficiency out-
those characters with exceptional rele- Reading and writing, on the other hand, side of their Proficiency Group, they need
vant ability scores. is a fairly simple task once the skill is not pay the penalty slot again. Once a
acquired and therefore bears a +1 bonus. character has learned the fundamentals
Acquisition The last modifier is the experience of a proficiency, he may always work to
Characters begin adventuring with the modifier. This reflects the progression of refine those skills without penalty.
standard number of proficiencies. This a character’s skill as he learns the tricks Specializing in a proficiency increases
number is determined as per Table 34 in of the trade. For PCs, this amounts to that skill’s base proficiency score. The
the Player’s Handbook. This may be receiving a single +1 bonus that may be first specialization increases the BP score
increased (at the DM’s option) by the applied to any one proficiency each time to 13, which then may be modified as
amount in the “# of Languages” column a character gains an experience level. For detailed above. Should the DM allow it,
of the Intelligence Table (PHB Table 4). example, after going through three lev- characters may opt to continue to spe-
Any proficiency may be chosen, but if it els, that dwarven fighter (who runs a cialize. A second specialization would fur-
is outside of a character’s normal mine in the adventuring off-season) ther raise that BP score to 15. Subsequent
Proficiency Group (Table 38), a penalty would be able to run his mining check specializations would only result in an
must be paid equal to one proficiency with no penalty due to his experience. increase of one to the BP score, making
slot. Furthermore, if players wish, their The player must choose which profi- such endeavors impractical in most
characters may choose to specialize in a ciency will be modified upon gaining the cases. (See “Extended Specialization”
proficiency (see below). new level. Unlike proficiency slots, expe- below.)
rience modifiers may not be saved from
Base Proficiency Scores level to level. If they are not used, they Example
The greatest departure this optional are lost. Keloran the fighter has an Intelligence
system takes from the standard rules lies The player may select any of the char- score of 14 and a Wisdom score of 10.
in its adoption of Base Proficiency (BP) acter’s proficiencies, though ideally it Keloran chooses to start out his adven-
scores. Normally, a character’s base should be a proficiency which was turing career with the leatherworking
chance to successfully employ a non- actively used at some time while earning and fire-building proficiencies. Though
weapon proficiency equals his score in the new level. The only restriction on this unusual for a man of his trade, he also
that proficiency’s relevant ability. This choice is that a newly acquired proficien- chooses the healing proficiency.
number may then be modified by other cy cannot be chosen. For example, upon Keloran starts with three NWP slots as
factors. gaining third level, a fighter gains both a is customary for warriors. To this he may
Under this optional system, all NWPs weapon and nonweapon proficiency in add four slots because of his high
begin with a base proficiency score of 10. addition to a +1 experience modifier. Intelligence (PHB, Table 4). One of these
A PC’s final BP score can then be deter- Desiring to gain some long-range attack- slots he spends on fire-building; another
mined by applying any of the following ing ability, he chooses a short bow for his he spends on the leatherworking profi-
modifiers. new weapon proficiency, and the ciency.

DRAGON #225 45
To acquire the healing proficiency,
Keloran must first expend his penalty slot Proficiency # Slots Relevant Check Default Group Source
for choosing outside of his proficiency ability Mod Prof.
group. Next, he must purchase the profi-
Acting 1 Cha -1 (B) 3
ciency itself (at a cost of two proficiency Agriculture 1 Int 0 All 1
slots). This leaves two slots. Keloran Alertness 1 Wis +l No All 2, 4
chooses to specialize in healing, so he Anatomy 1 Int 0 No M 1
expends his last two proficiency slots to Animal handling 1 Wis -1 All 1
acquire this specialization. Animal lore 1 Int 0 M 1
Animal noise 1 Wis -1 W, R 2
Note that if Keloran had chosen not to Animal training 1 Wis 0 All 1, 4
specialize in healing, but instead wanted Appraising 1 Int 0 R 1
the herbalism proficiency, he could not Armorer 2 Int -2 W 1
have taken it at this time. For the herbal- Artistic ability 1 Wis 0 All 1
Astrology 2 Int 0 No W,P 1
ism proficiency, he would have needed Begging 1 Cha Var. No R 2
three proficiency slots (one penalty and Blacksmithing 1 Str 0 All 1
two for the cost of the proficiency). Blind-fighting 2 No W, R 1
Keloran could have saved his two Boating 1 Wis +l All 2, 4
Bowye/fletcher 1 Dex -1 W 1
slots and taken herbalism when he Brewing 1 Int 0 All 1
reached third level, where he gains Bureaucracy 2 Int 0 P,R 5
another NWP slot. Instead, he chose to Camouflage 1 Wis 0 W, R 4
stick with his specialization. Carpentry 1 Str 0 All 1
Now let’s take a look at Keloran’s pre- Cartography 1 Int -2 All 1
Chanting 1 Cha +2 No W,P 3
sent skills. He has a leatherworking BP Charioteering 1 Dex +2 W,R 1
score of 10. There is no check modifier Cheesemaking 1 Int 0 All 8
for this skill, though Keloran does gain a Cobbling 1 Dex 0 All 1
relevant ability bonus. Leatherworking Cooking 1 Int 0 All 1
Craft instrument 2 Dex -2 No (B) 3
uses Intelligence as its relevant ability, Crowd-working 1 Cha 0 No 1
(B)
and Keloran’s ability score of 14 entitles Dancing 1 Dex 0 All 1
him to a +1 bonus. Danger sense 2 Wis +1 No All 8
His fire-building proficiency also starts Diagnostics 1 Wis -1 No P 5
with a BP score of 10. The check modifi- Direction sense 1 Wis +1 All 1
Disguise 1 Cha -1 R 1
er is -1. The relevant ability for this profi- Distance sense 1 Wis 0 All 4
ciency is Wisdom; Keloran’s average Drinking 1 Con 0 No All 8
score in this ability entitles him to no Endurance 2 Con 0 No W, R 1
bonus. Engineering 2 Int -3 No M, P, R 1
Etiquette 1 Cha 0 All 1
For healing, Keloran has an initial BP Fast-talking 1 Cha Var. No R 2
score of 13 due to his specialization. Fighting (close) 2 Dex 0 No W, R 8
Because of the difficult nature of the Fighting (natural) 2 Str +l No W 8
work, however, he must take a penalty Fighting (wild) 2 Con 0 No W 8
(check modifier of -2). Again, his subject Fire building 1 Wis -1 All 1
Fishing 1 Wis -1 All 1
ability score for this proficiency (Wisdom) Foraging 1 Int -2 W 4
is average, so there is no modifier for Forgery 1 Dex -1 R 1
that. Gaming 1 Cha 0 W, R 1
This leaves Keloran the first-level Gem Cutting 2 Dex -2 No M, R, Psi 1
Healing 2 Wis -2 No P 1
fighter with three proficiency ratings: Heraldry 1 Int 0 All 1
leatherworking (11), fire-building (9), and Herbalism 2 lnt -2 M, P 1, 2
healing (11). Upon gaining second level, Hiding 2 Int -1 No All 8
Keloran must choose which proficiency History (ancient) 1 Int -1 No M, P 1
receives the +1 experience bonus. History (local) 1 Cha 0 M, P, R 1
Hunting 1 Wis -1 (+2*) W, R 1
Hypnosis 1 Cha -2 No Psi 6
Proficiencies in Role-playing Information gathering 1 Int Var. No R 2
Listed below are several modifications Intimidation 1 Str/Cha Var. No W, R 2
to the proficiency system. Pick and Jousting 1 Dex +2 No W 5
Juggling 1 Dex -1 R 1
choose from them as you see fit. Some, Jumping 1 Str 0 1
W, R
all, or none may be appropriate for your Languages (ancient) 1 Int 0 M, P 1, 9
campaign. Languages (modern) 1 Int 0 All 1, 9
Law 1 Wis 0 W, P 5
Reading/Writing Leatherworking 1 Int 0 All 1
Locksmithing 1 Dex 0 R 2
A character’s reading ability can be Looting 1 Dex 0 R 2
classified in three categories: illiterate, Mining 2 Wis +l No All 1
lettered, and literate. Written communi- Mountaineering 1 No W, R 1
cations among illiterate characters is lim- Musical instrument 1 Dex -1 P, R, Psi 1
ited to drawings and simple symbolism.

46 JANUARY 1996
“Lettered” characters are able to read and
Proficiency # Slots Relevant Check Default Group Source write in known languages with a suc-
ability Mod Prof. cessful proficiency check. Literate charac-
Navigation 1 Int -2 All 1, 2 ters are fully able to read and write in a
Netherworld knowledge 1 Wis -3 M, P 7 specified language; no proficiency check
Observation 1 Int -1 No All 2 is required. To be “lettered,” a character
Oratory 1 Cha 0 W, P 5 need expend only one proficiency slot.
Persuasion 1 Cha 0 No All 4
Poetry 1 Int -2 (B) 3, 5 Thereafter, the character has a rudimen-
Pottery 1 Dex -2 All tary knowledge of writing in every lan-
Reading lips 2 Int -2 No R 1 guage he currently knows, or later learns.
Reading/writing 1 Int +l All 1, 9 To become literate, the character must
Religion 1 Wis 0 M, P, Psi expend an additional proficiency slot for
Riding (airborne) 2 Wis -1 All
Riding (land-based) 1 Wis +3 All each language desired.
Riding (sea-based) 2 Dex -2 All 4
Rope use 1 Dex 0 W, R Languages, Modern
Running 1 Con -4 W, R 1 Similar to reading ability, a character’s
Seamanship 1 Dex +1 All
Set snares 1 Dex -1 W, R 1 grasp of a modern language can be clas-
Signalling 1 Int -2 W 4 sified into three categories: acquired, flu-
Singing 1 Cha 0 All 1 ent, or native. A character may generally
Spellcraft 1 Int -2 M, P have “native” ability in only one language
Spelunking 1 Int -2 W, R 4 at a time. (The DM may grant exceptions.)
Spirit lore 2 Cha -4 No M, P 7
Stonemasonry 1 Str -2 All With native ability, not only is the charac-
Survival 2 Int 0 No W 1, (4) ter fluent in that language, but her inter-
Swimming 1 Str 0 All nal thought processes take place in that
Tailoring 1 Dex -1 All 1 language as well. A character’s native lan-
Tightrope walking 1 Dex 0 R
Tracking 2 Wis -5 (0*) No W, R 1 guage comes at no cost in proficiency
Trailing 1 Dex Var. R 2 slots. Additional languages cost the nor-
Trail Signs 1 Int -3 (0*) W 4 mal price (one proficiency slot per lan-
Turnbling 1 Dex -4 (-1*) R 1 guage) for “acquired” ability. To be fluent
Venom handling 1 Wis -2 R 7 in a given language, the character needs
Ventriloquism 1 Int -2 R
Veterinary healing 1 Wis -3 P 4 to specialize in that language at the cost
Voice mimicry 2 Cha Var. No W, R 2 of one additional proficiency slot per lan-
Weaponsmithing 3 Int -3 No W 1 guage. To adopt another language at a
Weaponsmithing (crude) 1 Wis -3 W 4 “native” level, several criteria might first
Weather sense 1 Wis -1 No All
Weaving 1 Int -1 All be required. For example, a fluent charac-
Whistling/humming 1 Dex +2 All 3 ter must specialize a second time in that
Winemaking 1 Int 0 - All 8 language (spend an additional proficiency
slot), speak only his “new” native lan-
Notes: guage for a period of two months, and
Check Modifier: have no exposure to his original native
* Modifier applicable only to Rangers
language for that period.
Var. See proficiency description for specific modifiers
Modern language proficiency checks
Default Proficiency: are normally made only in two instances.
May be treated as a default proficiency The first is when a character tries to pass
No May not be treated as a default proficiency herself off as a native speaker. If the lis-
tener is a native speaker, this check is
Group: made at a -12 penalty. A fluent listener is
W = Warriors M = Mages/Wizards at a -6 penalty, and an acquired listener
P = Priests R= Rogues is at -3. Characters fluent in the language
Psi = Psionicists (B) = Bards they are trying to pass themselves off in
receive at +3 bonus to this check. The
Sources:
1. Player’s Handbook second instance in which a proficiency
2. The Complete Thief’s Handbook check may be required is when two char-
3. The Complete Bard’s Handbook acters are trying to communicate in an
4. The Complete Ranger’s Handbook acquired language.
5. The Complete Paladin’s Handbook Normally this would be no problem,
6. The Complete Psionicist’s Handbook but under stressful conditions (e.g., com-
7. The Complete Book of Necromancers bat, storms, high winds, etc.) the DM may
8. The Complete Book of Humanoids require a successful proficiency check on
9. Article Notes the part of the speaker, the listener, or
both. Otherwise some form of miscom-
munication results. Note that if at least
one of the characters has a fluent or

DRAGON #225 47
greater understanding of the language, them an unfair advantage over NPC arti-
no check is required. sans and laborers. Keep in mind, how-
ever, that PCs have been required to
Languages, Ancient expend a great deal of time and energy
In most cases, knowledge of ancient in learning their trades. NPCs will have
languages is focused on written commu- done the same. While player characters
nication. Therefore, before learning an were learning how to wield swords, dag-
ancient language, a character must first gers, and staves, NPCs were learning
be “lettered” (q.v.). Specializing in an how to brew exquisite ale, navigate
ancient language may give a character rapids, or construct castles. To simulate
bonuses to his proficiency checks at the this, it is appropriate to allow NPCs extra
DM’s discretion. proficiency slots. A good rule of thumb is:
the number of NWP slots equals
Extended Specialization Intelligence divided by two (rounded
If allowed by the DM, a character may down).
specialize more than once in a proficien-
cy by expending additional proficiency One Final Word
slots. While the game mechanic benefits The use of nonweapon proficiencies
may not appear to justify such a “waste” allows players to individualize their char-
of proficiency slots, one must first consid- acters. Some have argued that NWPs
er the gaming effects of extended spe- give player characters an unfair advan-
cialization. Each level of specialization tage. It is all a question of game balance.
increases a proficient character’s depth Admittedly, the above rules give charac-
of knowledge and understanding. A first ters the chance to become extremely tal-
specialization would simply make the ented in specified fields. Over-specialized
character a “specialist.” A second special- characters will soon learn the error of
ization would yield an “expert,” a third their ways, however, when they sudden-
would yield a “master,” etc. This could ly realize they don’t know how to swim
affect game play in several ways depend- across that river, when they can’t read
ing upon the DM’s wishes. the notices posted outside the inn, or
Certain guilds and organizations with- when they keep stepping on that
in a campaign, for example, may be duchess’s toes at the King’s Royal Ball.
open only to characters of “master” profi- Finally, Dungeon Masters must ensure
ciency or above. that nonweapon proficiencies aren’t
For exceptionally difficult or unusual being abused. Certainly a bowyer can
tasks, the DM may require a minimum make a bow, but not while racing
level of specialization to even make the through a forest on the way to warn a
attempt. (For example, the DM may small town under threat of imminent
require that in order to create a particular invasion. When designing adventures,
magical instrument, a master craftsman DM’s should keep the challenges varied.
must first fashion the instrument.) A char- Give the characters opportunities to track
acter with a high level of specialization fleeing criminals, scale rocky bluffs, and
may be renowned for his skills and decipher ancient runes.
eagerly sought after for either instruction Remember that the nonweapon profi-
or employment. Keep in mind that spe- ciency system is a tool. Don’t use it to
cialists in proficiencies costing two slots penalize players If a player comes up
would be much more rare (due to the with a unique solution to a problem,
higher “cost”) and hence would be much don’t disallow it because he doesn’t have
more sought after. a particular proficiency. On the other
hand, if a character’s NWP enhances the
“Innate” Proficiencies effectiveness of an action, let the players
Innate proficiencies are those profi- know it. It will give them a greater sense
ciencies which list no relevant ability. of accomplishment as well as make for
Normally, characters may not specialize more memorable gaming.
in these proficiencies. If the DM so
desires, he may allow specialization
determining game effects on a case by
case basis.
Clayton Beal is a drill instructor for the
NPC Proficiencies United States Coast Guard. He lives in Cape
Allowing PCs unrestricted specializa- May, New Jersey. This is his first sale to
tion in proficiencies may appear to give D R A G O N ® Magazine.

48 JANUARY 1996
ew would deny that Mordenkainen
Three Hellfurnaces, in the blasted lands once

F and those who made up the Circle of


Eight are the most famous of Oerth’s
wizards, for the spells bearing their Greyhawk
called the Suel Empire. In fact, Vecna’s
penchant for brutality and his obsession
for world domination practically brands

Grimoires
names appear in numerous AD&D® rule- him as Suloise — after all, the ancient Suel
books and accessories. Curiously, the people were (and still are, in some places)
magic of three of Oerth’s most notorious, noted for their cruelty and policy of con-
if not equally famous wizards have been quest. Then, of course, there is Vecna’s
overlooked. I refer to Vecna, Iggwilv, and by Robert S. Mullin unequalled skill in magic, leading those
Acererak. same studious observers to believe he
illustrated by Amy Lusebrink may have once been a Mage of Power,
Vecna, of course, is famous for the
pair of artifacts that bear his name, and are placed along the edges between the one of the legendary Suloise wizards
not many years ago, he was featured in spine and covers, giving the impression responsible for the Invoked Devastation.
the adventure Vecna Lives! Iggwilv is of hinges, though the actual hinges are All of this is conjecture, of course, but it is
known from The Lost Caverns of Tsojcanth cleverly hidden within the joint-bones not beyond reason.
and Isle of the Ape adventures, and com- themselves. There is no clasp or lock of Nonetheless, some of that speculation
ments about her are also made in the the usual sort, rather; a small, intact is based on information regarding
Greyhawk accessory Iuz the Evil. Finally, skeletal hand is attached to either cover, Vecna’s Ineffuble Variorum. Some 400
Acererak is given brief mention in the the fingers interlocking when the book is years ago, a band of adventures sold an
description of the Vast Swamp in both closed. A command word causes the ancient Suel text to a book dealer in
the original WORLD OF GREYHAWK® boxed hands to clench, holding the book Niole Dra, claiming to have recovered it
set as well as the more recent From the from a ruined city in the Sea
closed against all magic short of a lim- of Dust.
Ashes boxed set. Still, he is more widely ited wish. A second command word
remembered from the classic adventure releases the skeletal grip.
Tomb of Horrors. The pages of the
This article describes a trio of spell sewn together and attached
tomes detailing the spells devised by to the spine via braided hair.
these nefarious wizards. Note, however, Each page is a sheet of
that the historical accounts of these spell parchment made from
books have been greatly influenced by the flesh of a different
the background material contained in species of creature.
the accessories and adventures men-
tioned above (et al.), so interested parties History
are encouraged to refer to those works to Though no one
see the correlation. Readers are warned, has ever been
however, that the contents of these odi- able to say for
ous texts are not for the weak or foolish, certain, many
and only those who possess surpassing sages believe
ingenuity and a great measure of luck Vecna’s ori-
should have any chance of obtaining gins lie far
even one of them. to the
west,
across
Vecna’s Ineffable Variorum the
Appearance
This tome measures 2’ long, 18” wide,
and 4” thick. The covers and spine are
constructed of bones and bone frag-
ments from numerous creatures, which
are magically fused to form solid sur-
faces. Jointed bones of unknown origin

DRAGON #225 49
The tome, though untitled, contained the in fulfilling his ends. Whatever the case, death or undeath. Despite this knowl-
dates of a great many events and hap- Vecna’s Ineffable Variorum has yet to sur- edge, it would be almost impossible for a
penings, the most recent of which pre- face, and undoubtedly it is better this living wizard to complete it, for it requires
ceded the Invoked Devastation by nearly way. a lich’s mind to fully comprehend the
200 years. What makes this book so rel- conceptual aspects of the spell and thus
evant, however, is that it describes what Contents the proper insight to conduct the
many scholars regard as the finest and The actual contents of Vecna’s research necessary to finish it.
most accurate description of Vecna’s Variorum are a matter of conjecture, for
Ineffable Variorum. This fact alone places there are few records concerning it, and
the Variorum and, by extension, Vecna what does exist is vague and often con- Depth Perception
himself in the Suel lands prior to the tradicts other sources regarding its con- (Illusion/Phantasm)
Empire’s demise. tents. Some details are common to most Level: 3
The Variorum has managed to evade of these sources, however. One, of Range: 0
inclusion in most historical records of the course, is the books appearance. The Components: V, S, M
current millennium, for even vague rest are as follows: Duration: 1 hour +1 turn/level
reports of its whereabouts are few and All writing is in a symmetrical yet Casting Time: 1 round
far between. So far, only a mere handful assertive style, with a distinctive slanting Area of Effect: Special
have been confirmed. Even Uhas of of the words to the left side. The ink is Saving Throw: None
Neheli’s famed Chronicle of Secret Times, actually blood and has maintained its
which places Vecna in the Sheldomar original red coloration throughout the This spell allows a caster who does
Valley when the Kingdom of Keoland centuries, somehow resisting the change not possess normal depth perception to
was still very young, makes no mention to brown. Furthermore, the blood-ink view his surroundings as if his vision
of the Variorum, thus implying that the appears to be wet, though it is not. included such a function. (The reasons
tome may have been destroyed along Obviously, a minor enchantment of some for such a deficiency may vary, but
with the Suel Empire. kind maintains the integrity of the blood- almost always involves vision in only
Perhaps the most conclusive record ink, keeping it dark and seemingly fresh. one eye.) When cast, the spell creates a
that the Variorum survived the Invoked Vecna’s Ineffable Variorum contains a complex illusion that effectively “doubles”
Devastation can be found in the journals generous selection of wizard spells, but all the caster sees, providing him with
of Eldarath Allythyr, a drow wizard from while most of them are commonly used three-dimensional vision instead of the
the drow capital city Erelhei-Cinclu. by modern wizards, a few (the unique depthless surface of his usual vision. As
These journals relate the tale of how ones detailed below) have been out of the caster directs his visual interests, the
Eldarath came into possession of “a mainstream circulation for hundreds of illusion moves to double the scenery,
strange tome of flesh and bones,” and his years, and this alone is a testament to never becoming blurred or wavering
use of a spell that “repels enemies in a the tome’s value. The spells contained in enough for the caster to notice. While in
wave of force and fire.” The journals the Variorum appear in the following effect, the spell negates any penalties the
were captured in CY 517, when Eldarath order: chill touch, detect magic, identify, caster usually suffers due to a lack of
fell in the Stark Mounds to a circle of wiz- magic missile, read magic; knock, spectral depth perception (e.g., penalties to
ards from Geoff’s Society of the hand, wizard lock; depth perception*, dispel attacks, targeting, judging distance,
Magivestre, but when his body was magic, fireball, hold undead, lightning bolt, catching thrown objects, etc.).
searched, the Variorum was not among phantom steed, wraithform; contagion, This spell does not convey peripheral
his possessions. It is difficult to authenti- enervation, polymorph other, polymorph vision to the caster. If the caster has the
cate this particular record, however, for self cloudkill, telekinesis, Vecna’s conflagra- use of only one eye, the spell does not
comparative drow works are often as tion*, wall of force; chain lightning, death give sight to the blind or missing eye.
hard to come by as pre-Devastation Suel spell, globe of invulnerability, muss sugges- Thus, peripheral vision on that side of the
manuscripts. tion, turn lightning*; control undead, delayed caster’s head is still absent. Likewise, if
In CY 581, mere months before the blast fireball, teleport without error; incendi- the caster is completely blind, the spell
opening stages of the Greyhawk Wars, ary cloud, polymorph any object; energy will not impart the ability to see; the
Vecna returned to Oerth intent on plac- drain, power word kill, shape change, and caster must have some visual capabilities
ing himself as master of both the world time stop. (Those marked by an asterisk already.
and the deities who watch over it. While are unique spells.) On the second-to-last If a caster with functional depth per-
it is uncertain if Vecna possessed his page is a spell which abruptly ends mid- ception uses this spell, he becomes dizzy
Variorum during this bid to overthrow way through its description. This is not and his vision is blurred; any attacks are
Oerth’s immortals, the archmage Mor- the result of a missing page or incom- at -4 (the caster’s penalty becomes a
denkainen (who is rumored to have been plete research; rather, its inscription sim- bonus for the object’s saving throw in the
the guiding force behind Vecna’s eventu- ply wasn’t completed. The spell is called case of magical attack) due to the illusory
al failure and subsequent disappearance) Vecna’s Ultimate Abjuration, and it is a 9th- image the spell superimposes over his
insists, “If Vecna did have the Variorum at level spell. Though incomplete, a wizard normal vision.
the time, the result of the battle against able to understand it will learn that it is In any case, only the caster sees the
him would not have been favorable for intended for use by liches, serving to pro- illusory surroundings, for it actually occurs
the people of the Flanaess.” tect the lich from mind-control effects, within his visual organs. As such, the spell
Maybe the book was destroyed dur- including spells, spell-like powers, magi- cannot be disbelieved by others, or even
ing the Invoked Devastation, or perhaps cal devices, psionics, clerical turning/ detected without the aid of magic.
Vecna simply wrote it off as unimportant commanding, even the will of gods of Otherwise, the spell remains in effect until

50 JANUARY 1996
the duration expires (regardless of the from the caster, but may suffer fire dam- Iggwilv, to be precise), the Nethertome’s
caster’s wishes), the caster dies, or a suc- age if the save fails. Unsecured objects covers are made of ebony, as is the
cessful dispel magic is cast, after which (e.g., rocks, logs, furniture, etc.) suffer the spine, over which is stretched a single
time the caster’s vision returns to normal. full effects of the spell, regardless of size piece of black tanar’ri hide. The hide is
The material components are a pair of or weight, if the saving throws are failed. secured to the covers with brass corner-
intact eyeballs, both from the same crea- Creatures 30’-60’ away from the pieces and edging, and a brass clasp
ture, which must be of the caster’s race. caster must save vs. death magic to holds it shut when not in use, though it
Note that a mixed-race caster (e.g., a half- avoid being hit by objects thrown out of has no lock. The brasswork retains a con-
elf) can select eyeballs from either parent the spell’s area of effect. Those who fail tinuous sheen, resisting corrosion, tar-
race or from his own “mixed” race. suffer damage from being struck by fly- nish, and similar conditions — obviously a
(It should be noted that this spell’s ing objects. Objects at that range must magical embellishment.
inclusion in the Variorum is a bit of a mys- save vs. crushing blow to avoid impact Unlike Iggwilv’s other known works,
tery. At first glance, one can see the logic damage. the Nethertome forms a complete and
in its inclusion — after all, history suggests perfect square, each side measuring 20”,
that Vecna lost an eye in his battle with and its 2” thickness belies the vast
Kas, and thus, the spell would be most Turn Lightning amount of information it contains; the
useful to the lich. Still, history also states (Abjuration) pages are composed of an uncharacteris-
that Vecna perished in that battle, which Level: 6 tically delicate, almost transparent parch-
would preclude his creation of the spell. Range: 0 ment, and the lettering is small and
This point has caused much debate Components: V, S, M somewhat cramped.
among scholars, and some have ques- Duration: 5 rounds/level
tioned whether or not the Variorum is Casting Time: 6 History
even Vecna’s work. Other sages believe Area of Effect: Special The Archmage Iggwilv first made her
the spell was developed by a later owner Saving Throw: None presence known circa CY 460. Shortly
of the tome, an owner whose magical thereafter, she conquered the fledgling
script was identical to Vecna’s. And still This spell provides the caster with a nation of Perrenland, ruling it for a
other educated individuals suggest that special form of protection against elec- decade from her secret lair in the Lost
Vecna looked into the future and saw the tricity-based attacks by turning them Caverns of Tsojcanth.
loss of his eye — thus inspiring him to cre- back upon their source, without harming It is often said that much of Iggwilv’s
ate the spell — but did not see his own the caster of turn lightning. For example, if power came as a result of her discovery
death in the process.) a lightning bolt is thrown at the caster, of that fell place and the treasures it con-
turn lightning causes the bolt to return to tained. Nonetheless, power is what she
its caster, who suffers damage from his had, and she used it well. Oddly, some
Vecna’s Conflagration own spell (though any saving throws still learned historians claim that Iggwilv was
(Evocation) apply). Even if the lightning bolt is cast at an accomplished necromancer, even a
Level: 5 a range which normally prevents a specialist in that field. How these noted
Range: 0 rebound from reaching its caster, turn scholars substantiated such a theory is a
Components: V lightning empowers the lightning bolt so mystery, for Iggwilv had long borne the
Duration: Instantaneous that it completes the return trip. (Note reputation of one who associated with
Casting Time: 5 that a spell like cull lightning causes light- fiends, and such creatures were heavy
Area of Effect: 30’ radius ning that originates from a cloud and not among the ranks of her servants. The
Saving Throw: Special the spellcaster, so turn lightning merely very fact that she managed to summon
sends the lightning back to the heavens.) and bind Graz’zt himself would seem to
When this spell is invoked, an explo- Electrical attacks that cannot be suggest that conjuration, rather than
sive wave of force and fire erupts from reflected back on their source for logical necromancy, was her forte.
the caster, affecting everything within the reasons (e.g., a sustained “field” of electri- Iggwilv’s reliance on fiends to increase
area of effect, save for the caster, who is cal energy) are not affected by turn light- her power eventually caused her down-
not harmed. ning, but the caster is immune to such fall. During the course of one of her
All creatures in the area of effect must assaults while the turn lightning lasts. In malevolent rituals, she made a critical
save vs. spells. Those who fail suffer 2d10 any case, the spell lasts until its duration mistake that accidentally freed Graz’zt
hp fire damage and are thrust away from expires or it is removed with a limited from his captivity, and a spectacular bat-
the caster to a distance of 30’, suffering wish; dispel magic has no effect. tle ensued. In the end, Iggwilv was tri-
an additional 3d6 hp damage due to the The material components for this spell umphant, forcing Graz’zt to flee to his
concussive force. Inanimate objects in the are a small ball of gum and a silvered Abyssal home, but she paid a dear price
area of effect must save vs. magical fire glass mirror, both of which are consumed for that victory. The wounds she suffered
and crushing blow to avoid destruction. upon casting the spell. reached far beyond merely the physical,
Creatures who save suffer no fire damage damaging her psyche to such a degree
but are still thrown, and items carried by that much of her personal power was
them must save vs. crushing blow. torn from her.
Inanimate objects that are not carried Iggwilv’s Nethertome When the news of Iggwilv’s condition
or held by a creature, but that are held Appearance reached her oppressed subjects, they
securely in place (e.g., a tree or a half- Like many of the arcane texts attrib- immediately took up arms and marched
buried boulder) will not be pushed away uted to lggwilv (the Fiendomicon of on her secluded abode. Her minions,

DRAGON #225 51
into its possession is not current whereabouts of the book cannot
clear (some believe it be confirmed. It is generally believed that
was she who pur- luz turned it over to one of his Boneheart
chased it from wizards, and most fingers point to
Gelvin) Worse still, Jumper or Null, as the Nethertome would
she managed to be most useful to them in their work at
recover most (if Fleichshriver.
not all) of the
power she lost Contents
in her battle The Nethertome is divided into several
w i t h chapters. Like Iggwilv’s Fiendomicon, most
Graz'zt of it deals with the lower planes (and the
a l l tanar’ri in particular). The beginning
those chapters give a highly detailed and sur-
years prisingly accurate treatise on the Blood
ago, War, though it has an obvious bias favor-
and ing the Abyssal fiends.
real- s h e The next handful of chapters describe
izing threw her lot the chaotic nature of the Abyss, methods
that the in with luz. of “safe” travel through its infinite layers,
reign of Upon her reappear- and most importantly, areas that should
t h e i r ance, the Archmage Tenser set in be avoided by mortals.
queen was motion a series of events that would see Several more chapters describe the
ended, scat- to the recovery of the Crook of Rao, denizens of the Abyss, the tanar'ri in par-
tered before which Tenser himself unwittingly carried ticular. These chapters describe their pol-
the oncoming into one of Zagyg’s demiplanes, where itics, psychology, and general behavior
armies and took with them the bulk of he lost it. A band of adventurers was with astounding clarity, almost as if it had
her amassed fortune. Among the items charged with recovering the Crook, and actually been written by a tanar’ri. In many
stolen by her former servants was the was able to do so and turn it over to places, individual tanar’ri are named. The
Nethertome. Tenser, despite Iggwilv’s attempts to stop most notable, and most oft referred to, is
For about 60 years, the Nethertome them. Graz’zt, of course.
was absent from recorded history, its Iggwilv was not so easily put off, and The last chapter contains a modest and
whereabouts and owner unknown. Then, she renewed her practice of summoning seemingly incomplete assortment of wiz-
in CY 521, it turned up in the library of fiends and binding them to her will. Why ard spells, two of which are unique to the
Thillion “Flamefingers” Dern, an aged the Crook of Rao was not used to stop Nethertome. The spells appear in the fol-
Bisselite mage who died without an heir. her (for such was the purpose for its lowing order (with asterisks marking the
During the auction of Thillion’s belong- recovery) is uncertain, though some whis- unique spells): protection from evil; protec-
ings, the tome was sold to one Gelvin pers hint that whoever obtained the arti- tion from evil, 10’ radius; conjure elemental,
Torlar, a mage who, at the time he fact from Tenser lost it thereafter (which contact other plane, domination; anti-magic
bought it, did not have the magical would explain the recent tales that sug- shell, ensnarement, invisible stalker; force-
wherewithal to employ its secrets. gest the Crook of Rao is in the possession cage, sequester; binding, maze, trap the soul;
Surprisingly, Gelvin held the book of Drax the Invulnerable, Lord Protector gate, Iggwilv’s lightning cage: Iggwilv’s time-
against all comers, even in those early of Rel Astra). By the time the Greyhawk less sleep*, imprisonment, temporal stasis.
years when his personal might was lack- Wars rolled around, Iggwilv had a size-
ing and those who wished to seize the able force under her control, which she
tome for themselves assailed him on put at the disposal of Iuz. Iggwilv’s Lightning Cage
what seemed a weekly basis. By the end Fortunately, Iggwilv had not learned (Evocation)
of the decade, however, the constant bat- from her old mistakes. Early in the Wars, Level: 9
tle to hold the tome had exhausted she attempted to summon and bind Range: 10 yards/2 levels
Gelvin’s funds and magical resources, and Graz’zt once more, but Graz’zt, who had Components: V, S, M
he was forced to sell the Nethertome for a not forgotten Iggwilv’s previous trans- Duration: 1 hour +1 turn/level
mere pittance, else starve or be slain in a gression against him, was prepared. Casting Time: 3
spell duel. Although Gelvin made it When he stepped through Iggwilv’s gate, Area of Effect: 20’ cube
known that the Nethertome had been he produced a unique magical device Saving Throw: Special
sold, the actual transaction took place which sundered her protective circles and
secretly. Thus, the buyer’s identity was binding magic. It was here that Graz’zt This spell is a variant of the 7th-level
never learned, and the Nethertome van- captured and imprisoned his former con- wizard spell forcecage, and it is identical
ished once again. sort, and despite the objections of Iuz, to that spell except as follows:
Perhaps the most astounding moment Graz’zt confined Iggwilv in the Abyss, First, the “bars” of force energy which
in the Nethertome’s history came in the where she remains to this very day. form the cage are electrified. Any crea-
years just prior to the Greyhawk Wars. Nonetheless, it is known that the ture, whether inside or outside, who
Iggwilv had returned, and with her was Nethertome did not accompany her on makes contact with the electrified bars or
the Nethertome, though how she came the journey to her Abyssal prison, but the touches them with an object composed

52 JANUARY 1996
of metal or other conductive material, Once the timeless sleep has ended, the only a being of great might could strike
must save vs. spells or suffer 10d6+10 hp recipient is fully aware of his surround- so much fear into the hearts of men yet
damage. A successful save reduces this ings and may act accordingly; he suffers remain mostly absent from the eyes of
damage by half, but the lightning cage is no disorientation from the suspended history.
not dispelled, nor are its electrical effects. animation. In CY 446, the same year which saw
Second, the floor of the lightning cage The primary use of this spell is to pro- the founding of the Iron League, a Sunndi
is composed of a solid “sheet” of force long the life of living guardian creatures wizard named Lindaer entered the Vast
energy equal to a wall of force, but it is by placing them in a dormant state until Swamp with a small yet powerful band of
charged only on its outside surface. their services are needed. Another com- companions. A month or so later, Lindaer
Third, unlike a forcecage, Iggwilv’s light- mon use is to prevent a being with a mor- and a single comrade returned to civi-
ning cage cannot be altered to form a tal wound or other fatal affliction from lized lands, claiming to have located
solid cube of electrified walls of force. dying when healing or curative magic is Acererak’s Tomb. The pair would not dis-
Finally, the lightning cage does not not immediately available. In both cases, cuss what occurred within that grim
require the ritual drawing of a square the subject usually is a willing recipient, place, but to quell disbelievers they regu-
with powdered diamond as is necessary and, as such, no saving throw is required. larly displayed their greatest prize:
with a forcecage, but it does require a If the subject is an unwilling target, how- Acererak‘s Libram.
material component. This material com- ever, the caster must make an attack roll Perhaps they revealed the Libram once
ponent consists of a “wand” of amber in order to touch the victim, and, even if too often, for during a journey to the city
(worth 100 gp), tipped with a transparent the touch is successful, the subject of Greyhawk, where they hoped to
gemstone worth at least 1,000 gp. receives a saving throw vs. spells to resist assess its value, they were set upon by a
the magic. If the save fails, the subject is large bandit force in the Cairn Hills.
affected by the spell as noted above. Though both Lindaer and his companion
Iggwilv’s Timeless Sleep The material components for this spell survived, it was quite obvious that the
(Alteration) are 500 gp worth of powdered gemstone bandits had been interested only in the
Level: 9 (any type will do) mixed with a handful of Libram, for that is all they wanted, having
Range: Touch fine sand, both of which are consumed left the pair with the balance of their
Components: V, S, M by the spell. valuables. To his dying day, Lindaer
Duration: Special believed the bandits were hired to steal
Casting Time: 1 round the book — probably by a mage — for it
Area of Effect: One creature Acererak’s Libram would have had little value to such mis-
Saving Throw: Special Appearance creants otherwise. No one ever claimed
This smallish book measures precisely responsibility for the attack, however,
Contrary to what its name implies, this 12” long, 9” wide, and 2” thick. The cov- and even the usual finger-pointing was
spell is not an improved sleep spell, so ers and spine are meticulously cut sheets strangely lacking.
creatures who are normally immune or black adamantite, held together with a Nevertheless, it is known that for the
resistant to sleep magic have no such series of small, interlocking hinges which next 80 years, the Libram exchanged
invulnerability to this spell. In truth, run the entire length of the spine’s long hands at a fervent pace, with no single
Iggwilv’s timeless sleep is a specialized vari- edges. Acererak’s personal symbol, an owner holding it long enough to demand
ant of the temporal stasis spell. When cast, encircled capital "A" entwined with ser- historical commentary. But in CY 532,
the wizard touches the recipient, placing pents, is stamped into the center of the Acererak’s Libram came into the posses-
him in suspended animation. Like tempo- front cover and inlaid with mithril. sion of one Shanadar Vantros, a wizard
ral stasis, the natural bodily functions of Another strip of black adamantite is of some repute operating in the Great
the recipient completely halt; the subject connected to the inner surface of the Kingdom.
does not age or require nourishment. In spine, to which are attached 12 rings of Shanadar was noted for his zealous
fact, the subject doesn’t even need to the same metal. The Libram’s pages, each obsession with the elimination of his
breathe while affected. a carefully fashioned sheet of mithril, rivals, and his regular use of the spell
Unlike temporal stasis, however, the stamped with perfectly symmetrical Acererak’s blackstone (detailed below) sug-
effects of Iggwilv’s timeless sleep are not runes and glyphs, are held in place by gests that he owned the book for quite a
intended as a potentially eternal state. these rings. few years. It is also said that Shanadar’s
The spell is permanent up until certain flagrant use of the blackstone spell ended
conditions are met, at which time the History in his demise, for one of his own black-
spell ends and the recipient “awakens.” Little is known concerning the being stones was used against him. It seems
These conditions are determined at the called Acererak, for the name was that Shanadar sent a blackstone “gift” to a
time of the spell’s casting, and are regu- ancient when eastern Oerik was still rival (hinted to be another mage, who
lated by the same rules which govern the ruled by the Flan peoples, and the fright- was later banished from the Great
triggering of a magic mouth spell. Note, ening tales of the Tome of Horrors had Kingdom for attempting to usurp the
however, that a timeless sleep does not long been a part of the folklore through- throne, but records are vague on this),
end unless the triggering conditions are out the Flanaess when the Kingdom of but the rival, having learned how
fulfilled or a wish is used; dispel magic is Aerdy was but an idea posed by an Shanadar managed so effectively to dis-
not sufficient to end it prematurely. Oeridian chieftain. What can be said, pose of his opponents, carefully avoided
Furthermore, the triggering conditions however, is that if Vecna was the most exposing the blackstone to magic. Then,
must occur within 30’ of the recipient in powerful lich ever to walk the face of when Shanadar was away on personal
order for the timeless sleep to terminate. Oerth, Acererak was a close second, for business, the rival penetrated the wiz-

DRAGON #225 53
ard’s tower, using the blackstone itself to Contents contacted magic is absorbed. This
bypass the tower’s magical defenses. The spells in the Libram are few, and absorption does not affect the enchant-
Once inside, the rival hid the blackstone only one (with an asterisk) is unique. ments of permanent items, such as rings,
and placed numerous triggering spells in They are: audible glamer; levitate, magic armor, weapons, etc., but if such a device
the chamber. When Shanadar returned, mouth, web; lightning bolt; enchanted can release a magical effect (e.g., a sword
he triggered the spells set by his rival, weapon; animate dead; enchant an item, releasing a fireball, etc.), the effect is
which subsequently detonated the black- programmed illusion; phase door, reverse absorbed if the blackstone is within the
stone, destroying Shanadar and most of gravity, teleport without error; antipathy/ area of effect. Likewise, it does not drain
his tower. The Libram was nowhere to be sympathy, permanency; Acererak's black- charges from items like a magical staff or
found in the rubble. stone*, temporal stasis. wand, but released effects of those
So it was until CY 585, the Year of devices are absorbed.
Peace. In a meeting of the senior mem- All spells, spell-like abilities, and magic
bers of Greyhawk City’s Guild of Acererak’s Blackstone effects are absorbed if employed by any-
Wizardry, Jallarzi Sallivarian informed (Alteration, Evocation) one carrying or touching the blackstone.
those present that, while magically dis- Level: 9 If detect magic or similar magic is cast
guised, she overheard an aged dwarf Range: Touch on the blackstone, the caster will see a
give an exact description of the Libram to Components: V, S, M sudden “flash” of magical power before
a group of his fellows. Through her Duration: Special the divination is absorbed. Identify and
eavesdropping, she also learned that the Casting Time: 1 turn other property-revealing spells show the
tome was being held in one of the three Area of Effect: Special caster only that it can absorb magic
dwarven enclaves in and around the Saving Throw: Special before that magic is itself absorbed.
northern Abbor-Alz, either Dumadan, While the blackstone may seem useful
Greysmere, or Karakast. How the dwarves This spell requires a large black gem- at first, it is typically used as a trap for
came to possess Acererak’s Libram is a stone of any kind worth at least 5,000 gp greedy treasure hunters, offered as a
mystery, but this is unimportant in light and a functional ioun stone of the spell- “gift” to rivals, or placed so to be found by
of what the dwarves intend to do with it. absorbing, ellipsoid variety. When the an enemy. In fact, the blackstone is quite
If Jallarzi’s information is correct, the spell is cast, the ioun stone is drawn into baneful to its owner, especially if the user
dwarves plan to dismantle the Libram the gemstone, thus creating the black- thinks it a defense against magic or
and use its valuable metals to construct stone. Once done, the blackstone is capa- probes it too much with magic.
more “useful” items like tools and ble of absorbing magical energy from The blackstone can absorb a number
weapons. The Wizards’ Guild plans to any source, be it a spell, spell-like power, of spell levels equal to the ioun stone used
recover the book before the dwarves or magical device. Such energies cast in the blackstone’s creation, regardless of
destroy it, but to date, they have yet to directly upon the blackstone are instantly the comparable level of the effect (the
learn which enclave has it; the dwarves absorbed. Likewise, if the blackstone is blackstone does not have the spell-level
are not talking. within the area of effect, magic is limits of the ioun stone in this regard).
absorbed without any effect. If the black- Thus, if the ioun stone was able to absorb
stone is brought into an active area of 14 spell levels before burning out, the
effect (e.g. a previously cast contin- blackstone can absorb 14 spell levels. If
ual light, airy water, etc.), touched this number is ever exceeded (absorbed
to the surface of a magically cre- energy cannot be safely released or
ated barrier (e.g., a wall of force, negated to allow continued spell absorp-
shield, prismatic sphere, etc.), tion), the energy is absorbed, but the
touched to a creature or blackstone instantly explodes in a wave of
object affected or influ- raw magical energy.
enced by magic (e.g., All creatures within 60’ of the black-
charmed or summoned stone suffer 1 d4 hp damage per spell
creatures, held doors, level absorbed (including the excess lev-
a caster with active els that caused the explosion). A save vs.
detection magic, breath weapon reduces the damage by
etc.), or comes half, but all inanimate items within the
in contact with area (including carried items) must save
any magic vs. disintegration or be destroyed. Any
controlled creature actually holding the blackstone
from afar when it explodes suffers a -4 penalty to
(e.g., the the saving throw.
various
Bigby's
hand
spells,
Tenser's Robert S. Mullin is a furniture refinisher
floating who lives in Perkisie, Pennsylvania. This is
disc, his fourth appearance in the pages of
etc.), the D R A G O N ® Magazine.

54 JANUARY 1996
Convention Calendar
Policies
This column is a service to our readers
worldwide. Anyone may place a free
listing for a game convention here, but
the following guidelines must be
observed.
In order to ensure that all convention
listings contain accurate and timely
information, all material should be Games University, Jan. 5–7 CA Crusades’96, Jan. 12–14 CT Pandemonium XI I I,
either typed double-spaced or printed
legibly on standard manuscript paper. The Red Lion Hotel in Ontario, Calif. Comfort Inn of Darien, Darien, Conn. Jan. 20–21
The contents of each listing must be Events include role-playing, card, board, Events include role-playing card, board, Ryerson Polytechnic University/Ryerson
short and succinct. and miniatures games. Other activities and miniatures games. Other activities Hub Cafeteria, Toronto, Ontario, Canada.
The information given in the listing include a sanctioned Magic: The Gathering include an auction, dealers, a painting con- Events include role-playing, card, board,
must include the following, in this tournament. Registration: $20 preregis- test, and sculpting and painting seminars. and miniatures games. Registration: $20
order: tered before Dec. 31, $25 on site. Write: Write: CGC P.O.Box 403, Fairfield, CT preregistered before 1/5/96, $25 on site.
1. Convention title and dates held Ultraviolet Productions, P.O. Box 668, 06430 or e-mail: [email protected]. Write: Peter Fund, 34-118 Roncesvalles
2. Site and location Upland, CA 91785. Ave., Toronto, Ontario M6R 2K8, Canada.
3. Guests of honor (if applicable) Wright State Game Fair,
4. Special events offered
5. Registration fees or attendance Necrocon 10, Jan. 5–7 OH Jan. 13 OH Atcon ‘96, Jan. 26–28 TX
requirements, and, Harley Hotel, Columbus, Ohio. Special Wright State University Student Union, Ramada Inn, Austin, Tex. Special guests
6. Address(es) where additional infor- guest: Kailen Mitchell. Events include role- Dayton, Ohio. Events include role-playing, are Allen Varney, and Jean and Bruce Rabe.
mation and confirmation can be playing, card, board, and miniatures card, board, and miniatures games. Other Events include role-playing card, board,
obtained. games. Other activities include demos, activities include tournaments, miniature and miniatures games. Other activities
Convention flyers, newsletters, and workshops, dealers, tournaments, and a painting contests, dealers, artists, movies, include RPGA Network events, and a chari-
other mass-mailed announcements will costume contest. Registration: $12 prereg- and a charity auction. Registration: $15 on ty auction. Deadline for pre-registration is
not be considered for use in this col- istered, $15 on site. Write: Ravenstone site. Write: WSU Adventurers Guild, W033 Jan. 10. Registration: $15 preregistered for
umn; we prefer to see a cover letter with Games, 6825 Flags Center Drive, Student Union, Dayton, OH 45435. RPGA members, $12 for GOAT members;
the announcement as well. No call-in
Columbus, OH 43229. $20 at the door. Write: GOAT 3816 South
listings are accepted. Unless stated
otherwise, all dollar values given for Legends & Legions ‘96, Lamar #2019, Austin, TX 78704.
U.S. and Canadian conventions are in Sunquest ‘96, Jan. 5–7 FL Jan. 13–14 FL
U.S. currency. Sheraton Plaza at The Florida Mall, Collegiate Village Inn, Tallahassee, Fla. Conline XX, Jan. 27–28 GEnie
WARNING: We are not responsi- Orlando, Fla. Guests include Jean Rabe, Events include role-playing card, board, This convention will be held online in the
ble for incorrect information sent to us Tom Prusa, Jackie Cassada, Nicky Rea, and miniatures games. Other activities TSR Online Round Table on GEnie. Special
by convention staff members. Please Darwin and Peter Bromley, and Ruth include tournaments, dealers, and a paint- events include both LIVING CITY™ and LIVING
check your convention listing carefully! Thompson. Events include role-playing, ing contest. Registration: $12/day and JUNGLE™ Tournaments, in addition to guest
Our wide circulation ensures that over a card, board, and miniatures games. Other $20/weekend thereafter. Write: NFGA-Con, speakers to take questions. For more infor-
quarter of a million readers worldwide
see each issue. Accurate information is activities include RPGA® Network events, 931 Kendall Dr., Talla-hassee, FL 32301. mation send e-mail to: KNIGHT$@
your responsibility. tournaments, an art show and auction, and genie.geis.com.
Copy deadlines are the first Monday charity events, Registration: $30 on site. Constitution IV, Jan. 19–21 MD
of each month, four months prior to the Write: Sunquest ‘96, P.O. Box 677069, The Best Western Maryland Inn in Laurel, Cremecon 2, Feb. 2–4, WI
on sale date of an issue. Thus, the copy Orlando, FL 32867-7069, or e-mail: on Maryl. Events include role-playing, card, Manchester East Hotel & Suites in
deadline for the December issue is the GEnie [T.REED10], CompuServe 172337, board, and miniatures games. Other activi- Glendale Wisc. Guests include Lawrence
first Monday of September. Announce- 234], AOL [RFarns]. ties include dealers and tournaments. Watt-Evans, Sue Weinlein, C.H. Burnett, and
ments for North American and Pacific Write: Constitution IV, P.O. Box 13607, Richard Russell. Events include role-play-
conventions must be mailed to: Agog 9, Jan. 12–14 AZ Silver Spring, MD 20911. ing, card, board, and miniatures games.
Convention Calendar, DRAGON ®
Magazine, 201 Sheridan Springs Rd., Tucson Convention Center, Tucson, Ariz. Other activities include dealers, an art
Lake Geneva WI 53147, U.S.A. Events include role-playing, card, board, Jonsecon 3, Jan. 19–21 FL show, a masquerade ball, and workshops.
Announcements for Europe must be and miniatures games. Other activities Cuong Nhu Karate Health Center, Registration: $20 preregistered before Jan.
posted an additional month before the include a raffle, an auction, and a miniature Gainesville, Fla. Events include role-play- 6, $30 on site, single day rates available.
deadline to: Convention Calendar, painting contest. Registration: $14 on site. ing, card, board, and miniatures games. Write to: CREMECON 2, P.O. Box 37986,
DRAGON Magazine, TSR Limited, 120 Write: AGOG 9 c/o Gamers Haven, 2241 Other activities include dealers and tourna- Milwaukee, WI 53237, or e-mail:
Church End, Cherry Hinton, Cambridge East Broadway, Tucson AZ 85719. ments. Registration: $7 preregistered, $10 [email protected].
CB1 3LB, United Kingdom. on site. E-mail: [email protected] or on the
If a convention listing must be web at: http://www.afn.org/~jonescon.]
changed because the convention has
been cancelled, the dates have changed,
Australian convention
or incorrect information has been Important:
Canadian convention
printed, please contact us immediately. DRAGON® Magazine does not publish phone numbers for conventions. Be cer-
European convention
Most questions or changes should be tain that any address you send us is complete and correct.
directed to the magazine editors at TSR, * indicates a product produced by a compa- To ensure that your convention listing makes it into our files, enclose a self-
Inc., (414) 248-3625 (U.S.A.). ny other than TSR, Inc. Most product addressed stamped postcard with your first convention notice; we will return the
Questions or changes concerning names are trademarks owned by the com- card to show that it was received. You also might send a second notice one week
European conventions should be direct- panies publishing those products. The use after mailing the first. Mail your listing as early as possible, and always keep us
ed to TSR Limited, (0223) 212517
of the name of any product without mention
of its trademark status should not be con-
informed of any changes. Please do not send convention notices by fax, as this
method has not proven reliable.
(U.K.). strued as a challenge to such status.

DRAGON #225 57
Hurricon, Feb. 2–4 FL tered before Dec. 31, $35 on site. Write: tion devoted to Japanese Animation and Gardner Student Center #6, University of
Holiday Inn Beach Resort in Ft. Walton, Dunracon, 1145 Talbot St., Albany, CA Manga. Special guests include Steve Akron, Akron, OH 44325.
Fla. Guests include Clive Barker, Philip 94706. Bennett, John Ott, Bruce Lewis, Tim Eldred,
Jose Fanner, Peter S. Beagle, and Brian Michael Ling, and Richard Kim. Registra- Midsouthcon 15,
LeBlanc. Events include role-playing card, Orccon 19, Feb. 16–19 CA tion: $35 preregistered, $40 on site. Write: Mar. 22–24 TN
board, and miniatures games. Other activi- LA Airport Wyndham Hotel in Los Katsu Productions, P.P. Box 11582, Brownstone Hotel in Memphis, Tenn.
ties include tournaments, and a charity auc- Angeles, Calif, Events include role-playing, Blacksburg, VA 24060, or e-mail: Events include role-playing, card, board,
tion to benefit the Red Cross Hurricane card, board, and miniatures games. Other [email protected]. and miniatures games. Other activities
Relief Fund. Registration: $30 preregistered activities include a flea market, dealers, and include SF guests, dealers, an art show and
before Jan. 15, $35 thereafter. Write: an auction. Registration: $15 preregistered, CGC Game Auction, Mar. 9 CT auction, and more. Registration: $25 before
Hurricon, 328 N. Eglin Pkwy., Ft. Walton $30 on site. Write: Strategicon 333 N. San Comfort Inn of Darien in Darien Conn. 3/1/96, $25 thereafter. Write:
Beach, FL 32547 Fernando Blvd., Los Angeles, CA 91502. Write: CGC, P.O. Box 403, Fairfield CT Midsouthcon, P.O. Box 11446, Memphis,
06430. TN 38111.
Winter War XXIII, Feb. 2–4 IL Total Confunsion X ‘96,
Chancellor Hotel in Champaign, Ill. Events Feb. 22–25 MA Nova 21, Mar. 16–17 MN Technicon 13, Mar. 22–24 VA
include role-playing, card, board, and Best Western Royal Plaza Hotel in Oakland Center on the Oakland Best Western Red Lion Inn in Blacksburg,
miniatures games. Other activities include Marlboro, Mass. Events include role-play- University Campus in Rochester, Minn. VA. Events include role-playing, card, board,
dealers, an auction, and a miniatures paint- ing, card, board, and miniatures games. Events include role-playing, card, board, and miniatures games. Other activities
ing contest. Registration: $6 preregistered, Other activities include a dinner theatre pro- and miniatures games. Other activities include a dance, an art show and auction,
$8 on site. Write: Donald McKinney, 986 duction and a miniatures painting contest, include tournaments, anime, and dealers. dealers, and films. Registration: $20, Write:
Pomona Drive, Champaign, IL 61821. Registration: $12/day on site. Write: Total Registration: $8 preregistered, $10 on site. Technicon 13, c/o VTSFFC, P.O. Box 256,
Confusion, P.O. Box 604, North Oxford, MA Write: Order of Leibowitz, Oakland Balcksburg, VA 24063.
Clubcon V, Feb. 3–4 OH 01537 University, 49 Oakland Center, Rochester,
Richfield Holiday Inn-Holidome in MN 48309, or e-mail: jjputman@oakland. Egyptian Campaign ‘96,
Richfield, Ohio. Events include role-playing, Jaxcon ‘96, Feb. 23–25 FL edu. Mar. 29–31 IL
card, board, and miniatures games. Other The Ramada Inn Conference Center in The Southern Illinois University’s Student
activities include tournaments, workshops, Jacksonville, Flor. Events include role-play- Contamination, Center in Carbondale, Ill. Events include
and films. Registration: $14.95 Write: The ing, card, board, and miniatures games. Mar. 22–24 role-playing, card, board, and miniatures
Club, P.O. Box 3575, Kent, OH 44240. Other activities include tournaments, deal- Raddison Hotel in London Ontario, games. Other activities include an auction
ers, a painting contest, and a flea market. Canada. Events include role-playing, card, and a painting contest. Registration: $10
Magnum Opus Con-10A, Registration: $22/weekend, daily rates board, and miniatures games. Other activi- preregistered, $12 on site. Write: Egyptian
Feb. 15–18 GA available. Write: Jaxcon, P.O. Box 14218, ties include tournaments and interactive Campaign, c/o Strategic Games Society,
Adam’s Mark Hotel in Charlotte, North Jacksonville, FL 32238, or e-mail: gaming. Registration: $14. Write: Western Office of Student Development, 3rd. Floor
Car. Events include role-playing, card, [email protected]. Gaming Society, Room 340, UCC University Student Center, Carbondale, IL 62901.
board, and miniatures games. Other activi- of Western Ontario, London Ontario,
ties include dealers, panels, an auction, a Bashcon ‘96,Feb. 23–25 OH Canada, N6A 3K7, or e-mail: gaming@ Norman Conquest VI I I,
lip sync contest, a psychic hot line, and The University of Toledo Student Union in mustang.uwo.ca. Mar. 29–31 OK
much more. Write to: MOC–10A P.O. Box Toledo Ohio. Events include role-playing, Dale Hall, The University of Oklahoma
6585, Athens GA 30604, or e-mail: card, board, and miniatures games. Other Coastcon XIX, Campus in Norman, Oklahoma. Events
[email protected]. activities include an art show, films, and Mar. 22–24 MS include role-playing, card, board, and
workshops. Registration: $6 on site or Mississippi Gulf Coast Coliseum & miniatures games. Other activities include
Prezcon, Feb. 15–18 VA $2.50/day. Write: UT-Bash, 2801 West Convention Center, West Beach Blvd., tournaments. Registration: $9. Write:
The Best Western Mount Vernon Hotel in Bancroft St., Toledo, OH 43606. Biloxi, Miss. Guests include Elizabeth Norman Conquest VIII, 215-A OMU P.O.
Charlottesville, Va. Events include role- Moon, Michael Stackpole, Tim Beach, and Box 304, 900 Asp Avenue, Norman OK
playing, card, board, and miniatures Johncon ‘96, Mar. 1–3 MD Tom Dupre. Events include role-playing, 73019.
games. Other activities include tourna- Johns Hopkins University in Baltimore, card, board, and miniatures games. Other
ments Registration: $15 preregistered Maryl. Events include role-playing, card, activities include tournaments, dealers, a Spring Offensive VI,
before Jan. 15, $20 on site. Write: Justin board, and miniatures games. Other activi- costume contest, art show and auction, and Mar. 29–31 IL
Thompson, P.O. Box 4661, Charlottesville, ties include seminars, a comic book auc- a talent show. Registration: $25 preregis- Illinois Central College in Peoria Ill, Events
VA 22905. tion, dealers, and an art show and auction. tered before 3/1/96, $30 thereafter. Write: include role-playing, card, board, and
Registration: $30 preregistered, $40 on Coastcon XIX, P.O. Box 1423, Biloxi, MS miniatures games. Write: The Game Room,
War ‘96, Feb. 15–18 NC site. Write: John Hopkins University, 39533, or e-mail: [email protected]. 1293 Peoria St., Washington, IL 61571.
Adam’s Mark Hotel in Charlotte, N.C. JonCon, c/o Office of Student Activities, 122
Events include role-playing, card, board, Merryman HII, 3400 Charles St., Baltimore, Coscon ‘96, Mar. 22–24 PA East Coast Hobby Show ‘96,
and miniatures games. Other activities MD 21218. Days Inn Conference Center in Butler, Mar. 30–Apr. 1 PE
include tournaments and prizes. Registra- Penn. Events include role-playing, card, Ft. Washington Expo Center in
tion: $25 for the Con and $50 per game Con of the North, board, and miniatures games. Other activi- Philadelphia, Penn. Write: East Coast
entered. Write: National Association for Mar. 8–10 MN ties include tournaments, dealers, and an Hobby Show, 4400 N. Federal Highway,
Professional Gamers, P.O. Box 6585, The Landmark Center in St. Paul, Minn. auction. Registration: $15 before 3/1/96, Suite 210, Boca Raton, FL 33431.
Athens, GA 30604, or e-mail: MOC@IX. Events include role-playing, card, board, $20 thereafter. Write: Circle of Swords, P.O.
netcom.com. and miniatures games. Other activities Box 2126, Butler, PA 16003.
include tournaments. Registration: $15. No SASE?
Dundracon XX Write: Con of the North, P.O. Box 18096, Neovention XV,
Feb. 16–19 CA Minneapolis MN 55418, Mar. 22–24 OH When you write to
San Ramon Marriott Hotel in San Ramon, Gardner Student Center at the University DRAGON® Magazine, be
Calif. Events include role-playing, card, Katsucon Two, of Akron in Akron, Ohio. Events include sure to enclose a self-
board, and miniatures games. Other activi- Mar. 8–10 VA role-playing, card, board, and miniatures addressed, stamped
ties include tournaments, dealers, and a The Holiday Inn Executive Center in games. Registration: $15/weekend or envelope (SASE) if you
flea market. Registration: $20 preregis- Virginia Beach, Va., Katsucon is a conven- $6/day. Write: University Gaming Society, need a reply.

58 JANUARY 1996
by Jean Rabe

illustrated by Terry Dykstra

DRAGON #225 61
“It has been quiet.” Despite it all, they were healing.
The creature stood on a peak overlooking They were getting on with their lives in what they
Palanthas. “Much too quiet.” were beginning to call “the Age of Mortals.”
It looked vaguely like a man, tall and thin, but it “They are all so...” the warrior searched for a
was solid black as if it were an upright shadow. Its word, then inhaled sharply. “Complacent.
red eyes peered down at the city, staring at the bat- Unprepared for the slaughter to come.”
tered buildings and the people who shuffled The daemon warrior’s hollow eyes turned toward
between them. the expansive Palanthas harbor. A soft breeze sent
“But the quiet will not last,” it hissed. “I will not ripples across the bay. The sun was beginning to
let it.” set and was coating the water with a fiery orange
The creature shifted its shape with those words, glow that reminded the creature of smouldering
taking on a pale, practically colorless tint, swirling embers — like the bits of the broken sun that
wisps of fog coalesced into a manlike form. “I will birthed it.
give them another war. A terrible, frightening, “The fire is coming,” the creature whispered.
devastating war. They will not recover from this Down on the docks the fishermen were
one.” unloading the day’s catch — crates and nets filled
The War of the Lance ended three decades ago with quipper and sea bass. The men were joking,
and was now a legend gathering songs and dust. It discussing how they’d spend their wages and what
was a battle that made heroes and brought the they would do this evening. Normal lives.
races of Ansalon together. Somewhere behind them the delicate sounds of a
The Chaos War that birthed the creature was but flute spilled from the open window of an inn. A
two years ago. In the heat of the struggle, deep in woman’s soft laughter and a child’s squeals of
the Abyss, the Chaos god shattered a sun. From the delight competed with the melody. Venison stew
flaming fragments of rock that resulted he formed was cooking nearby. The scent hung tantalizing in
the creature and its evil brethren — agents of Chaos, the air. Healing.
daemon warriors held together by peoples’ worst “Yes, the fire is coming. And the feast is about to
nightmares. begin.”
Most of the daemon warriors had died in the
battle — the battle in which the people of Ansalon
were eventually triumphant. Still, it had been
devastating to all the inhabitants of Krynn. Slick black nostrils quivered and sniffed as they
Had been, the daemon warrior emphasized as it poked out from beneath the leafy curtain of a
grew foggy claws and a snakelike tail that whipped massive weeping willow.
about its now-transparent ankles. It hadn’t taken Deer.
the people long to lick their wounds and begin The early evening breeze was blowing toward
their recovery. They mourned the many heroes who the hunter, cloaking his own scent but revealing the
died in the Chaos War, and they honored the pitiful presence of his succulent quarry. A small herd was
Knights of Solamnia and the Knights of Takhisis nearby, and he licked his glossy black lips in antici-
who fought side by side against the giant form pation. His scaly midnight head edged past the wil-
Chaos had assumed. low curtain, and his large round eyes peered
No one mourned for Chaos and his shape- through the foliage beyond. Just above the top of
shifting children. Indeed, the people of Ansalon the tall marsh grass, the dragon spied the tips of
rejoiced at their passing. No one mourned — except antlers. They were softly illuminated by the rays of
the creature who glowered at Palanthas and plotted a dying sun that hung in the sky so low before the
revenge. ever-present clouds.
When everything settled after the war and the Several bucks, the black dragon noted.
wounded were separated from the dead, the He fervently hoped there were young with them.
humans, elves, dwarves, kender, and gnomes came The black dragon craved the taste of deer. He
to realize that all the gods had abandoned loved it more than the flesh of men and more than
Krynn — abandoned them. Still, they would not give the cattle the men bred and caged and that were so
in; still they went on pilgrimage, seeking to find and easy to catch. Too easy. Perhaps deer tasted better
contact their gods. And it was futile. because they were harder to snare. The chase made
They grudgingly conceded that magic was gone the meal more palatable.
from their world, that even the simplest of spells The black dragon loved young deer most of all.
could no longer be cast. At the moment, he wanted nothing more than to fill

62 JANUARY 1996
his considerable belly with a few small savory does horror in the does’ tiny wide eyes, and he could
and delectable fawns. The dragon was relatively smell their fear-it was so strong it was nearly
young himself, as far as dragons go. He wasn’t yet palpable. He could smell something else, too, but he
so large that he needed to feast on the entire herd. couldn’t quite place the scent, and he hadn’t the
Besides, he knew if he ate all of them now there time to contemplate what it was. Faster, he urged
would be none for tomorrow. himself, as his quarry cleared the marsh grass and
Tucking his wings close to his body, he slunk started across a small plain. Beyond the plain
forward like a cat, his claws pulling him almost stretched the oldest forest on the island. The trees
soundlessly across the damp ground. Rain splashed there were more than a hundred feet tall and they
lightly over his scales. It was always raining here. were bigger around than the dragon, The mist hung
Only the dragon’s horns stuck above the rangy so thick on that part of the island that it looked as
grass as he crept forward. He didn’t need to see if a cloud was hugging the ground. It would be
where he was going. The dragon knew the damp easier for the deer to hide there, so the dragon
forests of Misty Isle intimately, every rise and fall of knew he had to catch them before they cleared the
the land, every wonderfully fetid fen, and every plain and were swallowed by the mist.
moss-draped giant tree. He knew where the rocky To the left and right of the plain were cliffs that
cliffs dropped off practically straight to the sea dropped steeply to the sea. Sheer and rocky, they
below, and where the veil of mist that surrounded kept wingless creatures back. The deer would not
most of the island was the thickest. run toward the cliffs, the dragon knew.
He moved closer, then he blinked. It was The black’s heart pounded in his chest as he bore
suddenly darker, as if the sun had vanished from down on a small doe, the slowest of the lot. His
the sky several minutes prematurely. But then the jaws closed about her and swiftly ended her life. He
darkness lifted — almost as quickly as it had come — had not intended to be merciful, he was merely
and the sun’s faint orange glow returned. The sun hungry. The black practically swallowed her whole,
had edged behind a cloud, the black dragon allowing himself only a few bites of her soft flesh
decided. before renewing his charge after the others.
But the clouds were high above the sun. The sky The rest of the fleeing does bounded farther
was empty along the horizon. across the plain, racing closer toward the giant
Or was it? trees. The dragon mused that they looked like
He snapped his black head above the marsh dancing charcoal silhouettes against the little slice
grass to glance up, and in that instant the herd of of sun that was left. Had the dragon not been so
deer saw him and bolted. The dragon cursed his hungry, he might have slowed his pace and
curiosity and lunged after them. His muscular legs appreciated the view.
churned over the ground, throwing great chucks of Instead, he churned his legs ever faster, extended
grass and mud behind him and propelling him his neck, and scooped two does into his maw.
quickly forward. These he savored for only a few heartbeats before
The dragon was nearly sixty feet long from nose dashing after a fawn that stood quivering in the
to tail, and with his wings held in close to his scaly open, separated from the rest.
body he could move surprisingly fast. The deer The dragon closed the distance to the tiny morsel
scattered before the black menace, spreading wide that was paralyzed by fright, that had eyes wide
in several directions like the fingers of a flailing, with fear. Then he shook his big head in puzzlement
outstretched hand. and stopped running. Again the sky had grown
The dragon followed a group of small does, instantly darker. Ignoring the fawn for a moment,
already imagining the taste of their sweet, tender he stared to the left, past the cliffs and toward
flesh. One well-aimed stream of his acid breath where the sun should be. His great jaw fell open in
could fell them all, and for the briefest of moments astonishment.
the dragon considered belching one. But the acid Blotting out the sunset was an enormous dragon,
would eat away at his prey, strip it of its juice and one larger than any he had seen before. With scales
leave him less to eat. Most of all the acid would colored a deep crimson, like wet blood, she hovered
detract from the joy of the hunt, end it too soon in the sky and returned the blacks stare.
and without much sport. He enjoyed the challenge. The red dragon’s wings were stretched out to her
His thick legs pumped harder, carrying him closer sides, billowed like the sails of a schooner and prac-
to the panicked deer. Extending his scaly neck, his tically filling the sky. The black had to turn his head
jaws jerked open and clacked closed, nearly from side to side just to take in all of her. Her wings
catching one of the youngest. He could imagine the beat only slightly to keep her aloft, yet the breeze

DRAGON #225 63
created by them was strong, rustling the leaves on The black looked up and opened his mouth to
the great trees nearby and flattening the grass on speak, and saw a red claw stretching out toward
the plain. The wind washed over the black’s face him.
and made the rain rush at him in sheets. She means to touch me! Honor me, he thought.
Her glistening ivory horns rose tall and gently Takhisis means to...
curving from atop her massive ridged head. Her The claw struck him hard, sending him flying
amber eyes were unblinking orbs that practically several yards toward the old forest. The impact
glowed and held him mesmerized. Steam curled knocked the air from the blacks lungs. Dazed, he
upward from her cavernous nostrils and shook his head to clear his senses and stared at
disappeared somewhere overhead. her. He was close to the fire. It was just above and
The creature was at once beautiful and terrifying, behind him. The hot air and the charred wood
and — the fawn forgotten — the black dragon rose stung his nose and made his eyes water. Steam was
on his hind legs. He wanted to meet this immense everywhere.
red. Had to meet her and talk to her. The red must “My queen, have I offended you?” he asked as he
be centuries upon centuries old to be so huge, the slunk toward her, humbled.
black realized. She was easily more than four The great dragon cocked her head.
hundred feet long. Again he bowed, and again a blood-red paw shot
She is as large as Takhisis was, he thought, perhaps out.
even larger. This time the blacks preservation instinct took
Takhisis? over, and he tried to dodge; but the red dragon’s
His heart leapt. massive claws followed his path and raked his side.
Perhaps the red is Takhisis — the Dark Queen of Blade sharp, they slashed through his thick dark
the evil dragons — returned to Krynn to lead her scales and dug into the softer flesh beneath. Then a
scaly children! claw pinned him to the ground, and the weight of
The black knew if any of the gods were to return her tree-trunk leg pressed down on him and
it would be Takhisis. threatened to crush his ribs.
He breathed a stream of acid into the air in The black dragon’s blood flowed from the
tribute, and the great red glided forward. She was wound, feeling hot and wet against his side, wetter
no longer blocking the sun, and the black could see than the rain. He cried in surprise and pain and
her better, though he had to continue to crane his struggled futilely beneath the weight. Through a
neck this way and that to see all of her. The dying haze of tears he looked up, his eyes locking onto
fiery rays touched her scales and made them glim- hers, pleading with her, questioning.
mer like flickering flames, made her look as if she He tried to speak, but he could barely even
were a massive bonfire brought to life. The triangu- breathe.
lar ridge of scales that ran along her back looked Her immense head filled his vision, more than
like a mountain range, the black mused, and her filled his vision as it bore down on him. And the
claws gleamed dully and impressively. smell of her breath was hot and sulphurous like the
To have claws so grand! he thought as he edged fire that was now raging in the old forest.
forward. She has to be Takhisis. Only a god could be so She snarled, sounding like a hundred lions, and
huge. he watched in horror as a drop of saliva rolled over
He reverently bowed his head as her claws the edge of her lower lip and, hissing like steam,
touched the plain. The ground trembled from her pooled and sizzled on the ground at his feet.
weight, and the black squinted as mud showered all She opened her mouth again, and her enormous
about him, thrown everywhere by the draft from tongue snaked out to touch the tip of his nose, then
her wings. retreated to lick her lips.
He wondered how to address her. Should he “No!” the black screamed. “Takhisis would not
praise her immediately? Should he ask how he slay one of her own!” But if she is not Takhisis, he
could serve her? Should he... thought, who is she? Why would she attack me?
The blacks thoughts were cut off as a gout of He summoned all his strength and fought to
flame arced through the sky above him, fanning budge the claw that held him to the ground, but he
out to touch the forests on both sides of the plain. couldn’t move it, so massive was the red.
The searing heat of the red’s fire breath was intense “Please!” he cried as he gasped for air. “Please!”
and painful, and he heard the snap and crackle of he called again, surprised to hear such a human
the trees to his right and left that had caught fire word escape his jaws, but desperate that she would
despite the dampness of the Misty Isle and the rain. listen.

64 JANUARY 1996
The red shifted her weight, and the black seized his thick throat, the black rushed farther from the
the opportunity and lurched forward, rolling toward shore. Deeper water was close, so very close. His
her and barely squeezing out from beneath her legs churned over the heavy, wet sand, and he
paw. He shot under her belly and ran toward the increased the distance between himself and the
western cliff, cringing when he heard her inhale. enormous red. The blessed water was closing
Reaching the edge, he dove over the side, his claws around him again. The sea was up to his chest now,
scrabbling over the sheer rocky face and his wings and his claws continued to dig into the sand, urging
beating to help him glide. He landed roughly on a him faster still, propelling him farther away.
stretch of sand at the base, and pulling himself to Just a little more, his mind coaxed his tired legs.
his feet he rushed forward into the water — just as Reds don’t like the water. Just a little..
flames arced where the crest of his back had been Behind him, the red dragon edged into the sea
a heartbeat ago. until the water lapped about her belly. Her slavering
The cool sea closed about the black, and his side mouth shot forward, and her jagged teeth sunk into
stung where the salt water lapped around the his trailing tail. She continued to beat her wings to
gouges her claws had made. He heard a boom of keep the water at bay as she slowly pulled her
thunder and glanced over his scaly shoulder. thrashing prize back toward the shore.
It wasn’t thunder. It was the flapping of the red’s The blacks eyes were wide with terror, were like
wings. She was flying over the edge of the cliff and the eyes of the fawn he spotted on the plain
coming toward him. He swallowed hard and minutes before. His heart beat frantically,
struggled toward deeper water, the open Courrain hammering thunderously in his chest, and his back
Ocean. legs jerked spasmodically. He tried desperately to
She was so massive. Where did she come from? find one last purchase in the sand, something his
He swam out farther, still looking behind him as claws could grasp and act as an anchor to keep him
he went, and he saw her glide over the squat beach from her. He swiveled his head about, and
and enter the sea — but just a little way. She summoning all his strength breathed a stream of his
stepped in only up to her dewclaws and looked acid at the red. The acid splashed against the side
disdainfully at the water. The black breathed a sigh of her head and made a sickening popping noise.
of relief. He was safe. Reds did not care for the Her jaws relaxed their grip, and the black launched
water. himself toward the sea again.
But then she began beating her wings. The sound This time he was stopped by a paw that slammed
of the scaly leather flapping was incredibly loud, down on his tail. Another slammed down on his
and the gust of wind her wings generated made the rump, then he felt sharp teeth close over the ridge
sea froth and the black dragon rock and pitch like a on his back, and he felt himself being lifted.
ship tossed by a violent storm. The red carried him toward the beach and threw
The water rose in wild, crashing waves all about him harshly down on the sand. Lying in a heap, the
him, as she beat her wings harder still. The black black had little energy left. He labored to rise, and
struggled against the unnatural current, then he he almost succeeded, but her lengthy tailed
gasped as she breathed fire again. Her flames struck whipped about from behind her and struck him
the water near him, and the sea boiled from the soundly across the snout, stunning him.
incredible heat. Great billows of steam rolled off the He concentrated, hoping to summon one final
surface in all directions, thick as a cloud, thicker stream of acid — something, anything that might
than the mist that hugged Misty Isle. The black drive her back so he could fly above the cliff and
yowled in agony. He was being cooked alive! escape into the trees of the old forest. He was so
She continued to beat her wings, and the sea much smaller than she, perhaps he could hide
surged in a great swell. Her wings were flapping so among the ancient trees. He opened his maw,
forcefully now she was creating her own storm. The breathed, but only a rivulet of acid rose from his
wind was whipping madly about, and the water was throat. It sloshed onto the sand and sizzled and
rushing away from the island, driven in a great popped.
wave by her onslaught. Those were the last sounds the black heard.
Within moments, the black dragon found himself The red’s jaws loomed closer, sank deep into his
in what had become a shallow tide pool. His claws throat, and she began to feast.
scrabbled in the sand, and he tried to drag himself
out where the water was deeper, where the red’s
wings couldn’t beat it all away.
Despite the pain in his side and the fear rising in

DRAGON #225 65
The dawning sun found the shore of the Misty Like the black dragon had been so small.
Isle. None of the verdant forests remained — only The farther she flew the more she thought, and
charred sticks that once were century-old trees and the closer she studied the land below her. She was
which stretched upward at twisted, odd angles far from home, so delightfully far. And everything
through the mist and the still-falling rain. The red here seemed new and different.
had destroyed everything. And appetizing. She was hungry again.
Yawning, the great dragon rose from the beach, She had capsized a three-masted ship less than a
stretched, and shook off her sleep. The meal of the third her size before spotting the black and landing
big black lizard satisfied her a little last night — gave on the island. The red had swallowed the struggling
her enough energy so she could hunt the rest of the sailors without a second thought. The men looked
small island. She had feasted on a herd of deer she odd with heads that were shaped like bulls’. But
found, though they had been so small. She found they were not very filling.
a few other animals, too, and they helped ease her Maybe she should go back home, she
rumbling belly. considered. The food seemed more plentiful
But she was still hungry, ravenous — and there — at least it didn’t take so much of it to fill
disturbed. her rumbling belly. She didn’t care for the brutish
Had she imagined the black lizard talking to her? company of the other reds, but perhaps she would
Uttering “please?” Calling her... what was the try to put up with it again. She could force herself.
word... Takhisis? One more try. She hated this sensation of hunger.
Had she dreamed the words? Raising a wing, she banked toward the east.
Or had the lizard really spoken? Had she dined Toward home.
on a sentient reptile? “Do not leave.”
She glanced at the tide pool where she left the The red’s eyes snapped open and focused on the
lizard’s head and a few of its rib bones. The carcass swirling gray image of a man that hovered in the
looked a little different in the morning light. She air. She drew her wings back and hung suspended
studied it, able to make out more of the details, like a red cloud, and she squinted so she could see
then she shuddered. the creature better. It looked like a shadow, which
It wasn’t the head of a large black lizard that lay shouldn’t be given the brightness of the sun and
at a grotesque angle against the slope. It was the that there was nothing nearby to cast such a
head of a black dragon. shadow. The man’s eyes were unblinking red dots.
A young one, she thought. Very young. Too bad. Not a man, she decided. But what is it? She heard
Padding to the water’s edge, the great red the creature clearly — despite its size and its appar-
glanced at the surface. Her scowling visage reflected ent lack of a mouth. In fact, its voice sounded like it
back at her, and she noted that a few of the scales was coming from inside her head.
near her jaw were melted and deformed from the The red hissed. Steam rose from her nostrils, the
young blacks acid breath. wispy tendrils curling like pipe smoke and drifting
It hadn’t put up much of a fight, she thought. Its toward the clouds overhead. Her lips twisted
lack of a struggle, coupled with her hunger, had upward and she snarled. She could eat him, but he
contributed to the deed. was so small her belly wouldn’t notice his presence.
She reached a claw up and dug the blemished It would hardly be worth the effort of swallowing.
scales loose. They fell on the sand with a dull thud, “What are you?” she asked, irritated.
and she grimaced. Others would grow to take their “I am a daemon warrior, a creation of Chaos,”
place, and again she would look perfect, but it the shadow man answered. “I will have my revenge,
would take a few weeks. and you are my means of achieving it.”
At least it was a black, an inferior dragon, she told The dragon stared at the shadowy image and
herself. Blacks aren’t as fierce as reds, or as smart. watched as it grew horns and darkened itself to a
If it had been smart, it wouldn’t have waited for glossy black shade, like a sheet of solid, wet slate.
her on the plain, it would have slithered away and The creature should be begging for mercy, not
hid in the forest. It should have known to run playing and shifting its form and chatting with her.
before an obviously superior force. It should be pleading for its life.
What had it meant when it called her Takhisis? Like the black begged last night, she thought.
What did the word mean? “Where are you from?” the warrior asked. His
By the time the sun had reached its zenith, the voice was gravelly and at the same time hollow
great red was high in the sky and the Misty Isle sounding. “You are not from Ansalon, and you are
was far below her. The island seemed so small. not a creature of Chaos, like me. And you have not

66 JANUARY 1996
been here long. Someone would have noticed a “The dragons are scattered. With their goddess
dragon your size before. Heroes would have been Takhisis gone they have no leader. A few of the
dispatched to slay you. Where, indeed, did you dragons challenge the people, but not many.”
come from? Are there more like you?” So Takhisis is a goddess, the red thought. The black
The red didn’t answer — wouldn’t answer — that thought me a goddess.
particular question. Instead, she narrowed her eyes The daemon warrior nodded.
to thin slits and glowered at him. A lick of flame “You will lead the other dragons. I will show you
flickered out between her pointed teeth. This crea- how.”
ture was annoying, and it would end up sliding I could lead the dragons, she thought. I could rule
down her throat anyway if it persisted. this Ansalon. This land is ripe for conquest.
“Where?” “The Dairly Plains... ” The words hissed out of her
“Where I am from is none of your concern,” the mouth like steam.
dragon finally answered. “...is where you will start. The people on the
“But where you are going is. You must go Dairly Plains are unsuspecting. Unprepared.
there —” it pointed back the other way “— toward Kindling.”
Ansalon, not away from it.” “There is land beyond these Dairly Plains?” the
“Enough!” A growl sounded from deep in the red hissed.
dragon’s chest. She opened her mouth and fire “Of course,” the shadow man replied. “After you
raced out of it, cutting through the crisp morning air strike there, I will instruct you where next to travel.
and forming a great ball of searing flame. The fire Do you have a name? I would know what to call
rushed toward him, roaring and crackling, then it my impressive pawn.”
parted just inches before it reached him, flowing The dragon furrowed its considerable brow.
like water around his black body and joining “Malystryx. My name is Malystryx.”
together again behind him. “Malys,” the shadow man pronounced, finding
“I am a creature of fire. Flames cannot touch me, the shorter word more accommodating. Again the
no matter how intense.” The daemon warrior daemon warrior gestured toward the Dairly Plains.
formed glowing eyes, hot like coals. “Now listen to The dragon’s eyes followed the creature’s foggy
me. Down there is the Misty Isle, the island you fingers, then she looked up and met its hollow ruby
slept on last night and treated as so much kindling. gaze. Her paw shot out, surprisingly swift, striking
To the north is Kothas. It is perched on the edge of the warrior. Claws raked through its shadowy
the Blood Sea of Istar.” image.
The dragon glared at him, a hint of curiosity Malys saw the surprise on its visage, and she felt
creeping across her enormous visage. the stinging cold on her pads as her claws tore at
“Kothas is not as important as the rest of the the form.
place,” the daemon warrior continued. “Neither are The daemon warrior gasped and she brought her
Mithas and Karthay. But the Dairly Plains.” The glow massive head in closer, her furnace-hot breath
of the creature’s eyes softened. “There are herds of scalding the air about its shredded body. Again she
cattle to satisfy your appetite, villages ripe for brought up her claws, and again she cut through
terrorizing, and there are smaller dragons.” the creature’s quavering form, feeling the cold.
Did he know about the black? she wondered. “Fire might not harm you,” Malys hushed. “But
“That is where I want you to begin.” there are other ways to slay.” Opening her maw, she
“Begin what?” edged closer still, and her teeth closed about the
“A war against the people.” dying daemon warrior. It was cold at first, suffusing
“I go where I want, when I want. I do what I her body, then she was suddenly warm again. She
want.” felt its heavy body slide down her throat. She
“You will teach them they should not have defied folded her great wings in close to her body,
Chaos,” the warrior replied. “They should not have dropped through the sky, and angled herself
forced my father to leave.” toward the coastline of the Dairly Plains.
“No one tells me what to do.” I shall begin there, she thought, but on my terms.
“I am telling you.” The creature’s blackness lifted, And these Dairly Plains shall be just the beginning.
and the shadowy gray returned. “I am telling you to
devastate Ansalon. To slay the humans and elves.
The people will no longer be the dominant force in Jean Rabe is the author of several fantasy novels for
the land. You will — with my direction.” TSR. She is currently hard at work on the first novel to
“And the dragons?” tell of the Fifth Age of Krynn.

DRAGON #225 67
by Robert Martin

9th-level warrior, 9th-level mage

STRENGTH: 17
DEXTERITY: 11
C ONSTITUTION : 13
I NTELLIGENCE: 17
WISDOM: 13
CHARISMA: 14
AC: 3 (elven chain +1, and shield)
THAC0: 13 (12 with Str bonus)
MOVE: 9”
HIT POINTS: 42
ALIGNMENT: NC
SPECIAL ATTACKS: Nil
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: Elven ability (see below)
SIZE: 5’ 5”

Special Abilities/Bonuses: +1 hit, +1 dmg.; +1 to hit with


long and short swords (elven ability); spells to 8th level; 90%
sleep/charm resistant; 60’ infravision;

Weapon Proficiencies: Long sword (specialization), short sword,


broadsword, bastard sword, longbow, dagger (thrown), dagger.
became part of a band of seasoned campaigners. The duties of
Nonweapon Proficiencies: Ancient and modern history, his estate have pretty much forced his retirement from cam-
dancing, etiquette, falconry, gem appraisal, hunting, languages paigning, but every now and then his major domo goes to
(ancient and modern), poetry, reading/writing, riding (land- awaken him only to find a cryptic note from D’Naleri indicating
based), survival. some destination.

Physical Appearance: D’Naleri is 120 but appears to humans Equipment: D’Naleri is a seasoned adventurer who carries
to be in his early 30s. He is a grey elf, with long black hair which just about everything one could ever expect to need in a
is usually hidden under his hood or helmet. He is 5’5” tall, and portable hole he keeps tucked into a hidden flap in his belt
he weighs 130 pounds. When adventuring or out of his palace pouch.
grounds, he usually wears his magical elven chain mail under his
armorial surcoat. At other times, he usually wears luxuriant Magical Items: Longsword +1, flametongue (bastard sword), ring
robes (over which he has cast an armor spell). of flying, ring of spell turning, elven chain mail +1, portable hole,
wand of lightning. He also carries several potions, and writes his
Background: D’Naleri is the fourth son of Valedmor, a grey elf own scrolls as he needs them. He carries a dagger with a per-
prince, and nephew of Nar-Valedron, king of Arandor. D’Naleri manent continual light cast on the blade.
was tutored in the palace by the greatest mages, scolars, and
sages in the kingdom. His life in the royal court was one of ease Spells: D’Naleri is fond of the Enchantment and Alteration
and splendor. Then one day Valedmor was falsely accused of schools. He prefers not to use magic per se in combat, as he
involvement in a palace conspiracy, so he and his family were would rather fight his opponents face to face.
banished from Arandor. They were able to take much of their
wealth and personal property with them to exile. Though Role-playing Notes: Despite his wealth and upbringing,
decades later the true culprits were exposed and Valedmor par- D’Naleri is no snob. His own experiences as a social outcast
doned and welcomed home, D’Naleri never forgave his uncle for have colored his perceptions to the point where he is likely to
the incident and refused to return. He took his share of the fam- take great risks to support the rights of an underdog against
ily wealth and remained in the kingdom of Arnithal. Though he any foe. D’Naleri is uninterested in general socializing or
has mellowed over the years, he still nurses a grudge with his romance, preferring the company of a good (old) book. He is
family and is generally distrusting of other grey elves. Finding his fascinated by dwarven lore, architecture, and history, and will
wealth and books little solace, he turned to adventuring. He go out of his way to befriend dwarves. His greatest weakness
started alone, with hired mercenaries at his back, but soon is his lust for books and other knowledge on dwarven lore.

DRAGON #225 69
of dual-classed characters, the PHB men- superior training. Therefore, why would
tions that by not using a former ability, a mage waste his time teaching a stu-
the character is “unlearning” what he dent how to use a dagger when the stu-
once knew. dent can already best the mage in hand-
Instincts, however, are not learned: to-hand combat?
they are innate. They can only be Simply put, how does one suddenly
improved. Forcing Kirk to use a save of learn to use a dagger less efficiently than
12 instead of six implies that switching before? Having this rule is assuming that
class has forced him to “unlearn” an Kirk does not pick up a weapon the
instinct, which doesn’t make any sense. entire time he undergoes training as a
This is especially true when it involves mage, but I feel that interferes with the
the most basic instinct of all: survival and role-playing potential. If Kirk wishes to
fter playing the AD&D® game for 13 self-preservation. When one considers practice with his fighter weapons a few

A years, I must admit that I have


some serious problems with the
concept of dual-class characters. The rules
that instinctive behavior is not learned
but rather practiced, it becomes conceiv-
able that Kirk’s training as a mage has
hours a night, so be it. This may slow
down his mage training, but this factor is
already dealt with in the rules for multi-
simply make little sense to me. dulled his instincts to some degree classing: experience is divided evenly
According to the Player’s Handbook (which is reflected in the worsening sav- between both classes.
(2nd Edition), once a character begins a ing throws), but all it would take would Kirk would be seeking out a mage
new class, he cannot use the abilities of be one fireball for those instincts to teacher so he could learn to cast spells
his former class without sacrificing all the reassert themselves. and not fight with a staff or dagger, since
experience for the particular encounter Let us assume that during his fighting he can already do these and probably
and half the total experience for the entire career, Kirk had numerous encounters better than his teacher. He would be an
adventure. The character is subject to all with the fireball spell. As he moves up in idiot if he allowed his teacher to instruct
restrictions of the new class, yet he retains levels, his instincts to dive out of the way him on how to wield a weapon the
his hit dice from his former class. Also, it or take cover from the spell improve. “wrong” way, and an even bigger idiot if
states that the character does not forget This is represented by his improved sav- he adopted the practice. Unfortunately,
the abilities of his former class, but rather ing throw. Even if 10 years go by before this points to a much larger disadvan-
he is penalized for using them. The rules Kirk sees another fireball, the latent tage with the AD&D system, one that has
sound fine theoretically, but realistically instinct to seek cover still exists and caused some I know to abandon AD&D
they don’t hold water. Here is why. would immediately leap to the surface in altogether.
Let us take as an example a fighter the face of another such attack no mat- When you choose a class for your
named Kirk. He has an 18 Constitution ter what class he would be using. This character, you get given abilities for that
and above average rolls for his hit makes using the first-level mage saving class. Kirk, for instance, could not learn
points. His saving throws and THAC0 are throws a little ridiculous. how to pick pockets without becoming a
at their best, and at 20th level, Kirk’s As for slipping into old habits, why full-fledged thief. In other words, he’d
player decides to dual-class as a mage. would Kirk’s new mage teacher require have to learn each and every thieving
Where does Kirk fit in? With a high-level him to learn new habits? It is perfectly ability just to be able to pick pockets. He
campaign, Kirk would be all but useless obvious that Kirk’s old instincts as a would have to quit being a fighter or (in
and rather boring to run. With his 20 fighter are far superior to anything the the case of multi-class PCs) divide the
THAC0 and single first-level spell, I can mage could teach him, and no worthy experience between the two classes,
only imagine watching the player try to teacher would force his student to play even if picking pockets was the only abil-
stay awake during the game. On top of stupid in the face of possible death, ity he ever used. Allowing more diversi-
that, it would be conceivable for Kirk to when Kirk could have easily avoided the fied characters would please more expe-
advance five or six levels as a mage with fireball using his former abilities. Along rienced players, but times have changed,
only a few battles. After all: a mage only those same lines, why would Kirk be and now TSR tends to cater toward
needs 90,000 experience points to reach forced to use a first-level mage’s THAC0? newer, less experienced players.
9th level. Still, he would be ridiculous in Since the PHB specifically states that the Pity.
a low-level campaign. Here is this 1st- character doesn’t forget former abilities, Why can’t Kirk learn how to cast
level mage running around with 140 hit the only explanation for this would be spells without being forced to learn how
points, carrying all the magic items he’s that Kirk was going out of his way to a mage wields a weapon or dives from a
accumulated throughout a long adven- fight poorly with a dagger to avoid losing fireball? I know what you’re thinking.
turing career. It goes without saying that experience. Doing this would cause characters to
the rest of the party would use Kirk as a This, of course, is ludicrous. If Kirk is freely acquire all the beneficial abilities of
human shield. already proficient with the dagger, why certain classes without receiving any
So why would Kirk suddenly have 1 st- would he not retain his fighter THAC0? penalties. The DM can compensate by,
level saving throws? According to the Even if he wasn’t proficient, the only say, making the character require an
Player’s Handbook, a saving throw repre- penalty he should receive is the standard extra 50,000 experience points per level
sents an “instinctive act on the part of -2 for being “non-proficient” with the to advance. It wouldn’t be difficult, and
the character.” If the act is indeed instinc- dagger. This THAC0 detriment cannot be would erase the illogical rules needed to
tive, why would Kirk ignore those attributed to training, either. Obviously, a offset the new abilities.
instincts and allow himself to be fighter is far more proficient with Another flaw is that Kirk would
engulfed by a fireball? Under the section weapons than a mage, having received receive no experience points for an

DRAGON #225 73
encounter in which he used even a single somehow blocks that improvement, pre- loss of experience, but that is an
fighter ability. I can only assume this venting it from happening. Kirk could kill extremely dangerous call.
includes nonweapon proficiencies. The every fiend in the Abyss and not “learn” a In my games, I’ve done away with dual-
trouble is that all NWPs are open to all thing from his efforts. This is like saying I classed characters completely. A character
classes. Only the slots required to purchase cannot study law and martial arts at the can become multi-classed whenever the
them vary; so how can any nonweapon same time. Suppose I earn a green belt in player wishes, or can even opt to learn a
proficiency be labeled a fighter ability? In karate before going off to law school. single ability from a given class. That way,
addition, experience represents self- The moment I pick up my first book, I can I don’t have 1st-level mages running
improvement through practice. Bearing no longer learn anything in karate, no around with 140 hit points.
that in mind, how can Kirk suddenly stop matter how often I practice it. I could Christopher Myers
improving his fighter skills? In other words, study karate for a million years and 5011 Kinter Hill Rd.
as a human fighter, Kirk has the potential never advance to black belt until I pass Edinboro, PA 16412
to advance much higher than 20th level. the bar even if I devote equal time to
But because he is dual-classed as a mage, both fields. This is in response to two letters that
that potential no longer exists. Let us say Finally, I fail to see the connection appeared in the Forum of DRAGON®
that Kirk finds himself in over his head. He between experience points gained in Magazine #220.
knows he can’t survive by relying on his combat and experience points gained in First, to John Holcomb of Ft. Worth: in
first level mage abilities, so he casts aside other endeavors. I’m referring to the fact the immortal words of Morgan Freeman
his mage training in favor of his fighter that Kirk would lose half his experience in the movie Robin Hood: Prince of Thieves,
abilities, thus forfeiting his experience points gained for the entire adventure if “You whine like a mule!” A wise man
points. In the process, he earns 300,000 he used even a single fighter ability. This (either Confucius or Frank Zappa) said,
points, but because these were earned rule doesn’t work either. The experience “Change is not only necessary, it is
using fighter skills, he does not technically points handed out at the end of the inevitable.” Okay, the game has changed
receive them. adventure are usually given for the com- in 20 years; if it didn’t nobody would
This is illogical, since he still physically pletion of certain goals. They are not play it (except you, perhaps). If you liked
defeated his enemies, thus improving his given out on the basis of how those the original D&D® game so much, go
ability with weapons; however, for some goals were reached. One could argue hunt down Gary Gygax or Dave Arneson.
inexplicable reason, his mage training that poor role-playing would justify the I’m sure Gary would love you.

74 JANUARY 1996
AD&D is made so you can put in what TSR has been providing my group
you want, even rules from other games. with quality products for over 10 years,
Many times I’ve played in games that bor- and in no way will I abandon them for a
rowed heavily from Rolemaster* or the product for which I may have no use.
Arduin Grimoire*. Nothing says you have Tim Cafferty
to have everything. I don’t allow psionics Jersey City, NJ
ever. I’ve even played in affirmative
action games where the DM required one I am writing in response to Koby
of every race and class in the game. Bryan’s letter in issue #221.
Boring! AD&D will continue to grow and I have to agree on the prices of the
change, and I back TSR on that all the average TSR products. The PLANESCAPE
way. boxed set was a little steep, and I have a
Next, Christopher Kelly of Orlando. I problem with the prices for the hand-
sense that your main focus is the number books (from $15 to $18, a 20% increase).
of female garners, which is to say, very Each handbook has about 127 pages
few. They’re out there. An outstanding while books from White Wolf with the
letter on the subject was written by no same page count cost the same as the
less than my ex-wife, Denyse, in DRAGON old price of the handbooks. As for the
Magazine issue #219. You should see all main books (the PHB, the DMG, and the
the replies she’s received. She now has a MONSTROUS MANUAL™ tome, the combined
number of pen pals with whom she cor- total is $68.90 (including Ohio’s 6% tax
responds regularly. rate). With dice, supplements, and cam-
Kerry Zane paign settings such as the RAVENLOFT®
222 S. Rancho Ave. #54 boxed set, it would be even more.
San Bernardino, CA 92410 If we, as players, are trying to bring
the AD&D game to new people, it would
I am writing to respond to Koby help if the prices were a bit lower. The
Bryan’s assertion (in DRAGON® Magazine, prices don’t bother me as much since I
issue #221) that TSR’s authors neglect to have a job; I think of the younger kids
print quality game material because all who don’t have that kind of money.
they want is to make money. As for lack of quality, I agree on some
First of all, anyone who works for any points but not on others. I am quite satis-
kind of company and wants to keep his fied with the PLANESCAPE setting. PLANE-
job will try his best to make that com- SCAPE is what I run and my group seems
pany increase its revenues. Second, any to like it quite a bit. I’ve played in a few
company that cares about its customers RAVENLOFT adventures (but I don’t think
will provide them with a range of mater- we’ve quite got the rules on how to be
ial to satisfy their individual tastes. scared down yet).
I do agree with his point on the differ- We also play DARK SUN® a lot. It’s one
ent covers on the FORGOTTEN REALMS™ of my favorites and one of the most orig-
boxed set. On the other hand, it may be inal concepts for the fantasy genre that I
a clever way to spark the interest of have been exposed to so far. They prac-
those unfamiliar with the fine art of role- tically changed all the rules to accomo-
playing... who knows? date the setting.
I also have a problem with his opinion The bottom line is this: any setting
that PLANESCAPE™ should have been made and any RPC is only as good as the GM’s
a player’s guide instead of a whole world. ability to run an adventure. If you don’t
The Manual of the Planes was an informa- like something, then don’t use it. Better
tive handbook, but there wasn’t enough yet, as long as everyone thinks it’s fair,
information to base an entire campaign make up new things.
on. PLANESCAPE provides a solid base for a Chris Curran
new campaign. Toledo, OH
People I game with have noticed a
change in the format of adventures, and
we all welcome the change. In the origi-
nal edition AD&D adventures, the mod- * indicates a product produced by a company other than
ules virtually led players by the hand; TSR, Inc.
one module led to another which led to
the next and so on. In the AD&D 2nd
Edition, adventures and boxed sets offer
DMs a campaign hooks, starting point
for any kind of campaign the players or
DMs want.

DRAGON #225 75
Standard floor rules

One Judge, with as many Assistants as Sprite Swarm’s ID icon counts as four
needed. points of effect and the die is rolled •Possession of a temple face does not
again, adding that effect as well. Special preclude a black dragon from being sent
Judge’s job: Interpret rules, choose 2: The dragonmaster’s TSR logo counts to that terrain.
winner when a round runs long (one as four points of effect, just as its ID icon
round must begin and end within a given does.) •A dragon controlled by a dragonlord
convention time slot; if a round runs or dragonmaster can be summoned (per
long, decide winner based on terrain cap- •The cost of each spell is increased by the spell) away from that control. In such
tured; if no terrain has been captured or one point. For example, the stoneskin a case, it can even be summoned to the
more than one player has captured a ter- spell costs two points, the lightning bolt terrain it currently occupies.
rain, the largest point total of “live” dice spell costs four points, and the summon
determines the winner), declare forfei- dragon spell costs seven points.) Use the •During an attack by multiple drag-
ture, keep records. The Judge is the final Tournament Reference Folder, as it has ons, if a dragonlord (or dragonmaster)
arbiter. His word is law. the correct spell costs listed on it. takes control of a dragon, the owner of
the dragonlord (or dragonmaster)
Assistant’s job: Answer rules ques- •Magic from a player’s reserve army chooses which dragon is controlled.
tions, traffic control, assign identifiers to can be cast only on that player’s armies
each contestant, record results, anything and units. Other player’s dice cannot be •During a dragon attack, if multiple
else the Judge requires. targeted by that army’s reserve magic. dragonlords (and/or dragonmasters) roll
ID icons or TSR logos, their owner
Judges and Assistants are barred from •An army cannot cast magic that decides which takes control of the
playing in the tournament. inflicts damage on another army belong- dragon.
ing to the same player.
Except as noted below, all standard •If an army is attacked by multiple
rules (from the DRAGON DICE™ Rule Book •If an army is both routed and dragons, it may count its melee results
and any official TSR errata and clarifica- destroyed, the attacker may still pursue. against one and its missile results against
tions) are used. another, possibly killing both with the
•If a player has no units remaining in same roll.
play, any spells he has in play are imme-
Rules Clarifications diately negated.
Sealed Box
•The ID icon of each unit counts as a •When an army’s roil is to be both Tournament Rules
number of points equal to the unit’s doubled and halved, all halving occurs
health: a common unit’s ID icon counts before any doubling. Each field of battle consists of 16 play-
as one point of effect; an uncommon ers. These 16 players are divided into 2-
unit’s counts as two points of effect, a •Possession of a temple face prevents player contests; these contests continue
rare unit’s ID icon counts as three points any new black spells from targeting the through four rounds of play, as defined
of effect, and a monster’s ID icon counts possessing army; it does not negate below.
as four points of effect. (Special 1: The those already affecting that army.

76 JANUARY 1996
Each contestant brings one or two Building an Army: Each contestant another four-player game for an addi-
unopened, shrink-wrapped boxes to brings a 24-point army to the tourna- tional three VP.
play. In some tournaments, contestants ment. Only half of those points can be
are required to bring their own spent on magic users. (Special: Each All Round One winners advance to
unopened boxes to the table. In others, dragonlord and dragonmaster counts as Round Two.
contestants will be required to purchase two points of magic user and two points
unopened boxes from an authorized other, so an army composed entirely of Victory points accrue only from stage
dealer at the convention. This is deter- one or both meets the requirement.) At to stage within a round, never from one
mined by specific conventions and the start of the tournament, each contes- round to the next.
announced prior to the start of the con- tant is required to complete an Army
vention. Form. This form lists all the dice in that if the number of initial contestants is
contestant’s army. It is checked and not divisible by four, some blocks may be
Round One consists of three individ- signed by a Judge or Assistant, then run in threes, with a “ghost player” filling
ual games. The winner of Round One is signed by the contestant. At the start of the D slot. The other players each receive
the contestant who wins two of the three each stage, a contestant’ army may be a bye when matched against this “ghost”
games. The winner advances to Round checked against his Army Form. If dice in Stages two to Four of Round One. Byes
Two. If a contestant loses a game during have been exchanged or some other dis- only occur in Round One of the tourna-
Round One, he may change to his sec- crepancy appears, the contestant will be ment (though they may also occur in
ond, still-unopened box (if he brought disqualified from the tournament. some instances in Round Three).
two boxes to play). If a contestant
decides to change, he must use the sec- Round One consists of four stages — a Round Two consists of the same four
ond box through the duration of the four-player game, followed by three two- stages as Round One, only this time the
tournament. Dice from one box cannot player games among the same four contestants are the four winners from the
be mixed with dice from the other. opponents. Each field of battle uses one same field of battle. All Round Two con-
Round One tournament sheet. The 16 testants start with zero VP. Contestants
Rounds Two, Three, and Four consist players are each assigned a designation gain VP for winning each stage — three
of single elimination games, with the win- (A through P) and divided into four-play- VP for Stage One, two VP for Stages Two
ners of each round advancing to the next. er blocks. to Four.

In a one-field tournament (16 players), Stage One: Each four-player block In a tournament that consists of a sin-
the winner of Round Four is the champi- competes in a four-player contest. The gle field of battle, the champion of the
on of the tournament. In the case of mul- winner of each Stage One contest gains tournament is the contestant with the
tiple fields of 16, Round Four winners three Victory Points (VP). most VP at the end of Round Two.
meet in a Final Round. This Final Round
ranges from a two-player (the winners of Stage Two: Two-player contests Round Three. in a tournament that
two fields of battle) to a four-player (the between paired members of each block, consists of two to four fields of battle,
winners of four fields of battle) winner- as shown on the tournament sheet. The Round Three must be played to declare a
take-all game. In the case of large con- winner of each Stage Two contest gains tournament champion. All Round Two
ventions with more than four fields of two VP. winners advance to Round Three. The
battle, multiple champions will be winner of Round Three is the tournament
declared after each Final Round. (For Stage Three: Two-player contests champion.
example, in a tournament consisting of between paired members of each block,
five fields of battle, five champions of as shown on the tournament sheet. The In a tournament with two fields of bat-
equal status will be declared after the winner of each Stage Three contest gains tle, the two contestants play a best of
Final Rounds are played.) two VP. three series to decide the tournament
champion.
Boxes are resealed with a colored Stage Four: Two-player contests
tape at the end of each round by the between paired members of each block, In a tournament with three fields of
Judge or one of his Assistants. The tape as shown on the tournament sheet. The battle, Round Three consists of four
color sequence is randomized at each winner of each Stage Four contest gains stages, as defined above, with a “ghost”
tournament to inhibit cheating. two VP. player filling the D slot. The other players
each receive a bye when matched
Round One Winners: One winner is against this “ghost” in Stages Two to Four
BYO (Build Your Own) declared for each block of players. The of Round Three.
Tournament Rules player with the most total VP in a spe-
cific block wins the round. Ties within a In a tournament with four fields of
The tournament consists of one or block are handled in the following man- battle, Round Three is played just like
more fields of battle. Each field of battle ner: two-way ties are broken in favor of Round Two.
consists of 16 players. The 16 players the contestant who won the two-player
meet in four-player or two-player con- match versus the contestant who tied In a tournament with more than four
tests as defined below and demonstrated him; three-way ties (very rare) are broken fields of battle, multiple champions will
on the BYO Tournament Sheets. by having all four contestants play be declared.

DRAGON #225 77
by Skip Williams

If you have any questions on the Daern’s instant fortress or other construc- Now, frisky chest is a spell designed to
games produced by TSR, Inc., “Sage tion, the sphere would harmlessly pass help priests protect their stuff, it’s not for
Advice” will answer them. In the United through the wall, leaving the structure extracting treasure from dungeons. So,
States and Canada, write to: Sage Advice, undamaged. your players were abusing the spell and
DRAGON® Magazine, 201 Sheridan Springs you might indeed have given them and
Rd., Lake Geneva, WI, 53147, USA. in Chain lightning is a 6th-level spell, so undeserved gift. Because frisky chest is
Europe, write to: Sage Advice, DRAGON® wizards have to be at least 12th level to suppose to foil thieves, the statue’s
Magazine, TSR Ltd., 120 Church End, cast it. The spell description says chain movements should have been contrary
Cherry Hinton, Cambridge, CB1 3LB, lightning inflicts 1d6 points of damage to what the players wanted at every pos-
United Kingdom. We are no longer able per level, to a maximum of 12d6, so sible opportunity. Now consider how
to make personal replies. Please send no what’s the point of giving damage dice much noise a walking statue might
SASEs with your questions. SASEs are per level? make. Were there any denizens of the
being returned with writer’s guidlines. Here’s the point: A spell’s effective dungeon within earshot? A surprise
This month, the Sage considers the “casting level” can vary. Magical items attack by a group of monsters might
powers and limitations of a few spells that produce spell-like effects are the have really wrecked the party’s day,
from the AD&D® 2nd Edition game. most common examples. Wands, for especially if they were separated and
instance, can be enchanted to duplicate concentrating on the statue when the
Is it possible for a large object, such as spells of any level, but any spell-like attack came. Also think about how much
a Duern’s instant fortress, to penetrate a effects they produce function at 6th-level the statue weighed. Could the chariot
prismatic sphere and crush the people for purposes of range, damage, duration, hold all that weight when the party final-
inside? Would the object have to make a and any other spell variable that depends ly herded the statue aboard? Could the
saving throw against each layer? How on the caster’s level. A wand of chain light- dungeon floor hold the statue as the it
would saving throws and damage from ning could only produce a bolt of lighting ambled along? Note that the spell allows
each layer affect the object? with a maximum damage rating of 6d6 the animated object to sprout whatever
Objects cannot penetrate intact pris- and a maximum range of 70 yards. It appendages are most appropriate. Did
matic spheres at all unless carried by a makes no difference that chain lighting the statue sprout wings and fly away
creature that makes all the required sav- requires a 12th-level caster; the best the when the PCs finally got it outside? Note
ing throws. If a Daern’s instant fortress wand can do is 6d6 points of damage. also that any restraint place on the object
were activated so as to crush creatures Any number of other conditions also can breaks a frisky chest spell. So, the party
protected by a prismatic sphere, the change a spell’s casting level; planar might have caught the statue as it flew
sphere’s 7th (violet) layer would com- effects and wild magic head the list. away, but the minute they got hold of it
pletely protect the creatures and the they would have been holding dead
fortress would be destroyed. Any unat- The player characters in my cam- weight. That might be inconvenient if
tended object that enters a prismatic paign once found a big gold statue that anyone was standing under it at the time.
sphere is destroyed unless it is an artifact was much too heavy for them to carry Keep all of the foregoing in mind if
or relic. away. Rather than hacking the thing to your players try the same trick again. You
If an object, or group of objects, is suf- bits and hauling away the pieces, the also might want to put a weight limit on
ficiently large, it might bury a prismatic party cleric cast a frisky chest spell on the frisky chest spell to discourage really
sphere instead of being utterly destroyed. the statue. The rest of the party lined up egregious abuse. I suggest 100 pounds
For example, a party caught in a at strategic positions along the route per caster level.
avalanche cannot hastily create a pris- back to the entrance and herded the
matic sphere and then just blithely walk statue all the way outside, where they Do the images created by a mirror
away when the dust settles, nor can a had a chariot waiting. Is this feat really image spell make sound? If not, one
party inadvertently (or deliberately) drain possible, I did I give my players an unde- could avoid the spell’s effect entirely by
the ocean if they erect a prismatic sphere served gift? simply closing one’s eyes and taking the
underwater. A frisky chest spell can affect any object -4 attack penalty for being unable to
Note that it is not possible to use a small enough to fit inside a 10’ cube. If see the target. The penalty would be
prismatic sphere offensively; if created so the statue wasn’t too big, you and your even less if you had the blindfighting
that the sphere overlapped a wall of a players did things according to the rules. skill.

DRAGON #225 81
The spell description says mirror image MONTROUS MANUAL™ tome. The sizes are: to test. A character who has just donned
creates exact duplicates of the caster. tiny (up to 2’ tall); small (2’+ to 4’); man- a ring of water walking, for example, will
Considering the spell’s short duration sized (4’+ to 7’) large (7’+ to 12’), +1 have a pretty good idea what he has
and purely defensive nature, I don’t think melee reach and knockdown; huge (12’+ after a trip to the local pond or fountain.
it’s unreasonable to assume that the to 25’), +2 melee reach and knockdown; Items with specific triggers or com-
images include sound and smell as well and gargantuan 25’+), +3 melee reach mand words are trickier. Usually, the
as sight. On the other hand, mirror image and knockdown. Remember to increase owner will have to visit the local sage,
is only a 2nd-level spell, and “Sage the enlarged character’s base initiative as bard, or high-level spellcaster to get
Advice” has previously suggested that his size class increases. some clue about how to start experi-
invisibility foils displacement. I suggest menting with the item. Some DMs devise
you go ahead and allow characters to How much should characters know intricate puzzles their players must solve
ignore mirror images if they can’t see about magical items when they find before their characters can use their
them. Remember, however, that fighting them? Detect magic spells can reveal items. It all depends on how rare and
blind is just like fighting in total darkness, that an item is enchanted, but what wonderful the DM wants to make magic.
which carries more than just an attack about specific powers? If players have to work hard for their
penalty (see Table 72 in the DMG). The Generally, characters should know magic they tend to appreciate it more.
blindfighting proficiency reduces or elim- very little about the magical items they Note that intelligent items such as
inates some of these penalties, but not all find. Divination spells such as identify, swords might be able to tell their owners
them. commune, contact other plane, and legend what their powers are (though they don’t
lore can reveal or at least hint at specific always do so). Also, nothing beats
At what point do player characters powers. Otherwise, characters just have instructions from the previous owner
under the effects of enlarge spells start to experiment with newly acquired items when trying to figure out a magical
getting bigger knockdown dice? Large and try to puzzle them out. Even a small item’s properties. Taking a few prisoners
creatures also extend weapon reach. At sip of a potion for example, produces a and negotiating with them carefully can
what point do enlarged characters get minor effect that hints at the potion’s be well worth the effort.
extra reach? enchantment. A sip of a growth potion,
To get an enlarged character’s size for instance, might make a character’s The Complete Paladin’s Handbook has
class, just note the character’s new height clothing or armor feel tight. Items that lots of good information about what
and use the size categories from the produce continual effects are fairly easy holy swords can do, but can you explain

“This guy has a lot of political supporters, so I want you to make it look like an accident.”

82 JANUARY 1996
the meaning of the swords ability to How do you assign knockdown dice
dispel hostile magic? When is magic to large creatures using weapons? Page
“hostile” and when is it not? 32 of the PLAYER’S OPTIONTM: Combat &
In this case, magic is hostile when it is Tactics book says large monsters bump
potentially harmful to the paladin or his the weapon’s knockdown die up to the
allies and directed either at the paladin next size. Does this mean that a centaur
or placed so that this its area of effect with a two-handed sword rolls 1d20 for
overlaps the circle of power the holy knockdowns? If the centaur also is a
sword generates. grand master with a two-handed sword
does he roll 1d1OO for knockdowns?
What happens to a paladin when he A knockdown die of 1d12 increases to
encounters a creature that cannot enter 1d20. I don’t recommend allowing any
the circle of protection surrounding the knockdown die to increase beyond
paladin, but really wants to hurt the pal- 1d20. (As it is, rolling 1d20 will give a
adin? If the creature pushes hard against knockdown chance about half the time
the circle, can it make the paladin against huge opponents and even more
move? What happens when the paladin often against smaller opponents.) I also
gets forced into an obstacle? don’t recommend increasing any knock-
You’re confusing the aura of protec- down die more than three places. For
tion that surrounds a paladin with a pro- example, a creature armed with a dagger
tection from evil spell. In the AD&D 2nd never gets a knockdown die bigger than
Edition game, the two are similar, but not 1d10, no matter how big or skilled it is.
the same. A paladin’s aura of protection If you don’t like the foregoing advice,
doesn’t hedge out anything. Evil, con- the steps beyond 1d20 are: 1d30, 1d40,
jured, or enchanted creatures within 10’ 1d50, and so on. The best way to gener-
of the paladin suffer a -1 attack penalty, ate these numbers is with 1d10 and
but the aura doesn’t keep them out. The some kind of a control die. For example,
aura, like a protection from evil spell, also you can roll 1d30 by rolling a 10-sided
prevents any form magical control from die and a six-sided die. If the six-sided die
being exerted across the barrier. comes up a 1 or 2, read the lo-sided die
Note that it is not possible to exert as it is. If the six-sided die rolls a 3 or 4,
force across the barrier formed by protec- add 10 to the number on the 10-sided
tion from evil or a protection from evil 10’ die, and if the six-sided die comes up a 5
radius spell. Neither version of the spell or 6 add 20 to the number on the 10-
creates a giant hamster ball like an sided die.
Ottiluke’s resilient sphere does. If a crea-
ture that normally would be hedged out
by the spell, nothing happens if it pushes Skip Williams is a game designer and edi-
against the barrier. The creature cannot tor at TSR. If you have any questions on TSR
cross the barrier, but it also cannot make gaming products for the Sage, you can write
the character at the center of the spell to him at 201 Sheridan Springs Road, Lake
move, not even by a micron. On the Geneva, WI 53147, or you can e-mail him at
other hand, if a character protected by [email protected]. We regret that personal
the spell forces the barrier against a crea- replies are not possible.
ture that normally would be hedged out,
the barrier collapses, ending the spell.

The Complete Thief's Handbook allows


thieves to wear armor heavier than
leather and still use their thieving skills
at a penalty. What are the effects of
armor on the new thief skills given in
the Skills & Powers book?
Okay, here are my suggestions:
Skill No Armor Elven Chain Padded, Chain Mail or
Hide, or Ring Mail
Studded Leather
Bribe — — —
Detect Illusion — -5% -10% -10%
Detect Magic — -5% -10% -10%
Escape Bonds — -5% -10% -10%
Tunneling +5% -20% -30% -25%

DRAGON #225 83
84 JANUARY 1996
ne of the most annoying prob- on the camel merchant Yusif and his

0 lem s in any AD&D® game is when,


for whatever reason, the charac-
ters in an adventuring party decide to
trusty assistant, the saluk Mustafa. Hand
these to two players who are not in
Group A. You may even take them aside
and give them a few guidelines, such as:
split up.
It is bothersome because you now “Todd, you play the part of Yusif, the camel
have two or more groups to keep track
of and monitor. Back and forth you go What To Do merchant. You have five desert camels, two
breeding camels, and one war camel for sale.

When Your
between the varied groups, trying to give I’ve written on the paper the lowest price you
each an appropriate amount of attention. will take for them. One of the desert camels is
How good are you at juggling? blind in one eye, but you don’t want to let the
It also creates role-playing difficulties.
With everyone sitting around the table, it Party Wants To buyer know that. Ross, you play Mustafa, the
guy who keeps the lot clean and helps Yusif
is difficult for a player with a character in
Group A to ignore key information that
Group B picks up while shopping at the
Split Up You stay in the background, helping show off
the camels with lots of smiles. At an appro-
priate moment, you can try to get close to the
local Aurora’s Whole Realms outlet store. buyer and pick his pocket. Pull on your left
What is really awkward is when Group B
by Paul Culotta earlobe when you want to give this a try.”
gets waylaid on the way back by a group illustrated by Phil Longmeier Suddenly two players, who were
of thieves, and they are all captured and about to engage in the mindless dice-
held for ransom; since the members of rolling that signals boredom, are
Group A have just observed Group B Your Options involved to the hilt and having lots of
being trashed, no matter how good they Despite advice against such suicidal fun. Yusif greets the merchant-rogue with
are at role-playing, it is going to be diffi- moves, players will split up anyway. In an oily smile, and Mustafa nods eagerly
cult for them to ignore the red-headed fairness to the individual player, he has as his boss makes his sales pitch. He
thief who led the ambush against their the right to do so. You just have to figure quickly goes to fetch a chair for the buyer
comrades. out how to do it. to sit in as the camels are brought to him
It can also be a royal pain for the One way is to alternate back and forth (Ross thinks of this on his own), and as
players when the group splits up. One among the various groups. For reasons he sets it down behind him, he tries to
might have to endure long stretches of stated above, this does not always work pick the man’s pocket. The haggling
boredom while someone else’s mer- well. becomes spirited. If the saluk succeeds,
chant-rogue PC (from the AL-QADIM® Another method, particularly useful imagine the character’s surprise when he
game world) goes to the bazaar to nego- when key information can be found, is to reaches in his pouch to pay for the hard-
tiate the price of a string of camels. As take Group A characters into another bargained camels and he does not have
the haggling goes on, other players go room outside the hearing of Groups B enough money for the purchase.
grab a snack or take a bathroom break. and C. This can be effective if the separa- If the thief fails and is caught at it, he
They begin by rolling dice mindlessly. tion is very short, say just a few minutes. flees. The merchant-rogue from the
Then they talk about yesterday’s ball If it gets longer, the only advantage adventuring party takes off after him,
game. This disturbs the hagglers, who gained is that players in Groups B and C yelling for help. Two mamluks appear
ask the other players to shush, and the will not have their conversation about (two more sheets of quick notes on the
DM states, “Hang on. I’ll be with you in the football game competing with the mamluks go to other unoccupied play-
just a minute.” The unoccupied players camel haggling. ers) to help him with the chase.
sigh and try to be patient, but it is clear This continues until the situation is
that they are bored. The “Include resolved. Once it is over, you move “on”
Splitting up an adventuring party is Everybody” Option to Group B, who is entering the Singing
generally a poor strategy, as well as an The best method is to include the Maiden coffee-house. This time you hand
annoyance to everyone. In an Underdark other players (the players themselves, out to the non-Group B players quick
adventure or one that is heavy on com- not their characters) in Group As situa- notes on a few customers. Things
bat, it is often tantamount to suicide. tion. What you have to do is quickly progress as usual.
scribble down some statistics and notes This works very well because it keeps

DRAGON #225 85
everyone involved in the game. No one the wares of a weapons seller in the asked us to run these NPCs, and we (who
should be bored. Indeed, when the play- bazaar. This was only the second time in were dismayed at Kholai even thinking
ers take on the role of NPCs who are not the whole campaign that any of us had about another theft) were all too glad to
at all like their characters, they will be seen a steel weapon, and she salivated at cooperate. We ran through declarations,
stretching (and improving) their role-play- the thought of owning it. The fact that its initiative, and combat as normal, except
ing skills. In most cases, I have seen that price was far beyond her means did not that now the DM did not have to make
they relish the experience and decide dissuade her. She convinced Rathas to combat decisions or roll dice for the
that they like playing a saluk, mamluk, or engage the merchant in conversation NPCs; we did. Rathas chuckled at the
whatever. They may even want to bring while she would try to slip to the rear of thought of only four guards trying to take
a new character into the next role-play- the stall, cut open a hole in the hide that him, a renowned gladiator of Tyr, but his
ing session. covered the rear, and purloin the rare laughter stopped when my NPC, who
dagger. (For those who do not play DARK was a fighter/psionicist, caused his loin-
The Option and Combat: SUN, steel is very expensive and very rare cloth to burst into flames. All of the dice-
A DARK SUN® Case Study on Athas; most weapons are made of rolling was on the table, and, believe me,
Involving the players does not have to bone, wood, or something else). we were definitely involved. Rathas and
be restricted just to role-playing situa- Everything worked fine until the alarm Kholai were beaten into unconsciousness
tions. It can extend to combat as well, spell at the back of the stall went off, and and dragged off for justice. The DM let us
and in this case the unoccupied players then all hell broke loose. The merchant continue to role-play the guards as the
can assume the parts of the “bad guys.” went rushing back to see whose hand local tyrant (played by the DM) dispensed
The first time I ever saw this method was sticking through the torn backing of justice. In the end, they were sentenced
used was in a DARK SUN® campaign. The the stand. Rathas tried to stop him, and to be sold into slavery, and while Rathas
characters were part of a caravan that the merchant screamed for help. Kholai managed to escape later, Kholai was lost
had stopped in a city. Four of us were tried to get away from the area, but he as a character.
recovering spells and recuperating from was noticed. Four of the city guards Was everyone involved? Yes. Was
a heavy combat in the desert the day showed up and demanded surrender. there boredom? No. As we left to go
before. Two of the player characters, Rathas and Kholai refused. home, several of us remarked that it was
Rathas the mul gladiator and Kholai the At that point, our DM started arrang- one of the best times we had had in a
elven thief, decided to go check out the ing the battlefield, and then handed each long time. Even the player who had lost
local bazaar. of us non-participants a sheet with just a his chaotic thief character admitted he
Kholai spotted a steel dagger among few notes on one of the guards. He had had a great time.

86 JANUARY 1996
“Include Everybody” Limits players), and also had key information You need to roll a morale check.“).
Although this method works, it has its for use in the campaign later (which we You should only do this when the
limits. First, you should only consider in Group B did not discover until we went involved characters (Group A) have a fair
using it whenever the other characters to talk with him later). chance of succeeding in whatever they
(Groups B and C) have absolutely no Using this option should not occur in are trying. Pitting two characters against
any climactic or final scene or the lair of a platoon of trolls is patently unfair, but
chance of showing up to influence the
action. In my DARK SUN example, the the chief villain. Even with minor NPCs, putting a 6th-level mul gladiator and a
other four of us were in a caravan camp players would learn too much about the 5th-level elven thief against four guards
a good mile away from the action and chief villain or his lair, and they would be (three 4th-level fighters and one a multi-
we had stated we were resting. Thus we cheated of the joy of discovering these classed fighter 3/psionicist 3) is tough,
could not have participated in the action tidbits on their own. but fair. In the example above, the mul
with Rathas and Kholai (Group A). Whenever players are role-playing bit and thief could have trashed the guards
Whenever you assign NPCs to a parts, have all dice rolls occur in open if the dice had gone the other way.
player, they should only be minor or “bit view. This keeps everybody honest. If Sometimes there is no harm in bounc-
part” NPCs. Major NPCs who are chief vil- someone’s character dies or is captured, ing back and forth between Groups A
there can be no recrimination (“Hey, and B, but giving minor NPCs to unoccu-
lains, allies, or significant sources of infor-
mation are usually very well developed don’t blame me, it was the dice!”). The pied players to role-play can be the
and it would take too long for a player to dice never lie. (Perhaps they will not be answer avoiding a boring halt arising
assimilate the information to role-play so anxious to split the party next time?) from splitting the party. In fact, it can add
such an NPC well. Moreover, you should Even though all dice are on the table, a lot of color to the campaign and be a
maintain control of the game so that it is you must ensure that the players under- great deal of fun since players assume
enjoyable and challenging for the all the stand that you have final approval on fresh roles. And having fun is what it is all
NPC decisions. Generally you will not about.
players; one group or several.
While we played the parts of the four have to interfere. If, however, the situa-
guards in the DARK SUN example, the DM tion calls for the NPC orcs, mamluks, or
whatever to make a morale check, you Paul A. Culotta lives in Tacoma,
played the city ruler. This major NPC con-
trolled the decision on what was to be need to enforce it otherwise over-enthu- Washington, and is a full-time national
done with Rathas and Kholai (something siastic players might skew the game guardsman. He is a frequent contributor
(Player: “My orc is butch! He wouldn’t to D RAGON ® Magazine and D UNGEON ®
that should not be in the hands of other
flee!” DM: “All his companions are dead. Adventures.

DRAGON #225 87
Illustrations: Richard Wright, Dave
Gallagher, John Blanche, Wayne
England, and Mark Gibbons
Cover: Geoff Taylor

The lamest game I ever played? Easy


– TSR, Inc’s ALL MY CHILDREN™ game,
derived from the television soap opera.
Second place? It’s a 20-way tie. The
Broadsides & Boarding Parties* game (a
dopey pirate simulation from Milton
Bradley) makes the list, as does the
Powers & Perils* game (incomprehensible
fantasy role-playing from the Avalon Hill
Game Company). Also on the list is TSR,
Inc’s DUNGEON™ board game, a stripped-
down version of the original DUNGEONS &
DRAGONS® game where the characters
enter rooms, destroy monsters, snatch
treasures, and repeat ad infinitum until
they run out of monsters or the players
doze off.
But unlike Broadsides and Powers,
DUNGEON has an undeniable appeal – not
for sophisticated guys like me, mind you,
but for seemingly every other person on
the planet Earth. I’ve had DUNGEON for 10
years, and it’s gotten so much of a work-
out that I’m on my third copy. I’ve lost
count of the number of visitors to the
Swan house – everyone from my ado-
lescent relatives to the next-door neigh-
bors – who’ve spent hours engrossed in
DUNGEON’S featherweight fantasy, while I
stood by, mouth agape, trying in vain to
get them to take a crack at the Call of
Cthulhu* game.
Well, if they like DUNGEON, they’re
gonna love Warhammer Quest, which is
sort of like DUNGEON on steroids. Even I,
I know, I know. You’re dying to tackle cards, 32 game board sections, Mr. Sophisticated, couldn’t resist the lav-
that new 500-page role-playing game 58 counters and tokens, four ish components. I spent half an hour
and its three-volume expansion set, but character cards, 50-sheet adventure fondling the dozens of plastic miniatures,
there aren’t enough hours in the day. record pad, 18 six-sided dice; boxed. so detailed that you can count the wrin-
You’ve got school or work. You’ve got Games Workshop $60 kles on the minotaur’s belly. I oohed and
family obligations. You’ve got that side Design: Andy Jones ahhed over the full-color card decks, the
job you need to finance your collection Additional material: Gavin Thorpe, Ian stacks of counters and tokens, the pic-
of collectible card game cards. Pickstock, and Mark Hawkins turesque game board (is that blood ooz-
Well, relax. This month, we come to ing from a wall in the spike room?). I only
Role-playing games’ rating meant to thumb through the rule books,
the rescue with three new games you
can learn in the time it takes to read this Not recommended but I wound up reading every word,
column (that is, if you read it slowly). So drawn by the easy-on-the-brain explana-
what’re you waiting for? The clocks a- May be useful
ticking...
Fair
Warhammer Quest* game
Good
One four-page introductory
booklet,
one 32-page rule book, 10 plastic Excellent
dungeon doorways, one 192-page The BEST!
role-playing book, one 16-page
adventure book, 56 plastic bases,
91 plastic miniatures, 108 playing

DRAGON #225 89
tions (“To find out whether he successful- degenerating into a mind-numbing die- them out of the house.
ly hits the Goblin with his sword, the rolling contest — indeed, what elevates it
Barbarian has to roll a die. He rolls a 5, into the stratosphere — is the sheer num-
and hits his target!”). With trembling ber and variety of events. When you Fudge*
hands, I set up the game board, posi- exhaust the Event Cards, you’re directed 104-page softcover book
tioned my characters, and began draw- to the Roleplay Book which contains Grey GhostGames $12
ing cards. The night evaporated. So did nearly 200 pages of encounters, obsta- (set of four six-sided FUDGE dice,
the next one. Even though the concepts cles, and rewards for every phase of the $2.25)
are dust-bowl ancient, even though the party’s existence. There are events that Design: Steffan O'Sullivan
execution’s kinda dumb, heaven help me occur before they enter the dungeon Editing: Ann Dupuis
— I’m becoming obsessed. (bandit ambush, tornado). There are Cover: Jeff Koke
To get an obsession of your own events that occur inside the dungeon
underway, you’ll need to round up four (rain of snakes, ghost guide). There are FUDGE — an acronym for Freeform
players (the game works with two or events that occur after they leave the Universal Do-It-Yourself Gaming Engine —
even one, but four is best). Each player dungeon (investment opportunity, duelist bills itself as a role-playing game, but
controls a character — Barbarian, Wizard, challenge). And when the characters get that’s not strictly true. It is, in fact, a set of
Elf, or Dwarf — represented by a plastic tired of events, they can experiment with guidelines for creating your own rules for
figure and a Warrior Card listing the char- a cornucopia of new monsters, treasures, your own game, sort of a Freeform
acter’s attributes and skills. One player skills, and spells. Universal Role-playing Design Kit. But
draws an Objective Card, which indicates As for realism — are you kidding? FURDK doesn’t exactly roll off the
a location in the soon-to-be-generated Warhammer Quest is about as realistic as tongue, hence: FUDGE.
dungeon, such as the Idol Chamber or Michael Jackson’s nose. We have mon- Name aside, it’s a remarkable achieve-
the Fire Chasm. Another player rolls a six- sters that appear out of nowhere. We ment, a concise, logical analysis of RPG
sided die and then refers to the have lanterns that never run out of oil. theory that amateur and pro designers
Adventure Book to find the goal for that We have architecture that defies the laws alike would do well to ponder. Dissecting
particular session; for instance, a five of physics. I could go on, but why both- a mountain of game systems led FUDGE
result for the Idol Chamber Objective er? Warhammer Quest doesn’t pretend designer Steffan O’Sullivan to two con-
indicates the “Return the Staff” adven- to be realistic, and therefore doesn’t clusions: (1) skills should be considered
ture, requiring the characters, working as deserve to be criticized for its lack of separately from attributes (my ability to
a team, to replace a staff in the hand of logic. That’s like criticizing a candy bar drive a car isn’t necessarily related to my
an idol in the Cursed Pit. for its lack of vitamins. Intelligence or Dexterity), and (2) when
To generate the dungeon, one player Evaluation: So why spend 60 bucks resolving the use of a skill, it’s usually
draws a Dungeon Card that reveals the on a Warhammer Quest? Three reasons: better to focus on the general outcome
chamber looming ahead, such as the Because one Christmas isn’t enough. rather than the mathematical probability
Guard Room or the Well of Doom. The Forget the game; considered only as a box (I have a reasonable chance of driving
players locate the board section that cor- of toys, this is a tremendous value. safely from Des Moines to Chicago, not
responds to the Dungeon Card, then clip Because you want to get rich. At last year’s an 82% chance). These conclusions form
it to a plastic doorway. After passing GEN CON® game fair auction, I noticed the basis of FUDGE.
through the doorway, the characters con- Broadsides & Boarding Parties selling for O’Sullivan begins by jettisoning
front whatever lurks inside, determined close to $200. And the buyers weren’t numerical ratings for attributes and skills,
by the draw of an Event Card. Most Event parting with big bucks because they want- and substituting a seven-level sequence
Cards unleash hordes of monsters, like ed to play the game; they lusted after of ordinary words (an idea pioneered by
giant bats, goblin archers, and snotlings. those little plastic pirates. I don’t know TSR, Inc.‘s MARVEL SUPER HEROES™ game in
The characters attack the monsters by how Games Workshop can afford to pub- 1984). An attribute rated Superb indicates
maneuvering into position, rolling dice, lish products as lavish as Warhammer superhuman ability; Terrible indicates
and comparing their offensive ratings to Quest, but I bet they won’t be doing it for- utter incompetence. In between are
the monsters’ defensive ratings. Then the ever. An investor could do worse than Great, Good, Fair, Mediocre, and Poor.
monsters retaliate. If the characters buying a few copies and stashing them The referee relies on subjective
defeat the monsters, which they usually under his bed. Considering the inflated appraisals and common sense to deter-
do, they collect whatever treasure is lying prices demanded by turkeys like mine the ratings. When considering
around, then move to the next room and Broadside, Warhammer resales might be Intelligence, for example, Albert Einstein
another set of Dungeon and Event Cards. able to finance a comfortable retirement. might rate Superb, Beavis and Butt-Head
Along the way, they acquire various Because you need some new role- Terrible, and a guy like me Great (okay,
spells (firebaIl, iron skin) and items (Dragon players. Unlike the hopelessly abstract Good... uh, Fair). Skills are rated inde-
Shield, Healing Salve). Upon reaching the DUNGEON, Warhammer Quest does a pendently of attributes, based on the
Objective Room, they fight another battle admirable job of incorporating role-play- player’s conception of the character and
or two, and, if victorious, complete the ing fundamentals, and thus serves as a the referee’s opinion; Albert Einstein
mission and win the game. painless introduction to RPGs. And when might have a Poor Poetry skill, while I
Yep, what we have here is a string of Quest-ers get the hang of hit points and might rate Fair (okay, Mediocre).
random events, most of them combat attribute scores, that’s where you step in As for the number of attributes, that’s
encounters, with an occasional death with Call of Cthulhu or the AD&D® game. also up to the referee. If he prefers to
trap thrown in to break the monotony. Of course, once your neighbors get a work with only a few attributes, he might
What prevents Warhammer Quest from taste of the real thing, you may never get decide to limit the characters to just

90 JANUARY 1996
Strength and Intelligence (or Stamina and Level; a +1 boosts Fair to Good, meaning
Knowledge — the terminology is also up that the character has successfully scaled
to him). Alternately, he can incorporate a the wall. Combat consists of a series of
menu of attributes as long as his arm. FUDGE rolls, with a few offensive and
The same goes for skills: he might defensive modifiers.
include just a handful of basics, or allow O’Sullivan fine-tunes the system with
the players to choose from a book-length a host of interesting extras. Spells and
list. super powers fall into the category of
The referee can assign any rating to Gifts, souped-up skills with special penal-
any attribute. Or, he might decide that a ties and qualifiers. At the outset of a
certain number of attributes will be rated game, players receive 1-5 Fudge Points
Superb, a certain number Good, and so which they can spend to change unfa-
on. Or, he might award each player a vorable rolls, nullify attack results, and
number of “free levels” equal to half the achieve automatic +4 modifiers. If a
number of the character’s attributes. All player insists on an unreasonably power-
attributes begin at Fair, unless the player ful character, O’Sullivan suggests that the
raises or lowers them by expending free referee activate the “Disturbance in the
levels; it costs two free levels to improve Force” rule, where the mightiest PCs
an attribute from Fair to Great, while low- Climbing rating; let’s say it’s Fair. (If the attract the most serious problems. (“Too
ering an attribute from Fair to Mediocre character didn’t have a Climbing skill, he bad you lost your sword in that earth-
earns an extra level that can be spent uses a default level of Poor, or the refer- quake, Samson. And here comes that
elsewhere. A similar system is used to ee assigns a level based on the charac- dragon again, the one who eats guys
raise and lower skill ratings. ter’s general aptitude for physical feats.) with big muscles.”).
To resolve an action, the referee sets a He rolls four FUDGE dice, which are six- Considering its scope, FUDGE works
Difficulty Level, then decides which skill siders with two blank faces, two +1 faces, extraordinarily well. The FUDGE dice pro-
or attribute applies. For instance, he and two -1 faces. The FUDGE dice total duce sensible results, and I can’t think of
might decide that scaling a wall has a indicates a modifier; a roll of two blanks, any role-playing fundamental that the
Difficulty Rating of Good (it’s a high wall) three +1s, and two -1s equals +1. To rule book fails to address. However,
and Climbing is the relevant skill. The climb the wall, his modified Climbing rat- FUDGE shares the same basic problem as
player then rolls against his character’s ing must equal or exceed the Difficulty every other universal RPG, from the

92 JANUARY 1996
GURPS* game to the Everway* game; and craps, how many games can you
namely, it places an enormous burden think of that use nothing but dice?),
on the referee. Not only must he role- Where Magic is clunky (I defy anybody to
play the NPCs, stage memorable encoun- play it correctly after one reading of the
ters, and keep the story on track, he must rules), DRAGON DICE is elegant (20 min-
also come up with Difficulty Levels for utes, tops, and you’re ready to... ah, roll).
every conceivable situation. It ain’t easy. True, Magic has that investment thing
(Quick: does scaling a wall at night going for it, but the long-term prospects
require a Good or Great outcome? How of Magic cards holding their value are,
about if the character has a grappling shall we say, open to debate.
hook? How about if the character’s Meanwhile, players who’ve thus far
drunk?) It’s nice that O’Sullivan gives us resisted DRAGON DICE can still get in on
his blessings to do whatever we want. the ground floor of what promises to be
But structure’s nice, too. A few more con- a brand new hobby. Each player needs
crete rules — or at least a few more con- his own starter set, containing a random
crete examples — would’ve gone a long assortment of six-sided and ten-sided sol-
way toward making FUDGE less of a con- diers. A soldier-die’s identification icon
cept and more of a game. indicates its race — coral elf, dwarf, lava
Evaluation: The publisher warns that elf, or goblin. The die’s color indicates its
“the basic rules are for experienced magical element — gold for earth, red for
Game Masters,” and that’s a warning to fire, green for water, blue for air. Action
take seriously; FUDGE is about as appro- icons, such as Smite and Melee, depict its
priate for novices as calculus is for Just as the Magic: the Gathering* combat effectiveness. Maneuver icons —
preschoolers. Seasoned gamers, howev- game is paradise for card fanatics, Horseshoes, Footprints, Claw Tracks, Sails
er, will be in for a pleasant surprise. Using DRAGON DICE is nirvana for die-addicts. — give an idea of how efficiently it
the FUDGE guidelines, I created a credi- But where Magic is cheerfully derivative moves. Eight-siders called terrain dice,
ble system for one of my favorite genres (borrowing many of its concepts from with faces numbered l-8, represent var-
— sentient kitchen appliances battling RPGs), DRAGON DICE is strikingly original ious types of territory, including coasts,
psychopathic house cats — in about half (aside from the Cosmic Wimpout* game swamps, and flatlands.
an hour. I can’t even whip up a batch of
real fudge in that time, and I’m a lot
more efficient at cooking than designing
RPGs. (Information: Grey Ghost Press,
Inc., PO Box 838, Randolph, MA 02368-
0838.)

DRAGON DICE™ game


18 dice, rules folder, various
play aides, boxed
TSR, Inc. $10
Design: Lester Smith
Editing: Steve Miller
Dice art: Stephen A. Daniele, Paul
Jaquays, Renee Ciske, and Rob
Lazzaretti
Cover: Jeff Easley

A few of my favorite sounds: coins


spilling into the tray of a slot machine; a
voice on the phone saying, “This is Dr.
Boone’s office, calling to postpone your
dental appointment”; handfuls of dice
clattering across the dining room table.
The latter I experience as an almost
sensual pleasure, the aural equivalent of
having my back scratched or easing into
a warm bath. And there’s nothing like
holding a pair of fresh dice, rattling them
in my palm, rubbing my finger along
their sleek faces, squeezing them, caress-
ing them...
Ahh, DRAGON DICE — I think I’m in love.

DRAGON #225 93
Players use as many soldier-dice as learned that its hard to mount a strong the rules are clear and complete; unlike,
they like, so long as the total number of offense without a fair number of Magic say, the first edition of Magic or
Health Points (read: Hit Points) is the and Missile soldiers. Even as a veteran of DUNGEONS & DRAGONS, I don’t expect an
same for both opponents. Small six- innumerable battles, I’m still not sure avalanche of errata. As for the dice, they
siders, for example, have one Health, how to win. This is the kind of game that look great, they feel great, and — as
while large six-siders have three. Not makes you wake up in the middle of the you’ll confirm for yourself after your first
only does the point system ensure play night, cursing yourself for deploying too toss — they sound great, too. Bliss!
balance, it also puts players on reason- many goblins and not enough dwarves.
ably equal footing; just because you’re Quibbles? Just a few. I had, and still
rich enough to afford a bagful of have, a hard time telling the identifica- Short and sweet
Enchanters and Deadeyes doesn’t mean tion icons apart. I wish the dice were Murphy’s World* game, by Kevin Davies
you’ll get to use them. inscribed with names as well as images; with David Brown. Peregrine Games,
Each player divides his soldiers into to my tired old eyes, there’s not much dif- $20.
three armies: the home army, the cam- ference between a Thug and a Pelter, or Here’s a great premise: an RPG set on
paign army, and the horde. One terrain a Duelist and a Bladesmen. If you have a world governed by Murphy’s Law,
die serves as the home terrain, another the right dice, you can conjure up a drag- which says that if anything can go
as the frontier terrain. A player’s home on, but it’s unclear from the rules exactly wrong, it will. But is this a comedy or fan-
army defends his home terrain, his horde which army the dragon attacks (a game tasy game? Beats me. The designers
attacks an enemy’s home terrain, and his store guy cleared it up for me; apparent- couldn’t decide either.
campaign army is placed near any other ly, a dragon can attack anyone). And I First we get some laughs, such as the
terrain die on the table. could live without the historical notes — illustration showing knights being pelted
Turns consist of attacks and maneu- all that stuff about fire worshippers and by giant dice. Then we get some fantasy,
vers. On a standard attack, the attacking entropy spirits is a bit much for a dice like the essay on teleportation gates.
player rolls his army and tallies the Melee duel. Then some more laughs: Reagombies,
icons (Swords, Axes); each icon inflicts a Evaluation: This is my kind of monsters modeled after Ronald Reagan
hit. The defending army then rolls, with wargame (and make no mistake — this is who spout lines like, “You sound like a
each Shield icon negating a hit. Four a wargame, not an RPG by any stretch). Godless Commie.” Then more fantasy:
Melees and two Shields, then, result in a It’s fast, intense, and heavy on the casu- the history of the Elves of Lyonesse. It
two-point loss, costing the defender a alties. With a few incidental exceptions, was kind of a mess, unfocused and con-
single two-point die or two one-point
dice.
On a maneuver, two armies contest-
ing the same terrain die are rolled; if the
active player turns up as many or more
Maneuver icons than the defender, he’s
allowed to adjust the terrain die one step
up or down (if face five is showing, for
instance, he can turn it to face four or
six). If an army pushes a terrain die to
face eight, it captures the terrain; the first
side to capture two terrains wins the
game.
Tactical options include missile fire
and spell-casting, both of which depend
on the facing of the contested terrain die.
If a terrain die shows a Missile icon, the
active army can attack from a distance
with missile weapons; the number of
Sling and Bow icons rolled determines
the damage. A Magic icon on the terrain
die allows an army to cast spells;
depending on the color of the soldiers
and the number of Magic icons they roll
up, an army can cast such spells as
breath of life (restores one Health) and
reanimate dead (brings a dead unit back
from the grave).
There’s no obvious road to victory,
which makes DRAGON DICE a candidate
for endless replay. I’ve learned not to
automatically increase the terrain num-
ber after a maneuver, since low numbers
discourage melee attacks. And I’ve

DRAGON #225 95
fusing, but I hung in there. At least I did vides carving instructions for octopus
until I got to the rules section, a blizzard monsters and a recipe for Creamed Mechwarrior Companion, by Bryan Nystul
of charts and formulas more suitable for Brains. I’d like to believe this excellent and Blaine L. Pardoe with Loren Coleman,
a military simulation than a light- hearted anthology will spearhead a Runequest Robert Cruz, Phillip J. DeLuca, Chris
RPG. (You can, in theory, adapt the rules revival, but I’m not holding my breath. Hartford, Detlef Howe, and Christopher
to the game system of your choice, but Sadly, Wyrms Footprints reads like an epi- Hussey. FASA Corporation, $15.
that’s easier said than done.) The taph. This expansion for the second edition
Modified Skill Use rule reads, in part, Mechwarrior* role-playing game serves
“Whenever conditional modifiers are Castle Sites, by Kevin Melka and Sam Witt. up an abundance of new archetypes
applied toward an action or Skill Use TSR, Inc., $13. (Dropship Captain, Crusader Elemental),
attempt, the player must consult the In the tradition of the City Sites and skills (Battlesuit Piloting, Zero-G
Known Skill/Attack Table [and find] the Country Sites supplements, Castle Sites Operation), and gadgets (Neurohelmet,
PC’s current AS% for the Skill in ques- offers a selection of ready-to-go settings Seismic Sensor). The combat chapter pro-
tion...” Combat resolution involves that can be plopped into any AD&D cam- vides detailed rules for man-to-man skir-
Initiative Values, Attack Modes, and the paign. For a book purporting to provide mishes as well as a clever system for
Wound Seriousness & Effects Based on “a detailed look into the workings of combining Mechwarrior with the
Damage Inflicted on PC Table. A game seven fantastic fortresses,” the blueprints Battletech* game. But the Companion’s
this modest can’t support the weight of are disappointingly skimpy; the Shadow tidal wave of technology washes the
all these numbers — it’s like tying an anvil Kor castle labels only 18 above-ground characters out to sea; you’ll have to look
to a bunny rabbit. My advice to the areas, the full-page map of the Cloud hard to find information about their per-
designers: keep the jokes, ditch the rules, Keep Giant’s Tower doesn’t have any sonalities, backgrounds, and motiva-
and try again. labeled areas at all. The castles contain tions. In other words, there’s too much
Information: Peregrine, 83 Boston some memorable occupants, however, Mech and not enough Warrior.
Avenue, Toronto, Ontario M4M 2T8, including a ghostly paladin and a stu-
Canada. dious lich. So maybe the fortresses are GURPS Robots, by David L. Pulver. Steve
only semi-fantastic; they still make pretty Jackson Games, $17
Pages from the Mages, by Ed Greenwood good haunted houses. In his author’s note, David Pulver
and Tim Beach. TSR, Inc., $15. claims to be android, and I’m inclined to
If you’ve been playing AD&D for any believe him; this stunner of a GURPS sup-
length of time, you’ve probably accumu-
lated more spells that your wizards will
ever get around to using. So why invest
in another collection? First, Pages from the
Mages takes a comprehensive look at the
spellbooks themselves, discussing their
physical qualities, special properties, and
bizarre origins. We learn, for instance,
that the electrum-flecked Chambeeleon
was retrieved from the deck of a ghost
ship, and that the previous owner of the
Book of Shanglar the Black was killed by
a swarm of crawling claws. Second, the
whimsical style of Ed Greenwood (inven-
tor of the FORGOTTEN REALM®) and Tim
Beach (of RED STEEL® fame) makes the text
a delight; “Any rogue can craft a spell,”
says Greenwood in the introduction, “but
it takes a really reckless fool to write one
down.”

Wyrms Footprinfs, by Greg Stafford with


Dave Hargreaves, Bill Johnson, and
Charlie Krank. Chaosium Inc., $16.
The presumed-dead Runequest* game
stumbles from the grave with this collec-
tion of articles from Wyrms Footnotes
magazine, originally published in
1976-1982. “Myths of Pre-Creation”
examines the intricacies of Glorantha
religion. “The Sea of Neliom” documents
the history of the Wartain Mertribe clans
and their dominance of Western Gen-
ertela. And “Walktapus Cookery” pro-

DRAGON #225 97
plement can’t be the work of a mere of brutal murders in Sigil, the work of... Toadstool and two Shrinking Brews cap-
mortal. Drawing on sources ranging from well, that’s for the PCs to figure out. Their ture a Monkey Powder), and sweeping
Isaac Asimov novels to nanotechnology investigation takes them to the Outlands the table clean (with a Witch’s Broom).
textbooks, Pulver shows us in staggering and back, pitting them against bizarre What happens if you miscalculate? You
detail how to design robots for RPGs. cultists and a nasty succubus. Slavicsek croak, of course.
And we’re talking robots for every occa- moves the story along at a brisk pace, Information: Gamewright, Inc., PO Box
sion: assassin robots, bodyguard robots, and seasons the text with vivid descrip- 120, Boston, MA 02258.
teacherbots, newsbots, techbots, and two tions; check out the names of these
dozen others. You begin by selecting a locales: Ecstasy the City of Plinths, the
robot brain (six styles), then attach a sen- Ascension Drinking Hall, the Hovel on Rick Swan has designed and edited more
sor system (40-plus options), communica- Blood Boil. I, for one, however, have had than 56 role-playing products. He has also
tor (approximately 20 choices) and arm my fill of Sigil; it seems like every other sold one (1) joke to Rodney Dangerfield. You
motor (six types, eight modifiers). Add PLANESCAPE supplement features the City can write to him at 2620 30th Street, Des
weaponry, a propulsion system, a few of Doors, and I’m ready for a break. Moines, IA 50370. Enclose a self-addressed
accessories, and a cargo compartment Here’s hoping future episodes give us a envelope if you’d like a reply.
(requiring about 16 pages of rules), and close-up of Mechanus or Pandemonium
guess what? — you’re halfway done — after all, we have a whole multiverse to
(gulp). Clearly, this isn’t for the faint of explore.
heart; designing a complex robot can eat * indicates a product produced by a com-
up a good chunk of a weekend. And Frog Juice* game, by Monty and Ann pany other than TSR, Inc. Most product
much of it’s baffling if you aren’t familiar Stambler. Gamewright, Inc., $5. names are trademarks owned by the compa-
with GURPS — make that very familiar I figured this had something to do nies publishing those products. The use of the
with GURPS (from the Microscopic Vision with amphibians and food processors. name of any product without mention of its
description: “Activating this option mag- Turns out it’s a charming little card game, trademark status should not be construed as
nifies small, close-up objects by a factor easy enough for kids, yet engaging a challenge to such status.
of 10 to the power of TL-5. A TL8 unit enough for undemanding grown-ups.
magnifies by 10 to the power of 8-5, or Players attempt to accumulate points by
1,000.”) But if you’re still on board, pre- casting spells (you need Toads and Mice
pare to be dazzled. to cast [[uglifying]]) capturing cards (one

Sky Point and Vivane, by Carl Sargent and


Marc Gascoigne. FASA Corporation, $25.
Sky Point Adventures, by Carl Sargent,
Chris W. McCubbin, and Teeuwyn
Woodruff. FASA Corporation, $10.
Like its predecessor, Parlainth: the
Forgotten City, the Sky Point and Vivane
boxed set spotlights some of the
Earthdawn* game’s most interesting real
estate. Vivane, headquarters of the evil
Theran Empire, is a wretched sprawl of
ramshackle wharves, scruffy drinking
dens, and diseased slaveyards. Sky
Point’s a bit cheerier, but not much; a for-
tified citadel perched on a platform hun-
dreds of feet high, Sky Point stands ready
to unleash an armada of airships to oblit-
erate trespassers. The three-volume set
features strong writing and evocative
illustrations, but not many campaign
springboards. For that you’ll need Sky
Point Adventures, a collection of terrific
scenarios. The first stars an elusive thief,
the second involves a purloined scroll.
The third (and best) centers on a fiendish
wizard and a den of creepy arachnids.
Nothing revolutionary here, just frisky,
inventive fantasy.

Harbinger House, by Bill Slavicsek. TSR,


Inc., $13.
This, the latest adventure for the
PLANESCAPE™ setting, opens with a series

D RAGON #225 99
100 JANUARY 1996
DRAGON #225 101
102 JANUARY 1996
DRAGON #225 103
104 JANUARY 1996
AD&D® hobby which some consider a kind of shibbo-
leth: old timers tend to call us “The DRAGON“ while those
who have only been around since, say, the early 100s,
call us “DRAGON Magazine."
issue #39 came out in July, 1980. It introduced a sim-
ple, solid border framing the graphic on the cover. This
border remained in place for about a year. Its last
appearance was on issue #51 (July, 1981). There was
only one interruption: for some reason, issue #48 had
no frame. The frame served as a carrier for cover blurbs,
telling what was in the issue at hand. Before that, cover
blurbs had appeared directly on the cover art.
The real return to full-cover art came with issue #52
(August, 1981). The return was accomplished in style, as
the cover painting was an original work of art by Boris
Vallejo, which appears at left.
This new cover style, with the previous unchanged
logotype, was to remain virtually intact until issue #128
(December, 1987), when the word “Magazine”

In its 20-year history, DRAGON®, Magazine ha


seen quite a few changes. These few pages will
give you but a brief look at the most visible face
of the DRAGON: the covers.
The original cover logotype, the “melting,
reptilian letters,” appeared from 1974 to 1979,
issues #1-26.
For one scant year — August, 1979 to June,
1980 (issues #27-38) — the title was The
DRAGON, but using the now familiar Honda
typeface. This typeface lasted virtually
unchanged until December of 1995. In fact,
our new logotype is a variation on Honda.
It was during these early years that the
magazine was referred to within its own
pages as “TD.” These were also the early
years of our first popular comic strip
“Fineous Fingers.”
Issue #39 brought with it a few
changes. The first was the name. No
longer was the magazine known as
“The DRAGON”; n o w i t w a s s i m p l y
“DRAGON.” There is a certain test of
how long one has been into the

DRAGON #225 105


We were a trademark of TSR, Inc., an
bore the “TM” mark until issue #76 (August,
1983), when DRAGON became a registered,
trademark and the TM was replaced by the
® symbol. This was perhaps the most
minor change the cover has ever gone
through.
In December, 1987, with issue #128, we
became DRAGON® Magazine. The addition of
the word “Magazine” in a banner below the
DRAGON remained in place, and this logo-
type stayed largely unchanged until now.
The addition of a subtle shadow to the
word “DRAGON” was a minor stylistic change
that appeared in issue #167 (March, 1991).
For issue #181 (May, 1992), the final
change was made to the logotype: the let-
ters in the word “Dragon” were graphically
stretched to about 150% their original
height, making the word appear taller and
thinner.

This is the logotype that saw us


through until this month. Art director
Larry Smith played with several
designs, and we looked at several
new typestyles, as well, before Larry
decided to return to the original
Honda (if “return” is the word, consid-
ering that we had never totally left it)
and created our dynamic new logo-
type.
We wanted to change the look and
feel of the whole magazine, and
Larry’s logotype set the pace. The
new cover design has a more active,
lively, and striking feel. Something of
a stronger image.

106 JANUARY 1996


Dragons will be featured prominently on
the covers of many upcoming issues of the
magazine. We consider it an experiment in
creativity. How many different ways can you
use a dragon? We’ll let you know.
Some of the finest artists in several media
have created art for DRAGON Magazine, both
internally and on the cover. We intend to
keep bringing you the best that there is.
Thank you for reading. We hope you
have enjoyed — and will continue to enjoy —
DRAGON Magazine.

The internal format has changed as well. For


most of the magazine’s history, there was lit-
tle real evolution in the interior. For example,
a DRAGON Magazine of 1995 looked very
much like a DRAGON Magazine of 1985. This
was something we wanted to rectify.
Still, there are things we have no desire
or intention to change. Our covers have
seen many different art styles. We have
had the beautiful and somewhat etheri-
al art of Boris Vallejo, the surreal beau-
ty of Larry Elmore, the harsh realism of
Brom, and even the whimsical humor
of Phil Foglio.

DRAGON #225 107


© 1996 by John C. Bunnell

utation is legendary and whose skills at Two Crowns for America


magical shape-craft are even more so. Katherine Kurtz
Somewhat unexpectedly, Glyrenden has Bantam Spectra $22.95
agreed to take Aubrey on as a student,
and when Aubrey arrives at the older
wizard’s remote manor, he finds that the
household includes a wife whose exis-
tence no tale has reported.
From just this simple an opening,
Shinn proceeds to develop an intricate
The Shape-Changer’s Wife
tale of bland routine and dark undercur-
Sharon Shinn rent. Glyrenden is a puzzling yet thor-
Ace $4.99 ough tutor, absent as often as he is in
residence. His wife Lilith is reserved, yet
It’s apt that Peter Beagle provides a fascinated by the changes Aubrey intro-
cover testimonial for Sharon Shinn’s first duces into her life. And his two servants
novel. For just as Beagle’s The Last are both odd, mostly silent folk who do
Unicorn is well-loved for blending the their jobs well but are disliked by the folk
ordinary, the wondrous, and the wise in of the village nearby.
its evocation of unicorns, so does Sharon Shinn develops her characters and
Shinn meld the same elements in her their relationships with subtlety and
exploration of the theory and practice of depth — this is the sort of novel that is
shifting shape. deceptively simple to a casual reader, yet
We begin with two wizards: Aubrey, a fiercely intimate and ethically complex
young man of considerable talent, and on closer examination. There are deep
Glyrenden, a veteran sorcerer whose rep- passions here, and soul-wrenching choic- The sticker on the front of the galley
es, but there are also plain-spoken tav- calls Two Crowns for America “historical
ernkeepers and entirely ordinary matters fiction,” while the text on the back says
of housekeeping. Yet all these things are it’s a historical fantasy. But whichever
twined into and through the evolving label one chooses, Katherine Kurtz’s lat-
bond between Aubrey and Lilith, and est novel suffers from the fate of all too
into the hold Glyrenden has on both. But many history texts: it is strikingly,
that bond is nothing so mundane as your unabashedly dull.
average romance, and Shinn’s narrative Part of the problem is that for Kurtz
voice never once slips out of character and her longtime readers, the premise is
nor loses its calm, matter-of-fact clarity. on familiar ground. While the colonial
The Shape-Changer’s Wife would be American setting is new to Kurtz, we’ve
an extraordinary tale from any hand; met these characters before: a small
that it is the work of a new writer is noth- band of dedicated mystics, secretly
ing short of amazing. Sharon Shinn isn’t devoted to preserving their land from its
writing ordinary commercial-grade fan- enemies. Just as Camber of Culdi worked
tasy, or even good commercial-grade fan- Deryni magic from the shadows to set
tasy. This is a debut novel of a kind and one Cinhil Haldane on the throne of
quality seen perhaps once a decade, and medieval Gwynedd, so does Andrew
readers who seek it out won’t be disap- Wallace invoke Masonic ritual to aid
pointed. George Washington in securing the

110 JANUARY 1996


cause of American independence. It’s in the evocation of the neo-pagan
But where the Deryni tales feature magical lore that Bradley stands out.
dangerous, suspenseful wars of intrigue Truth’s research expertise has made her
waged against implacable foes, the cur- very much the scientist, deeply interested
rent tale falters badly. Though the novel in spiritual phenomena but committed to
is set in the midst of war, the war itself explaining it by rational means. By con-
takes place entirely offstage. We get one trast, Thorne Blackburn is described as
brief glimpse of a single battle, and are an unabashed child of the 1960s, who
told obliquely about a secondary charac- invented as much of his magickal tradi-
ter’s role as a spy. Kurtz pays little atten- tion as he borrowed from truly ancient
tion to her British, and her narrative casts lore. And, according to Bradley, Black-
the Revolution as more a political and burn shared the common ’60s fascina-
economic conflict than a moral one. tion with recreational drugs and uninhib-
Indeed, there are no true villains in the ited sex. While Bradley’s narrative clearly
book at all. The only real opposition in postulates that there really is magic in
the story comes from one over-eager the world, it also grounds its neo-pagan-
Mason whose lapse in judgment is ism firmly in common sense. That’s a
quickly forgiven and set aside. refreshingly honest approach to this fla-
Nor does the novel work as a charac- vor of witchery, and it lends an air of
ter study. Like most of Kurtz’s protago- arcane lore, a small band of misfits and unusual plausibility to the tale as it
nists, Andrew Wallace and his colleagues eccentrics pursuing a dream of ultimate unfolds.
are secure in their powers and purposes; mystical power; these are the familiar Ghostlight also manages the consider-
it is never in question that their hearts ingredients of many a Gothic thriller. Into able virtue of remaining true to its
are pure and their cause worthy. The their midst, in Marion Zimmer Bradley’s genre’s traditions without yielding to
only player on Kurtz’s chessboard who newest novel, comes a woman who is at cliche. Readers may pick up on one or
grows and changes during the novel is once a Gothic heroine, a modern scien- two plot points before Truth does, but
Washington, but though Washington is tist, and the heir to far more than she is she’s neither an inept heroine nor pos-
the keystone of the plot, he’s at best a prepared to believe. sessed of unreasonably bad judgment.
secondary presence in the book. For all This is the foundation of Ghostlight, And the apparent secret of Thorne
that Kurtz is supposedly engaging in and it finds veteran novelist Bradley at Blackburn’s mysterious origins is one
speculative history, the novel is remark- the top of her form. Though she is better that few practitioners of occult suspense
ably cautious about tinkering with the known for epic fantasy and for the long- could justify with a straight face. Bradley,
known record. running Darkover cycle, Bradley is no though, makes it work with no difficulty.
What this leaves is the careful, dra- stranger to occult suspense. In fact, a Which is all the more reason that fans
matic treatment of esoteric ritual that’s handful of oblique references link the of Bradley’s better-known tales of
often cited as Kurtz’s particular strength. present volume to a group of three Arthurian lore and high adventure on
Here again, however, the novel falters. loosely connected modern supernatural Darkover should seek out her tales of
There is little sense of the otherworldly yarns. This latest book, though, is less present-day supernatural affairs. Ghost-
here, far less than in the Deryni series or easily pigeonholed. Otherworldly forces light is one of her best-realized works,
even the collaborative Adept tales. Only are certainly loose in Shadow’s Gate, and and the news that a sequel is in prepara-
one character, the shadowy Count of the climax is impressively pyrotechnic. tion is welcome indeed.
Saint-Germain, appears to possess true But until very late in the game, Truth
mystical or alchemical powers, and these Jourdemayne’s story is less a dark
are given but scant attention in the fantasy than a straightforward tale of
romantic suspense `a la Barbara Michaels. Sisters in Fantasy
course of the story.
Ultimately, Two Crowns for America is Or it would be, if there were a serious Susan Shwattz
a puzzle. It’s readable enough, but it’s love interest... and Martin H. Greenberg, eds
oddly flavorless. The genuine history is Whatever the classification, Bradley’s Roc $4.99
ordinary, the historical speculation lacks storytelling is smooth yet relentless.
any sense of impact, and the mystical Truth, a paranormal researcher by train- “To my way of thinking,” writes Susan
elements are mild-mannered at best. ing, has a Gothic heroine’s past: her Shwartz, “nothing ruins good fiction
From a novelist of Katherine Kurtz’s father, Thorne Blackburn, has been miss- faster than a lecture.” There’s a wry irony
experience and reputation, this book is a ing for 30 years following a disastrous in the comment, though, because the
major disappointment. magical ritual during which Truth’s moth- essay in which it appears neatly dis-
er died, Now she’s been drawn back to proves the point. In Sisters in Fantasy,
Shadow’s Gate, site of the ceremony, Shwartz doesn’t just have a keen eye for
where a new coven of would-be sorcer- intriguing stories; she also explains her
Ghostlight ers plan to re-enact the ritual for their choices in concise, cogent prose that
Marion Zimmer Bradley own ends. But odd things are happening makes its points without getting in the
Tor $22.95 in the old house, and there are severe way of the tales themselves. And the
gaps in the coven’s reconstructed liturgy, choices, by and large, are equally wise.
Walls riddled with secret passages, such that spectacular failure is a very real As a result, the anthology isn’t always
libraries full of occult manuscripts and possibility. as light and friendly as, say, Chicks in

DRAGON #225 111


Tarr’s “Remedia Amoris,” which wraps Queen. There are, however, brief appear-
Greek myth, modern tragedy, mutual ances from many of the original Heroes
sacrifice, and soul-deep joy into a of the Lance. The irrepressible Tasslehoff
superbly tied Gordian knot. Throughout Burrfoot plays a major role, the true fate
the anthology, editor Shwartz has cho- of Raistlin is finally revealed, and the
sen stories that engage the intellect as matter of Raistlin’s supposed daughter is
well as entertaining the reader; Tarr, resolved.
more than anyone else in the book, Weis and Hickman retain the even-
takes the third step and pulls her audi- tempered style that has marked their
ence’s emotions in as well. tales of Krynn all along, and the years
That one selection is worth a gold star have added a light polish to their prose.
all by itself, but Sisters in Fantasy is just Tasslehoff’s exploits in particular are
as noteworthy on its collective merits. In related with a touch more understate-
the constant stream of SF and fantasy ment than before, though with no less
anthologies now being published, impish a gleam in his creators’ eyes.
Shwartz’s compilation stands out, com- Minor characters are also treated per-
bining solid entertainment value with haps a bit more deftly, one notable
stories that will stand up to several example being Flare, Steel’s blue dragon
rereadings without going stale. Add to mount. Likewise, the authors have done
that Shwartz’s perceptive yet unobtrusive a mostly skillful job of tying up loose
commentary, and you have a rare trea- ends. The Graygem’s secret is a chillingly
Chainmail (recently reviewed in this
sure of a book. logical twist, and the obligatory curtain
space) or the average Sword & Sorceress
call by the ever-hatless wizard Fizban is
volume. There will be stories that don’t
handled wisely and well.
“click” for some readers; Phyllis Ann
Dragons of Summer Flame If anything, though, the moderate,
Karr’s “Babbitt’s Daughter,” perhaps, even mild tone of the novel is somewhat
whose ideal audience needs a back- Margaret Weis and Tracy Hickman
at odds with its world-shattering scope.
ground in modern mainstream fiction. TSR $23.99 There is an air of calm about the tale that
Nancy Kress’s recasting of the extra-
seems a trifle bizarre at times, consider-
Biblical legend of Lilith in “Unto the It’s been a number of years since I put
ing the nature of the threat posed to
Daughters” is arguably a touch too flip- forth the proposition that the original
Ansalon and the hellish pyrotechnics
pant for its own good. And Sheila Finch’s DRAGONLANCE® novels were among the
unleashed in the grand finale. The pre-
intimate “Firstborn, Seaborn” ends on a few high fantasy epics to successfully fol- cise timing of events occasionally seems
note that some may find both ambigu- low in the footsteps of J. R. R. Tolkien’s uncertain, such that it’s hard to tell how
ous and unsettling. legendary Lord of the Rings cycle. More lit-
closely an incident taking place at one
The mood of the volume tends decid- erary-minded followers of the genre have location precedes or follows something
edly to the dark. Tanith Lee’s “Felixity,” been shaking their heads at me ever
occurring half a continent away.
Phyllis Eisenstein’s “No Refunds” and Lisa since. No doubt they’re going to do it
That sort of criticism, though,
Goldstein’s “A Game of Cards” all tell con- again now, because Dragons of Summer amounts to trying to measure the wind
temporary tales well-steeped in cynicism; Flame brings Krynn’s original chroniclers speed of a hurricane. The ultimate ques-
of the three, Eisenstein’s account of a for- back to the fold and puts a capstone on tion raised by Dragons of Summer Flame
tune-teller’s gifts yields least to bitterness the entire DRAGONLANCE cycle that trans-
is this: does the story it tells fit the world
and clings closest to hope. forms Krynn as thoroughly as Frodo
as it has been created and developed
That’s not to say, however, that the remade Middle Earth when the One Ring over the years, or does it merely repre-
book lacks diversity. Its first story, from fell into the fires of Mount Doom.
Jo Clayton, is a twisty assassin’s yarn full That said, it’s tricky to talk about the
of counterplots and hidden targets, while novel’s plot without giving away more
Katharine Kerr’s concluding tale is a than is wise. The beginning is ominous
canny bit of bardic fencing in which one enough by itself: the little-seen Irda have
Paran of Aberwyn meets a woman who’s managed to capture the equally mysteri-
more than he expects. Back in the pre- ous Graygem of Gargath, and seek to
sent day, Kristine Kathryn Rusch offers unleash the core of its power. They’re
an effective, oblique cross of private-eye worried, with reason, about the threat to
routine with familiar folklore, And Ansalon posed by the dark Lord Ariakan
Josepha Sherman’s “Healer” reaches and the Knights of Takhisis. But tapping
back into prehistory for a simply told the Graygem’s secret releases an even
shamanic fable that is nonetheless pow- more cataclysmic danger, and before
erful. long even the gods are fighting for their
Smoothly told tales also come from very lives.
Elizabeth Moon, Andre Norton, and Palin Majere and Steel Brightblade are
Janny Wurts, and Jane Yolen contributes the tale’s primary keystones, the one a
a potent scrap of cautionary poetry. But young mage bound to the White Robes
the highlight of the volume is Judith and the other a loyal knight of the Dark

112 JANUARY 1996


sent change for change’s sake (and, Recurring Roles diverse, mostly appealing collection, with
thereby, an excuse for a host of new highlights including David A. Mclntee’s
It’s been a busy season for fans of
gaming accessories)? tale of Sarah Jane Smith and K-9, and
Mercedes Lackey. Storm Rising (DAW,
The answer is that the story does fit its Matthew Jones’s “The Nine-Day Queen,”
$21.95) continues the histories of
milieu. The original saga of Krynn was in which the first Doctor and his com-
Valdemar in their usual polished fashion.
deliberately cast as an epic in the classic panions land in 1553, where one Lady
The focus is a bit scattered, and a char-
mold, in which sacrifice was an essential Jane Crey has become the pawn of
acter arc involving the Tayledras mage
component of heroism. That’s one of the forces deadlier than English politics.
Firesong has its impact abruptly blunted City of Bones (Tor, $22.95) is Martha
defining elements of Tolkien’s work as
near the end of the book, but followers
well, and of the Norse mythology from Wells’ second novel. A departure from
of the series should nonetheless be gen-
which part of Middle Earth’s lore springs. her previous The Elements of Fire, it
erally pleased. Meanwhile, The Fire Rose
One can’t have Odin and Thor without vividly creates a vaguely Middle Eastern
(Baen, $22.00) presents a completely
also taking Loki and the promise of world in which bits of shattered ancient
free-standing twist on the “Beauty and
Ragnarok; likewise the epic of Krynn’s technology have long since been rede-
the Beast” idea, placing a sedate roman-
history is not quite whole without the fined as myth and magic. A complicated
tic tale in the bustling atmosphere of
turning of an age. And as dramatic as the tale of intrigue and discovery, it’s easily
1906 San Francisco. The charm here is in
original Wars of the Lance were, the as good as Wells’ first book, and that’s
heroine Rosalind Hawkins, and the only
wealth of tales that have appeared in very good indeed.
liability a peculiar arrangement of villains Last but not least, Margaret Ball’s
their wake demonstrate that while those
in which the seeming arch-nemesis most-
conflicts defined Krynn, they didn’t trans- newest novel is Lost in Translation (Baen,
ly takes second place to a scheming
form it. Dragons of Summer Flame, $5.99). This time, her modern-day pro-
apprentice.
though, does transform Krynn, marking tagonist is a college girl who’s entirely
The line of novels spun off from the
the turn of an age as does Sauron’s pass- too laid back for her own good, as she
Magic: the Gathering* card game contin-
ing from Middle Earth or as Balder’s eventually discovers when she’s acciden-
ues to improve steadily. Most recent at
death brings twilight to Asgard. tally pulled into a different world where
this writing, and most enjoyable, is Mark
For a novel set in a role-playing uni- the prevailing science is medieval magic,
Sumner’s The Prodigal Sorcerer (Harper-
verse, that’s an unprecedented feat. It’s and the Dean of the college is after her
Prism, $5.50). Although the title character
long been held that the one thing one soul. Ball is consistently good at this sort
actually has a relatively minor part in the
can’t do in series fiction, be it Star Trek or of light romantic fantasy, and this novel
tale, and there are few other overt allu-
Doc Savage or DRAGONLANCE, is rewrite is no exception to the trend.
sions to the game, Sumner’s story of
the bible. Doc Savage can’t die, Captain
three traditionally opposed races forced
Kirk will always have the U.S.S. Enterprise * indicates a product produced by a com-
into reluctant peacemaking is well within
(in the novels, at least), and Fizban will pany other than TSR, Inc.
the spirit of Dominian lore, and the char-
always be around to cast a fireball (furbe-
acters are an appealing lot.
low? floor bell?) when you really need
Notable from the Star Trek franchise is
one. Or so goes the theory: but Margaret
a collaboration between Greg Cox and
Weis and Tracy Hickman have success-
John Gregory Betancourt, in which Deep
fully turned the theory on its ear.
Space Nine finds itself hip-deep in Hortas.
It’s worth pointing out that none of
Devilin the Sky (Pocket, $5.50) is an inge-
this necessarily makes the DRAGONLANCE
nious, suspenseful yarn that brings the
saga capital-L Literature. Krynn’s wholly
silicon-based tunnelers to the space sta-
invented mythology will always have a
tion in hopes of revitalizing Bajor’s min-
synthetic quality when held against
ing industry. The Cardassians, not sur-
Tolkien’s master template, and Tad
prisingly, have other ideas, but what they
Williams, in his Memory, Sorrow, and
intend as a stalemate turns into some-
Thorn trilogy, remains the sole major
thing much more dangerous when a host
author to return to Tolkien’s starting
of baby Hortas naturally start eating
point and bring forth a completely new
everything in sight. But since the Hortas
yet complementary work from the same
are on our side, one can’t simply phaser
roots.
them into oblivion.
Still, Margaret Weis and Tracy
Decalog 2: Lost Property (Doctor Who
Hickman have carved themselves an
Books, $5.95) presents a second group of
important niche in the history of epic fan- Puzzled?
10 stories about everyone’s favorite Time
tasy, and Dragons of Summer Flame
Lord and his friends. Linked by theme
completes their original trilogy on a Got a question about one of TSR’s role-
rather than plot, the focus is on various
resounding note. Krynn will never be the playing games? Turn to “Sage Advice”
bits of real estate owned or occupied by
same again; and that is as it should be. to find out the answers!
the Doctor over the centuries. It’s a

114 JANUARY 1996


Blood Hostages
A PLANESCAPE™ novel
by J. Robert King
The first book of the Blood Wars
Trilogy follows the exploits of two
cousins, Aereas and Nina, as they attempt
a dangerous rescue mission. Aereas dis-

NEW PRODUCTS Land of the Minotaurs


FOR JANUARY A DRAGONLANCE® novel
by Richard A. Knack
Follow the continuing adventures of
MONSTROUS COMPENDIUM® Kaz, the honorable minatour, as he
Annual returns to his homeland to confront the
An AD&D® fundamental reference emperor and a dark conspiracy.
Every new creature created for the $5.99 U.S./$6.99 CAN./£4.99 U.K.
1994 line of AD&D game products is TSR Product No.: 9371
covers that the abduction of his uncle is
included in this volume along with all the ISBN: 0-7869-04720
only part of a larger scheme to unleash
new monsters that were introduced in an unspeakable evil.
the pages of DRAGON® Magazine, DUNGEON® $5.99 U.S./$6.99 CAN./£4.99 U.K.
Adventures, and POLYHEDRON® Newszine. TSR Product No.: 2616
$18.00 U.S./$23.00 CAN./£10.99 U.K. ISBN: 0-7869-04739
TSR Product No.: 2158
ISBN: 0-7869-01993 NEW PRODUCTS
FOR FEBRUARY
BLOOD WARS™ Expansion Pack #4:
lnsurgents of the lnner Planes
A BLOOD WARS expansion
This new expansion pack details the
powers of the Inner Planes, and opens a
new, elemental door to players. It also
includes a rare chase card.
$2.50 U.S./$3.00 CAN./£1.99 U.K.
TSR Product No.: 1137
ISBN: 0-7869-03651

Cleric’s Challenge II The Warriors and Priests


An AD&D adventure of the Realms
by Paul Culotta A FORGOTTEN REALM® accessory
This one-on-one adventure is by John Terra
designed for one cleric PC and the DM, This book introduces new regional
but can be adapted to accommodate kits for warriors and priests. Includes spe-
more players. Your PC has been commis- cial abilites and role-playing notes, new
sioned to discover a secret that will save proficiencies, and a new subclass of each
thousands of lives, and risk his to find it! character archetype.
$6.95 U.S./$8.95 CAN./£4.50 U.K. $20.00 U.S./$26.00 CAN./£11.99 U.K.
TSR Product No.: 9483 TSR Product No.: 9509
ISBN: 0-7869-02000 ISBN: 0-7869-3686

118 JANUARY 1996


Forged of Darkness Coming next month
A RAVENLOFT accessory
DRAGON® MAGAZINE #226
by William W. Connors Theme: Dungeon Mastery
A collection of artifacts that the DM Cover art by Scott Burdick
can use in his RAVENLOFT campaign are Off-the-Cuff NPCs
l

contained within this 64-page book. Each Improve with Improv


l

artifact has a history and a curse associ- Knights of the Dinner Table
l

ated with it, including the horror behind Plus all our regular columns such as
Azalin’s personal collection of artifacts! “Sage Advice,” “Convention Calendar,”
$12.00 U.S./$15.00 CAN./£7.99 U.K. and “Forum,” plus “Floyd”.
TSR Product No.: 9510 $4.95 U.S./$4.95 CAN./£1.95 U.K.
TSR Product No. 8112-05
ISBN: 0-7869-03694
DUNGEON® Adventures #58
The Wanderer’s Chronicle: Mind- This issue’s adventures include:
Lords of the Last Sea l “A Bad Batch of Brownies” (AD&D®;
A DARK SUN® accessory level 1) by Lisa Smedman
by Matt Forbeck l “Challenge of Champions” (AD&D;
The Last Sea is the greatest wonder of levels any) by Johnathan Richards
the DARK SUN world. Within its murky l“The Ghost of Sliverhill” (AD&D
depths lie the mysteries of the Psi-Lords. SideTrek; levels l-4) by Samuel Heath
This boxed set includes two booklets and $4.95 U.S./$4.95 CAN./£1.95 U.K.
TSR Product No. 8199-05
a poster-sized map.
$20.00 U.S./$26.00 CAN./£11.99 U.K.
TSR Product No.: 2444
ISBN: 0-7869-03678 Unless otherwise noted:
® designates registered trademarks owned by
TSR, Inc.
™ designates trademarks owned by TSR, Inc.
©1996 TSR, Inc. All Rights Reserved.

Clack game, the Feng Shui game takes its cue Some game company Web sites
Continued from page 120 from the high-flying Hong Kong action Here are World Wide Web page
movies of John Woo, Tsui Hark, and oth- addresses for several role-playing game
Word from all over ers, although Daedalus stresses that play- companies.
The Mekton* robot combat RPG from ers needn’t know these movies. Robin D.
R. Talsorian Games (Berkeley, CA) now Laws (the Barsaive boxed set for FASA’s Atlas Games:
has a high-profile computer version, bun- Earthdawn* RPG, the Cut-Ups expansion www.io.com/user/presage/agindex.html
dled free with every Indigo 2 Extreme for the On the Edge* trading card game Black Dragon Press:
Workstation. Indigos are high-end graph- from Atlas) designed both the Shadowfist www.sunrem.com/~bdp/
ics computers that generate special and Feng Shui games simultaneously. Chameleon Eclectic:
effects for many computer games, Daedalus plans an ambitious support line skynet.bevc.blackburg.va.us/cee/
movies, and the Babylon 5 TV series. for both games, where each card game Chaosium:
Silicon Graphics, the manufacturer, devel- expansion gets a companion supplement www.sirius.com/~chaosium/chaosium.htm
oped the Mekton game to show off the describing the cards in role-playing terms. R. Talsorian Games:
new Extreme’s abilities. Just in case you West End Games (Honesdale, PA) has www.best.com/~willmoss/rtg/toc.htmI
can’t spring for an Indigo 2 (price: $35K), produced a four-page booklet that con- Ragnarok:
RTG is looking to port the game to a verts its MasterBook system (based on the www.ccsi.com/~grabalI/ragnarok
home platform. Shatterzone* game) to and from the “d6” Steve Jackson Games:
RTG’s Castle Falkenstein* game is also system used in Star Wars: The Roleplaying www.io.com/sjgames
jumping to a new medium: fiction. Game*. West End’s Greg Farshtey says, Wizards of the Coast:
George Alec Effinger (When Gravity Fails) “The conversion will be published in www.wizards.com
wrote the first CF novel, From Prussia MasterBook Companion, upcoming Star
With Love, published in December (Prima Wars products, and upcoming MasterBook Send news, press releases, and rea-
Press, $5.99). His second, Masterminds of products (beginning with Indiana Jones’ sonably accurate gossip to Allen Varney
Falkenstein, involves Lady Ada Lovelace Artifacts in February.) It will also be includ- at [email protected].
and her sapient Calculation Engine; it’s ed in the January Tales from the Crypt*
due this spring. boxed set. It will be uploaded on GEnie * indicates a product produced by a com-
The Feng Shui* role-playing game from and America Online, and I expect we will pany other than TSR, Inc.
Daedalus Entertainment (Seattle, WA) has also make it available free for an SASE.”
been delayed until March. Set against the Future MasterBook supplements will
same background as the Shadowfist* card include game statistics for both systems.

DRAGON #225 119


© 1996 by Allen Varney
Games Workshop suit Workshop began actively soliciting many scheduled for August.
Are Games Workshop boardgames and of the Plaintiffs’ retail customers,” says a Under Bridges the Werewolf game
Citadel miniatures at your store cheaper press release, “despite prior assurances recently began outselling White Wolf’s
or pricier than before? Do they hit the that it would not do so.” companion Vampire* game for the first
shelves faster? Different stores report dif- Pending resolution of the complaint, time, spurred by the great popularity of
ferent results of the British company’s the distributors gained a temporary the RAGE* trading card game based on
September decision to sell its products restraining order that enjoins the the RPG. The new Werewolf game line
directly to American retailers, bypassing Workshop from contacting any “purchas- editor is Ethan Skempe, a White Wolf
the standard system of independent dis- er or possible future purchaser” from any staff editor and developer (Vampire: The
tributors of the three distributors. Armory presi- Dark Ages).
In general, Workshop’s new arrange- dent Max Lipman says the order guaran-
ment benefits large game stores and tees “an even playing field,” in that it for- Magazine notes
chains, but hurts stores carrying only a bids Games Workshop from shipping to White Wolf’s Inphobia folded with issue
small game line. Until recently, Chris retailers before it ships to the three dis- #61. Last year the former White Wolf mag-
Heismann managed the Scandia Family tributors. Two judges, at circuit and feder- azine changed its name and turned the
Fun Center in Rohnert Park, CA, which al court levels, have upheld the order, Attitude knob way up as part of an effort
carried a game line as prizes for arcade which expired December 1. At press time to seek a broader audience, without suc-
game players. In October he said, “We Lipman was confident that the plaintiffs cess. Editor Ken Cliffe, a prominent pres-
don’t carry many gaming supplies, and could get the restraining order renewed. ence in every Inphobia article, continues
barely met the $250-a-quarter minimum Lipman speculated that the suit would as supervisor of White Wolf’s roleplaying
our distributor has. Now GW wants us to not reach court before early summer. games.
order from them, and they have the same Jolly Blackburn, founding editor of
$250-per-quarter minimum. Sure, we get
Comings and goings Shadis magazine, has resigned over cre-
a better price on their stuff than before, Lester Smith has left TSR. Smith has fol- ative differences with Alderac Entertain-
but now we have to not only buy differ- lowed his old boss Tim Brown (former ment Group (Chino Hills, CA), publisher of
ent stuff to make up for our distributor Creative Services director at TSR) to Shadis and the Legends of the Five Rings*
not carrying the GW stuff, we have to Comico, publisher of the forthcoming trading card game. Blackburn and AEG
double our expense (and shelf space) in Chrysalis* trading card game. Both Smith part amicably. His popular “Knights of the
order to even carry GW stuff.” The Fun and Brown came to TSR four years ago Dinner Table” comic strip, which original-
Center stopped carrying the Workshop from GDW in Chicago, where Smith ly ran in Shadis, will be seen in these
line, and for unrelated reasons later designed the Dark Conspiracy* RPG. pages ere long.
dropped games altogether. Large stores Bill Bridges, line developer of the Haven’t seen an issue of Cryptych in a
now get their Workshop orders faster and Werewolf: The Apocalypse* Storyteller long time, have you? Editor J. M. White
more reliably, however. game, has left White Wolf Game Studio suspended the magazine last spring, but
Retailer and consumer reactions to the (Atlanta, GA) to join the computer game it may return with a new focus someday.
Workshop policy are mixed, but distribu- company HDI (Stone Mountain, GA), cre- White is devoting her efforts to Cryptych’s
tors are unanimous: they don’t like it. ator of titles such as Machiavelli: The companion magazine, Scrye: Guide to
The suit: On September 21, 1995, Prince and Battles of Destiny. HDI presi- Collectible Card Games. An authentic hit,
three major American distributors – dent (and former White Wolf editor) Scrye’s circulation is said to be over
Wargames West (New Mexico), The Andrew Greenberg said he and Bridges 125,000. Other card-game magazines
Armory (Maryland), and Greenfield will design a paper role-playing game have achieved equally impressive num-
(Michigan) – filed suit in New Mexico’s based on the company’s forthcoming bers, and circulation of The Duelist (from
Second Judicial District Court against dark science-fiction strategy game Wizards of the Coast in Seattle) is
Games Workshop. The suit, for unspeci- Emperor of the Fading Suns, described as rumored to top 200,000. Of magazines
fied damages, charges GW with restraint “Machiavelli meets Battles of Destiny devoted primarily to role-playing, DRAGON
of trade, fraud, unfair trade practices, and with lots of cool stuff thrown in.” The Magazine remains by far the largest*.
violations of anti-trust laws. “The com- paper RPG takes up where the computer
Continued on page 119
plaint further alleges that Games game finishes. Both games are currently

120 JANUARY 1996

You might also like